Presentation given in Second Life by Margaret Keane of MissionV Education Ltd at the Bavarian Center for Gifted and Talented Children Global Gifted Conference, May 28th 2011
MissionV - Virtual Worlds Technology for the support of High Potential Students
1. Using Virtual Worlds Technology for
the Support of High Potential Students
Presented by:
Margaret Keane
Founder: Giftedkids.ie
Co-Founder: MissionV Education
Our business is that of educational alchemy, the transformation that
takes place when a child rediscovers the joy of learning.
2. "I hear and I forget.
I see and I remember.
I do and I understand."
Confucius
3. Summary
Background
Education Models
MissionV Pilot
MissionV as a Digital Sandbox
Game Based Learning for High Potential Students
4. The Problem
SYSTEM FAILURE- Over 27,000
Difficult to Identify –
for Teachers, Parents & Exceptionally Able
No Agreed Definition
Students Students in Ireland
Lack of Opportunities
for Exceptionally Able
No Co-ordinated Effort Myths &
students from
to reach Entire Group Misconceptions
Disadvantaged
Backgrounds
Legal Quagmire -
Learning Difficulties & Lack of Teacher Training
recognition of E.A. as a
Disabilities can mask & Gifted Education
SEN in 1998 Education
High Ability funding
Act – none EPSEN 2004
5. The Needs
Greater Department
Appropriate Peer group
breadth and of Education Teacher
educational development
depth of to fund gifted Training
challenges opportunities
curriculum programmes
6. The Risks
Dis- Chronic
Loss of
engagement Under-
with Learning Motivation achievement
7. Professor Deborah Eyre
Opportunities
High
Potential Motivation
Achievement
Support
“What Really Works in Gifted & Talented Education”
Professor Deborah Eyre
8. Professor Carol Dweck
Growth vs. Fixed Mindsets
– Stanford Psychologist Carol Dweck
"Kids get so caught up in the moment-to-moment issue of will they look
smart or dumb, and it blocks them from thinking about the long term . . .
You have to teach them that they are in charge of their intellectual
growth."
Read more: http://www.time.com/time/magazine/article/0,9171,1126743,00.html#ixzz1FeB1QVc5
9. Professor Françoys Gagné
Gagné’s Model of Giftedness & Talent
• Giftedness = High Potential
• Talent = High Performance
Exceptionally able journey from high potential to
high performance
Idea of Hidden Gifts – allows the identification of
children from disadvantaged backgrounds, different
cultural backgrounds and twice exceptional
children.
10. A Solution
Can provide
Supports the
Can be used opportunities 21st Century
Primary
Challenging Collaborative Creative at school and for peer Skills
School
at home group Development
Curriculum
development
13. The Ingredients
5 Exceptionally Able 1 Creative Learning Parental support for
Students Support Teacher access at home and
school
Supportive School 2 Hours Learning
Management Support each Week
15. Out of This World!
Guest Speakers –
Award Winning
Chessboard – Making
Children’s author Bob
Real Social Connections
Burke makes a virtual
visit
16. 21st Century Skills
3D Modelling and 3D Programming in a
their own virtual world!
17. The Results
Provides
Highly creative Allows Independent opportunities for Peer
Learning Environment Learning Group Development –
SOCIAL NETWORKING
Can support Primary Can Support the Students Develop 21st
School Curriculum Needs of 2e Students Century skills
18. MissionV Primary Schools Project
Brid Uí Mhaoluala – Learning Support Teacher in charge of Gaelscoil
Carlow Pilot:
• Use of “scaffolding” vs. strict lesson plans.
• Open ended, constantly evolving.
• Change of mindset for Teacher - exploratory
learning with teacher as guide.
• About the process rather than the product.
• Made students consider possibilities vs. finalities.
• Students became self reliant when it came to
problem solving.
• Collaboration – huge social impact – development of
peer group.
• Skills quickly outstripped teacher.
20. Teacher Says . . .
“We worked the Daynuv project for two periods a
week in school, but the children continued to work on
the project at home. It was great that they could work
on what they wanted and on something truly
challenging.
I am not a techno-wizard, I don't even have an ECDL,
so by taking this on, I felt I would be able to say to any
teacher that if I could do it, anyone could.”
Bríd Uí Mhaoluala, Learning Support Teacher,
Gaelscoil Eoghain Uí Thuairisc Carlow
21. MissionV – Phase 1
DEIS Status
Mix of
Schools
Patrons
Incl.
Urban & Large &
Rural Small
20 Schools
Support of
Nationwide on 2E children
MissionV
22. Lesson Plan
Sharing
Inter School
Science Week
Collaboration
MissionV
Learning
Simulations Hub Etwinning
Virtual Visits Peer to Peer
– “Experts” Mentoring
23. Innovative . . .
“The project (MissionV) is innovative and is making excellent use of a
number of cutting edge technologies. It is very timely given the
Department of Education and Skills’ prioritisation of numeracy at
both primary and post primary level. The use of a 3D learning
environment and geometric building tools by children to
collaboratively build 3D replicas generating a fully interactive world
powered by their own software is very much in line with the thinking
and implementation of the project maths curriculum at post primary
which is being rolled out at present to all schools.”
Jerome Morrisey, NCTE Director
31. James Paul Gee – “Deep Learning
Properties of Good Digital Games”
IDENTITY INTERACTION PRODUCTION
RISK TAKING CUSTOMISATION AGENCY
WELL ORDERED CHALLENGE &
PROBLEMS CONSOLIDATION
http://www.jamespaulgee.com
32. James Paul Gee – “Deep Learning
Properties of Good Digital Games”
SITUATED PLEASANTLY
JUST IN TIME
MEANINGS FRUSTRATING
SYSTEM THINK DISTRIBUTED
THINKING LATERALLY KNOWLEDGE
CROSS PERFORMANCE
FUNCTIONAL OVER
TEAMS COMPETENCE
http://www.jamespaulgee.com
33. Dr. Patrick Felicia – iGBL
Evidence Shows: Waterford Institute of Technology
• Good Digital Games can enhance students learning & motivation
• Supports individual & collaborative learning
• Digital games motivate students to learn at school and at home
• Positive impact on knowledge acquisition & skills development –
Enquiry Based Learning
• Motivation to learn is aroused when students design their own
digital games
• Knowledge into Practice – deeper understanding - move to
expert level
• Teacher has key role to play in briefing and debriefing
34. • The Forge in Halo • Minecraft
Examples of User Generated
Reach • Machinma
• Level editor – allows users to • Complex Building
use basic building blocks and Structures
weapon spawns • Community Forum
• Community created maps • Blog – The World of Notch
• Bungie Allstars Weekly • Galleries – “The Minecraft
Art Competition Museum”
• Based on theme - Halo • Indie Game Development
Reach screen capture
• Each winner gets a star for
Content
their name plate in game
35. Machinima.com
“The word “machinima” is a loose hybrid of the words
“machine” and “cinema” and is used to describe the
process of creating real-time animation by manipulating a
videogame’s engine and assets. “
36. A Sense of Community –
Online Games/Consoles
Social Interaction: Collaborative: Mixed Abilities:
Better Game Play with Working together to “newbies” &
Regular Team Mates reach a certain goal experienced gamers
together in shared
learning space
37. A Sense of Community – Online
Forums for Gamers
“We posted our opinions on
the (US) presidential race in
Sense of Belonging – Variety
2008, the recent demise of Self regulating – “we don’t
of Discussions means kids
Osama Bin Laden and the tolerate bad behaviour”
can find a peer group
Royal Wedding . . .we talk
about everything on there”
38. Transferring Gameplay to
Classroom
• “Inside the game” – LEARNING BY
EXPERIENCE OR IMMERSION
• “We see a lot of teamwork in
videogames now and that should
be implemented in teaching”. –
LEARNING BY COLLABORATION
39. Learning to Fail –
Failure as a “Learning Device”
Antidote to Perfectionism!
Repetition can be Useful
Instant Feedback
New Strategies
Perserverence
“I’ve learned about thinking through what I’m doing,
whether what I’m going to do is a good idea or not.”
40. “The most common
mantra of a real gamer
is: “If I ain’t learning it
ain’t fun!“”
John Seely Brown
A New Culture of Learning