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  • As a result of its study, the Commission suggests that virtual world operators make certain enhancements aimed at reducing the risk of youth exposure to explicit content, including:
  • Video on the Legend
  • After school clubs
  • Poll Anywhere
  • http://questatlantisblog.org/ http://quest-atlantis-teaching.wikispaces.com/

Transcript

  • 1. Q & A ON QUEST ATLANTIS
  • 2. VIRTUAL WORLDS AND KIDS: MAPPING THE RISKS
    • REPORT TO CONGRESS
    • DECEMBER 2009
    • FEDERAL TRADE COMMISSION
    • Jon Leibowitz, Chairman
    • Copy of the report can be found online at the FTC web site
  • 3. EXECUTIVE SUMMARY
    • Ensuring that the age-screening mechanisms virtual world operators employ do not encourage underage registration;
    • Implementing or strengthening age-segregation techniques to help ensure that minors and adults interact only with their peers and view only age-appropriate material;
    • Re-examining the strength of language filters to ensure that such filters detect and eliminate communications that violate online virtual worlds’ conduct standards;
    • Providing greater guidance to community enforcers in online virtual worlds so that they are better equipped to: self-police virtual worlds by reviewing and rating online content; report the presence of potential underage users; and comment on users who otherwise appear to be violating a world’s terms of behavior; and,
    • Employing a staff of specially trained moderators whose presence is well known in-world and who are equipped to take swift action against conduct violations.
  • 4.
    • In addition, the Commission recommends that parents and children alike become better educated about the benefits and risks of youth participation in online virtual worlds. The Commission is committed to ensuring that parents have the information they need to decide which online virtual worlds may be appropriate for their children.
  • 5. WHO
    • Sasha Barab on MacArthur Grant for Quest Atlantis
    “ Properly designed games can offer worlds in which learners are central participants; a place where the actions of a ten-year old can have significant impact on the world, and a place in which what one knows is directly related to what they are able to do and, ultimately, who they become.”
  • 6. WHAT
  • 7. WHEN Learning must be 24/7 Anytime anywhere Tony Wagner – The Global Achievement Gap
  • 8. WHERE
  • 9. WHY
  • 10. HOW Quest Atlantis is more than just an online technology: it is a game designed to provide teachers with relevant contexts to support students understanding and application of academic concepts. We support teachers with a teacher manual, with professional development training, with continual monitoring of chat, with time-relevant blog entries, and with technology support and help in connecting students with other classrooms worldwide.
  • 11. PD SUPPORT
  • 12. Knowclue Kid on Quest Atlantis
  • 13.