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Harnessing EdTech
Innovation of
Leaders Takes a
Cross-(Fun)ctional
Guild
Society for Applied Learning Technology Conference, Reston Virginia, August 14, 2013
Barbara Truman & Francisca Yonekura
Agenda
Session Objectives
Background
Activities in the MOOC
Impact and Meaning
Opportunities to
Participate
Q&A
Attribution: WorldslandInfo.com via Flickr
http://www.futuristmovies.com
F3 Fun, Flow or Fiero?
New Media Consortium
Horizon
Reports
Overlap & Gaps
Government?
http://www.nmc.org
http://gamesmooc.shivtr.com
What it is… a connectivist modest open online… community
Dr. Frankie, why don’t we participate?
Yonekura & Truman
Insight: What we’ve learned about ethno-relativism
from participating in virtual worlds makes us more likely
to appreciate cultural differences and be more open to possibility.
How can we apply what we learn?
Doowangle & Antonelli
Key Themes Learned
• Unparalleled experiential learning
• Choice of participation level
• Diverse participants across industries
• Experimental “maker” activities
• Extraordinary leadership
• Extraordinary mentorship
• Continuous support
• Transferability for building learning experiences
• Accelerated, cost saving professional development
• Team Science
Identify
Lurk
Contribute
Create
Lead
Social Network Knowledge Construction
Dr. Lisa Dawley of the 3D GameLab
Special thanks to Gridjumper: Tanya Martin
Transformed Social
Interaction
Virtual Self
The Proteus Effect
Dr. Jeremy Bailenson of the
Stanford Virtual Human Interaction Lab
http://www.pbs.org/newshour/bb/business/july-dec13/games_07-11.html
Community Leaders of Leaders
Second Life and World of Warcraft – Avatars and Characters
Kavon Zenovka/
Maskirovka
Abacus Capalini/
Kuwapi
SIGVE attendees at the June 2013
annual International Society for
Technology in Education
conference in San Antonio, TX
Special Interest Group
Virtual Environments
Media Convergence - Jenkins
Shirky - Cognitive Surplus
Cognition & Cultural Practices
Related to Gameplay and Learning
- Steinkuehler
Schell - Art of Game Design
Games for Change
- McGonigal
Games and Learning
- Gee
A New Culture of Learning
- Seely Brown
Community + Engagements
• Guild Management Website (Shivtr)
– Profiles
– Discussions
– Schedules, notices
• Google Hangouts
– You Tube Broadcasts
– Demonstrations
• Tours
• Creative projects - machinima
• Twitter chats
• Social media – Flickr, Twitter…
Tour of Post-Traumatic Stress Environment
Second Life 2012 Photo Credit: Gridjumper
• Problem Solving
• Scaffolding
• Scientific Inquiry
• Leveling and Achievements
• Constructivism
• Okay to Fail
• Engagement in Professional
Development
• Relationships
• FUN!
Community Outcomes
http://gridjumper.net
Community Outcomes
ISTE SIGVE Diner in Second Life
Community Outcomes
World of Warcraft Briefing/Debriefing
Community Outcomes
Mentoring
&
Sharing
Laurence Cocco, Director of Educational Technology for the New Jersey
Department of Education and one of the Guild Officers for
G.A.M.E. Gamers Advancing Meaningful Education
Dissemination & Adoption
Leveling and Achievements
Rich Analytics for Alternative Assessment
What Type of Community
are You Engaged in?
Ready to Move Up to the Next Level?
What’s Your Next Move?
Let’s talk Guilds, Communities of Practice and Teams
Guided Introduction
The Rise of Minecraft
The GamesMOOC Continues with Four Ms:
Minecraft, MOOCs, MMOGs, & Machinima
http://sonic.northwestern.edu
http://www.nico.northwestern.edu
http://collablab.northwestern.edu
Collaboration and Team Science: A Field Guide
https://ccrod.cancer.gov/confluence/download/attachments/47284665/TeamScience_FieldGuide.pdf?version=2&modificationDate=1285330231523
https://www.teamsciencetoolkit.cancer.gov
Going Pro- Beyond Communities of Practice
Another Opportunity… Loire Learning Campus LVC – Games
Winners of the $25,000 1st Place Award from the 2010 Federal Virtual Worlds Challenge
vharmonysteward@gmail.com
Thank you
Barbara Truman Francisca Yonekura
eLearning Simulation Strategist Associate Department Head
Fusion Unlimited Networks LLC University of Central Florida
Barbara.Truman@gmail.com Center for Distributed Learning
@barbaratruman Francisca.Yonekura@ucf.edu
@FrankieY
Acknowledgements and deepest thanks
Kae Novak, Instructional Designer Frontline Community College
Chris Luchs, Associate Dean, Colorado Community College Online
Tanya Martin, “Gridjumper” Coordinator of Professional Development, Broward County Schools, Florida
Dr. Cynthia Calongne, Professor & Chair, Computer Science, Emerging Media Program, Colorado Technical University
Dr. Andrew Stricker, Distributed Learning Architect, Air University, United States Air Force, Maxwell Air Force Base
Reflecting in Virtual Harmony Courtyard
References
Lisa Dawley http://lisadawley.wordpress.com
Dawley, L. (2009). Social network knowledge construction: emerging virtual world pedagogyOn the Horizon (Vol. 17, pp. 109 -
121): Emerald Group Publishing Limited. doi: 10.1108/10748120910965494
Henry Jenkins http://henryjenkins.org
Jenkins, H. (2006). Convergence culture: where old and new media collide: New York University Press.
Jenkins, H. (2006). Fans, bloggers, and gamers: exploring participatory culture: New York University Press..
Clay Shirky http://www.shirky.com/
Shirky, C. (2008). Here comes everybody: the power of organizing without organizations. New York: Penguin Press.
Shirky, C. (2010). Cognitive surplus: creativity and generosity in a connected age. New York: Penguin Press.
James Paul Gee http://www.jamespaulgee.com
Gee, J. P. (2007). Good video games. New York, NY: Peter Lang.
Gee, J. P. (2004). What video games have to teach us about learning and literacy. New York: Palgrave Macmillan.
Gee, J. (2008). Video Games and Embodiment. Games and Culture, 3(3-4), 253-263. doi: citeulike-article-id:3882509
Gee, J. (2008). A sociocultural perspective on opportunity to learn. Assessment, equity, and opportunity to learn, 76–108.
(available online http://www.jamespaulgee.com/node/31
Gee, J. (2008). Video Games and Embodiment. Games and Culture, 3(3-4), 253-263. doi: citeulike-article-id:3882509
Gee, J. P. (2009). Digital Media and Learning as an Emerging Field, Part I: How We Got Here. International Journal of Learning
and Media, 1(2), 13-23. doi: 10.1162/ijlm.2009.0011
Gee, J. P. (2009). Digital Media and Learning as an Emerging Field, Part I: How We Got Here. International Journal of Learning
and Media, 1(2), 13-23. doi: 10.1162/ijlm.2009.0011
Gee, J. P. (2010). New Digital Media and Learning as an Emerging Area and "Worked Examples" as One Way Forward: The MIT
Press.
Jane McGonigal http://janemcgonigal.com
McGonigal, J. (2005). All Game Play is Performance: The State of the Art Game.
McGonigal, J. E. (2006). This might be a game: ubiquitous play and performance at the turn of the twenty-first century. Available
from http://worldcat.org /z-wcorg/ database.
McGonigal, J. (2008). Engagement economy: The future of massively scaled collaboration and participation (Report no. 1183). Palo
Alto, CA: Institute for the Future.
McGonigal, J. (2008). Engagement economy: The future of massively scaled collaboration and participation (Report no. 1183). Palo
Alto, CA: Institute for the Future.
McGonigal, J. (2011). Reality is broken: Why games make us better and how they can change the world. Penguin
Jesse Schell http://janemcgonigal.com
Schell, J. (2008). The Art of Game Design: A Book of Lenses: Elsevier/Morgan Kaufmann.
Constance Steinkuehler http://constances.org
Steinkuehler, C. A. (2005). Cognition and learning in massively multiplayer online games: A critical approach. The University of
Wisconsin - Madison, Madison, WI.
Steinkuehler, C., & Chmiel, M. (2006). Fostering scientific habits of mind in the context of online play. Paper presented at the
Proceedings of the 7th international conference on Learning sciences, Bloomington, Indiana.
Steinkuehler, C. (2006). Massively Multiplayer Online Video Gaming as Participation in a Discourse. Mind, Culture & Activity, 13(1),
38-52. doi: citeulike-article-id:1121789
Steinkuehler, C., & Williams, D. (2006). Where Everybody Knows Your (Screen) Name: Online Games as "Third Places". Journal of
Computer-Mediated Communication, 11(4). doi: citeulike-article-id:825426
Steinkuehler, C. (2010). Video Games and Digital Literacies. Journal of Adolescent & Adult Literacy, 54(1), 61-63.
John Seely Brown http://www.johnseelybrown.com
John Hagel, III, Brown, J. S., & Davison, L. (2012). The Power of Pull: How Small Moves, Smartly Made, Can Set Big Things in Motion:
Basic Books.
Thomas, D., & Brown, J. S. (2011). A New Culture of Learning: Cultivating the Imagination for a World of Constant Change:
CreateSpace.
References

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SALT2013-CrossfunGuilds

  • 1. Harnessing EdTech Innovation of Leaders Takes a Cross-(Fun)ctional Guild Society for Applied Learning Technology Conference, Reston Virginia, August 14, 2013 Barbara Truman & Francisca Yonekura
  • 2. Agenda Session Objectives Background Activities in the MOOC Impact and Meaning Opportunities to Participate Q&A Attribution: WorldslandInfo.com via Flickr http://www.futuristmovies.com F3 Fun, Flow or Fiero?
  • 3. New Media Consortium Horizon Reports Overlap & Gaps Government? http://www.nmc.org
  • 4. http://gamesmooc.shivtr.com What it is… a connectivist modest open online… community
  • 5. Dr. Frankie, why don’t we participate? Yonekura & Truman Insight: What we’ve learned about ethno-relativism from participating in virtual worlds makes us more likely to appreciate cultural differences and be more open to possibility. How can we apply what we learn? Doowangle & Antonelli
  • 6. Key Themes Learned • Unparalleled experiential learning • Choice of participation level • Diverse participants across industries • Experimental “maker” activities • Extraordinary leadership • Extraordinary mentorship • Continuous support • Transferability for building learning experiences • Accelerated, cost saving professional development • Team Science
  • 7. Identify Lurk Contribute Create Lead Social Network Knowledge Construction Dr. Lisa Dawley of the 3D GameLab Special thanks to Gridjumper: Tanya Martin
  • 8. Transformed Social Interaction Virtual Self The Proteus Effect Dr. Jeremy Bailenson of the Stanford Virtual Human Interaction Lab http://www.pbs.org/newshour/bb/business/july-dec13/games_07-11.html
  • 9. Community Leaders of Leaders Second Life and World of Warcraft – Avatars and Characters Kavon Zenovka/ Maskirovka Abacus Capalini/ Kuwapi
  • 10. SIGVE attendees at the June 2013 annual International Society for Technology in Education conference in San Antonio, TX Special Interest Group Virtual Environments
  • 11. Media Convergence - Jenkins Shirky - Cognitive Surplus Cognition & Cultural Practices Related to Gameplay and Learning - Steinkuehler Schell - Art of Game Design Games for Change - McGonigal Games and Learning - Gee A New Culture of Learning - Seely Brown
  • 12. Community + Engagements • Guild Management Website (Shivtr) – Profiles – Discussions – Schedules, notices • Google Hangouts – You Tube Broadcasts – Demonstrations • Tours • Creative projects - machinima • Twitter chats • Social media – Flickr, Twitter… Tour of Post-Traumatic Stress Environment Second Life 2012 Photo Credit: Gridjumper
  • 13. • Problem Solving • Scaffolding • Scientific Inquiry • Leveling and Achievements • Constructivism • Okay to Fail • Engagement in Professional Development • Relationships • FUN! Community Outcomes http://gridjumper.net
  • 14. Community Outcomes ISTE SIGVE Diner in Second Life
  • 15. Community Outcomes World of Warcraft Briefing/Debriefing
  • 17. Laurence Cocco, Director of Educational Technology for the New Jersey Department of Education and one of the Guild Officers for G.A.M.E. Gamers Advancing Meaningful Education Dissemination & Adoption
  • 18. Leveling and Achievements Rich Analytics for Alternative Assessment
  • 19. What Type of Community are You Engaged in? Ready to Move Up to the Next Level? What’s Your Next Move? Let’s talk Guilds, Communities of Practice and Teams
  • 21. The Rise of Minecraft The GamesMOOC Continues with Four Ms: Minecraft, MOOCs, MMOGs, & Machinima
  • 22. http://sonic.northwestern.edu http://www.nico.northwestern.edu http://collablab.northwestern.edu Collaboration and Team Science: A Field Guide https://ccrod.cancer.gov/confluence/download/attachments/47284665/TeamScience_FieldGuide.pdf?version=2&modificationDate=1285330231523 https://www.teamsciencetoolkit.cancer.gov Going Pro- Beyond Communities of Practice
  • 23. Another Opportunity… Loire Learning Campus LVC – Games Winners of the $25,000 1st Place Award from the 2010 Federal Virtual Worlds Challenge vharmonysteward@gmail.com
  • 24. Thank you Barbara Truman Francisca Yonekura eLearning Simulation Strategist Associate Department Head Fusion Unlimited Networks LLC University of Central Florida Barbara.Truman@gmail.com Center for Distributed Learning @barbaratruman Francisca.Yonekura@ucf.edu @FrankieY Acknowledgements and deepest thanks Kae Novak, Instructional Designer Frontline Community College Chris Luchs, Associate Dean, Colorado Community College Online Tanya Martin, “Gridjumper” Coordinator of Professional Development, Broward County Schools, Florida Dr. Cynthia Calongne, Professor & Chair, Computer Science, Emerging Media Program, Colorado Technical University Dr. Andrew Stricker, Distributed Learning Architect, Air University, United States Air Force, Maxwell Air Force Base Reflecting in Virtual Harmony Courtyard
  • 25. References Lisa Dawley http://lisadawley.wordpress.com Dawley, L. (2009). Social network knowledge construction: emerging virtual world pedagogyOn the Horizon (Vol. 17, pp. 109 - 121): Emerald Group Publishing Limited. doi: 10.1108/10748120910965494 Henry Jenkins http://henryjenkins.org Jenkins, H. (2006). Convergence culture: where old and new media collide: New York University Press. Jenkins, H. (2006). Fans, bloggers, and gamers: exploring participatory culture: New York University Press.. Clay Shirky http://www.shirky.com/ Shirky, C. (2008). Here comes everybody: the power of organizing without organizations. New York: Penguin Press. Shirky, C. (2010). Cognitive surplus: creativity and generosity in a connected age. New York: Penguin Press. James Paul Gee http://www.jamespaulgee.com Gee, J. P. (2007). Good video games. New York, NY: Peter Lang. Gee, J. P. (2004). What video games have to teach us about learning and literacy. New York: Palgrave Macmillan. Gee, J. (2008). Video Games and Embodiment. Games and Culture, 3(3-4), 253-263. doi: citeulike-article-id:3882509 Gee, J. (2008). A sociocultural perspective on opportunity to learn. Assessment, equity, and opportunity to learn, 76–108. (available online http://www.jamespaulgee.com/node/31 Gee, J. (2008). Video Games and Embodiment. Games and Culture, 3(3-4), 253-263. doi: citeulike-article-id:3882509 Gee, J. P. (2009). Digital Media and Learning as an Emerging Field, Part I: How We Got Here. International Journal of Learning and Media, 1(2), 13-23. doi: 10.1162/ijlm.2009.0011 Gee, J. P. (2009). Digital Media and Learning as an Emerging Field, Part I: How We Got Here. International Journal of Learning and Media, 1(2), 13-23. doi: 10.1162/ijlm.2009.0011 Gee, J. P. (2010). New Digital Media and Learning as an Emerging Area and "Worked Examples" as One Way Forward: The MIT Press.
  • 26. Jane McGonigal http://janemcgonigal.com McGonigal, J. (2005). All Game Play is Performance: The State of the Art Game. McGonigal, J. E. (2006). This might be a game: ubiquitous play and performance at the turn of the twenty-first century. Available from http://worldcat.org /z-wcorg/ database. McGonigal, J. (2008). Engagement economy: The future of massively scaled collaboration and participation (Report no. 1183). Palo Alto, CA: Institute for the Future. McGonigal, J. (2008). Engagement economy: The future of massively scaled collaboration and participation (Report no. 1183). Palo Alto, CA: Institute for the Future. McGonigal, J. (2011). Reality is broken: Why games make us better and how they can change the world. Penguin Jesse Schell http://janemcgonigal.com Schell, J. (2008). The Art of Game Design: A Book of Lenses: Elsevier/Morgan Kaufmann. Constance Steinkuehler http://constances.org Steinkuehler, C. A. (2005). Cognition and learning in massively multiplayer online games: A critical approach. The University of Wisconsin - Madison, Madison, WI. Steinkuehler, C., & Chmiel, M. (2006). Fostering scientific habits of mind in the context of online play. Paper presented at the Proceedings of the 7th international conference on Learning sciences, Bloomington, Indiana. Steinkuehler, C. (2006). Massively Multiplayer Online Video Gaming as Participation in a Discourse. Mind, Culture & Activity, 13(1), 38-52. doi: citeulike-article-id:1121789 Steinkuehler, C., & Williams, D. (2006). Where Everybody Knows Your (Screen) Name: Online Games as "Third Places". Journal of Computer-Mediated Communication, 11(4). doi: citeulike-article-id:825426 Steinkuehler, C. (2010). Video Games and Digital Literacies. Journal of Adolescent & Adult Literacy, 54(1), 61-63. John Seely Brown http://www.johnseelybrown.com John Hagel, III, Brown, J. S., & Davison, L. (2012). The Power of Pull: How Small Moves, Smartly Made, Can Set Big Things in Motion: Basic Books. Thomas, D., & Brown, J. S. (2011). A New Culture of Learning: Cultivating the Imagination for a World of Constant Change: CreateSpace. References

Editor's Notes

  1. Website on ShivtrAsynchronous accessLots of Synchronous