IT Fluency in Teen Second Life

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    IT Fluency in Teen Second Life - Presentation Transcript

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

    + Barbara JohnsonBarbara Johnson, 2 years ago

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    IT fluency education in Teen Second Life

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