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IT Fluency in Teen Second Life
IT Fluency in Teen Second Life
IT Fluency in Teen Second Life
IT Fluency in Teen Second Life
IT Fluency in Teen Second Life
IT Fluency in Teen Second Life
IT Fluency in Teen Second Life
IT Fluency in Teen Second Life
IT Fluency in Teen Second Life
IT Fluency in Teen Second Life
IT Fluency in Teen Second Life
IT Fluency in Teen Second Life
IT Fluency in Teen Second Life
IT Fluency in Teen Second Life
IT Fluency in Teen Second Life
IT Fluency in Teen Second Life
IT Fluency in Teen Second Life
IT Fluency in Teen Second Life
IT Fluency in Teen Second Life
IT Fluency in Teen Second Life
IT Fluency in Teen Second Life
IT Fluency in Teen Second Life
IT Fluency in Teen Second Life
IT Fluency in Teen Second Life
IT Fluency in Teen Second Life
IT Fluency in Teen Second Life
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IT Fluency in Teen Second Life

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IT fluency education in Teen Second Life

IT fluency education in Teen Second Life

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    • 1. IT Fluency via Games and Virtual Worlds Barbara Z. Johnson, M.Ed. Graduate Student (Education) UM-Duluth
    • 2. Thanks to: <ul><li>Elizabeth (Beth) King </li></ul><ul><li>Dr. Elisabeth (Betty) Hayes </li></ul><ul><li>Lauren Silverman </li></ul><ul><li>Dr. Constance Steinkuehler </li></ul><ul><li>Dr. Jim Gee </li></ul><ul><li>MacArthur Foundation </li></ul><ul><li>The Tech Savvy Girls!! </li></ul>
    • 3. Overview <ul><li>Introduction to the project </li></ul><ul><li>Measures of success </li></ul><ul><li>Selection of tools </li></ul><ul><li>Evolution of the project </li></ul><ul><li>Learning through creating in Second Life </li></ul>
    • 4. Purposes of Project <ul><li>Middle school - many girls stop enrolling in science and math classes </li></ul><ul><li>Increase general IT fluency among middle-school girls </li></ul><ul><li>Increase interest in SMET class choice and potential careers among middle school girls </li></ul>
    • 5. Measures <ul><li>FITness Standards </li></ul><ul><ul><li>Intellectual capacities </li></ul></ul><ul><ul><li>IT Concepts </li></ul></ul><ul><ul><li>IT Skills </li></ul></ul><ul><ul><li>Life-long usable skills </li></ul></ul><ul><ul><li>Applicable to wide range of careers </li></ul></ul><ul><ul><li>Not just “programming” </li></ul></ul>
    • 6. Method to the Madness <ul><li>Game PLAY not sufficient </li></ul><ul><li>“ Tinkering activities” (diSessa, 2000) </li></ul><ul><li>Interest-driven projects </li></ul><ul><li>Constructivist learning </li></ul><ul><li>Islands of expertise in a learning ecology </li></ul><ul><li>Studies on game modification or game construction in teaching subjects like history and math </li></ul>
    • 7. Modding & Content Creation <ul><li>Go beyond the designed play dynamics </li></ul><ul><ul><li>Create objects that become part of the game </li></ul></ul><ul><ul><li>Create maps or change the landscape of the game </li></ul></ul><ul><ul><li>Modify the rules of the game </li></ul></ul><ul><ul><li>Create the world and its functionality (SL) </li></ul></ul><ul><ul><li>Total conversion (creating a new game using the frame of the old) </li></ul></ul>
    • 8. But which game??? <ul><li>Interesting to girls </li></ul><ul><ul><li>Puzzle </li></ul></ul><ul><ul><li>Adventure </li></ul></ul><ul><ul><li>Simulation </li></ul></ul><ul><li>Acceptable to parents </li></ul><ul><li>Modifiable </li></ul><ul><li>Relatively easy to play and learn to modify </li></ul><ul><li>Social network </li></ul>
    • 9. Year 1: The Sims <ul><li>Single player creates and controls actions of characters in the game (the “Sims”) </li></ul><ul><li>Simulation game centered around domestic life, fulfillment of game-character needs and desires, and relationships between Sims </li></ul><ul><li>Open-ended game </li></ul><ul><li>Many expansion packs </li></ul><ul><li>Runs on computers, consoles, handhelds, iPods </li></ul>
    • 10. Typical Sims Scenario
    • 11. The Newly Rendered Mesh Becomes the Newly Created Gown
    • 12. Year 1: Results <ul><li>Pro </li></ul><ul><ul><li>Girls like the Sims (100 million copies of Sims 2 sold) </li></ul></ul><ul><ul><li>Easy to start modification of content </li></ul></ul><ul><ul><li>“ Cheats” to change game limits </li></ul></ul><ul><ul><li>Extensive social networks online </li></ul></ul><ul><ul><li>Can share content between games </li></ul></ul><ul><ul><li>Significant gains in IT fluency </li></ul></ul><ul><li>Con </li></ul><ul><ul><li>Reinforces many social stereotypes </li></ul></ul><ul><ul><li>Limits to types of content and actions </li></ul></ul><ul><ul><li>Players can’t PLAY together but only parallel </li></ul></ul><ul><ul><li>No opportunity to change interactivity (I.e. programming) </li></ul></ul>
    • 13. Year 2: (Teen) Second Life <ul><li>Online </li></ul><ul><li>Segregated by age (teen vs. 18+) </li></ul><ul><li>You are represented by an avatar </li></ul><ul><li>Interact with multiple people from around the world </li></ul><ul><li>Virtual world - not a game </li></ul><ul><ul><li>No game roles or game rules </li></ul></ul><ul><li>Mostly user created world </li></ul>
    • 14. What Is Second Life? Company created world User created world Pre-determined rules, roles, and score Users make own rules and roles Second Life, Active Worlds Most video games and MMOGs (3-D) social networking Original Star Wars Galaxies EVE Online, Ultima Online, Lineage … Customizable MUDs, MOOs, MUSHs Game mods
    • 15. What do you DO in Second Life? <ul><li>Pretty much anything you want </li></ul><ul><li>Socialize </li></ul><ul><li>Work/Business </li></ul><ul><li>Creation and artistic expression </li></ul>
    • 16. Summer ‘07: Preparation <ul><li>Create accounts </li></ul><ul><li>Get equipment </li></ul><ul><li>Establish locations for project </li></ul><ul><li>Create activities and instructions </li></ul>
    • 17. Physical Sessions <ul><li>One mentor physically at site </li></ul><ul><li>Two mentors in Second Life </li></ul><ul><li>2-hour meetings twice per week after school OR 4 hours on Saturday </li></ul><ul><li>Computers purchased via grant </li></ul><ul><li>At lab or library </li></ul>
    • 18. Initial Activities in Second Life <ul><li>Quests to explore potential of Second Life </li></ul><ul><li>Discussed student interests </li></ul>
    • 19. Welcome to the 60’s <ul><li>Movie “Hairspray” </li></ul><ul><li>Fashion & Interior Decorating/Design </li></ul><ul><li>Social Justice Issues </li></ul><ul><li>Gender Identity </li></ul><ul><li>Science and Math </li></ul>
    • 20. History and Fiction
    • 21. Scripting and interaction
    • 22. Create and Manage a Business
    • 23. FITness: Intellectual Capacities evidenced <ul><li>Engage in sustained reasoning </li></ul><ul><li>Manage complexity </li></ul><ul><li>Test a solution </li></ul><ul><li>Manage problems in faulty solutions </li></ul><ul><li>Organize and navigate information structures </li></ul><ul><li>Collaborate </li></ul><ul><li>Communicate to other audiences </li></ul><ul><li>Legal and ethical issues regarding Intellectual Property </li></ul>
    • 24. FITness: IT skills evidenced <ul><li>Setting up a personal computer </li></ul><ul><li>Using basic operating system features </li></ul><ul><li>Using a word processor </li></ul><ul><li>Using graphics or artwork packages </li></ul><ul><li>Connecting a computer to a network </li></ul><ul><li>Using the Internet to find information </li></ul><ul><li>Using a computer to communicate with others </li></ul>
    • 25. FITness: IT concepts evidenced <ul><li>Networks </li></ul><ul><li>Digital representation of information </li></ul><ul><li>Information organization </li></ul><ul><li>Modeling and abstraction </li></ul><ul><li>Algorithmic thinking and programming </li></ul><ul><li>Societal impact of information and information technology </li></ul>
    • 26. Success Factors <ul><li>A place to meet in Second Life </li></ul><ul><ul><li>Rent, own, or use a public space </li></ul></ul><ul><li>Don’t have to be expert builders </li></ul><ul><li>Support from other educators </li></ul><ul><ul><li>List-servs </li></ul></ul><ul><ul><li>Yearly convention </li></ul></ul><ul><ul><li>Wiki </li></ul></ul>

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