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Committees - Second Life / virtual uses


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Committees within the Teaching & Learning course in Fall 2011 met and developed ideas about productive uses of Second Life and virtual locations for K12 clss

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Committees - Second Life / virtual uses

  1. 1. On using virtual space for K12 students; for events andprofessional development; and, for simulations & locations
  2. 2. Jason Adamo, Jennifer Coe, Tina Gagliardi, Benjamin Rosenthal, Dana Taurisano
  3. 3.  Second Life is an on-line virtual space where users can interact with others through the use of avatars. Users can explore, socialize, participate in individual or group activities, and create & trade virtual property. Users can build three dimensional virtual objects that are stand alone or that are interactive. Users can find events such as concerts and lectures, and cultural locations like museums, art exhibits, book clubs, and theaters. Users can post PPTs, video, internet, documents, images, etc.
  4. 4.  Professional Development Training Lesson Practice Presentations and Lectures Collaborative Learning Distance Learning Tutoring, Help Sessions, or Office Hours Networking ISTE Island
  5. 5.  Virtual Field Trips  NOAA, Planetarium, Museums, Libraries, Cities Game Rooms  Sports Simulators, Card & Board Games, Create Games Private Islands  Private islands can be created for each class, school, or district that can be controlled by island administrators to ensure age appropriate material. Individual user names and passwords are issued to users for access.  SER/VE – Lecture Hall, Create Pods, Practice Building Additional Benefits  Team Building, Discovery Center, Biographies, Bio-Dome What appears to be an entertaining computer game can convey serious science, bringing to life esoteric research with an engaging virtual experience (NOAA).
  6. 6.  Teaches visitors about our changing planet through “immersive storytelling.” Experience environments you would not otherwise have access too. “Ride through the eye of a hurricane, soar through the layers of the atmosphere on a weather balloon, or view underwater creatures from the safety of a NOAA virtual submersible; all while being exposed to the real-life data and research incorporated into the adventures.” Experience Take a tour of NOAA’s virtual island on Second Life at
  7. 7.  “Visitors can mingle with scientists from NASAs Jet Propulsion Laboratory on Explorer Island, explore the surface of the moon on Lunar Exploration Island, teleport to e-Education Island for free educational resources, visit an interactive planetarium with real-time showings of constellations and see a model of the Martian surface that was created using actual NASA data.” Visitors can also watch live space shuttle launches. Screens at the islands outdoor meeting spaces can show NASA video clips or stream live NASA TV. During shuttle launches and landings, users from around the world gather and watch together.
  8. 8. Laboratories The sky is NOT the limit with Virtual Learning Environments. HospitalsFarms, Greenhouses EcosystemsAmusement Parks
  9. 9.  Friendly competition  Simulates a real world experience in a video game-type environment. Alternative learning experience  Combines Web 2.0 skills with fun and learning. Expands their social network  Provides for and fosters positive and safe communication with students from different classrooms and even different countries. Investment  If they help make it, they will want to continue to be part of it. Facilitates learning though engagement and group participation.
  10. 10.  Link SL activities with classroom material so that students will understand that the “fun” is relevant, and not just a game. Assign building challenges for students to create modules, accessories, and prizes to receive or be involved in.  Students are more likely to be challenged by the effects when they have an investment in their creation! Require peer review for participation in group work to reinforce the importance of work (as they play). SL provides immediate feedback because it is interactive.
  11. 11.  The program keeps track of number of log-ins, time spent in virtual environment, number of activities opened and/or completed. Teachers could hold special community events where students are encouraged to attend, “prizes” given out, bonus questions asked. Special speakers could be planned, students asked to “comment” via chat during and afterwards, and number and quality of questions or comments logged and reviewed by teacher. Students can “report” inappropriate behavior with an easy “click and comment” method. Students complete peer surveys of presentations and work completed.
  12. 12.  Curriculum:  Need for activities and projects in the learning environment that are aligned with course curriculum and standards.  Has to be more than fun! Assessments:  Methods must be in place to assess student learning. Results:  Students must gain from the experience through increased knowledge acquisition and retention of information.
  13. 13.  Provides simulated experiments  NASA training puts learners in real-world contexts. through simulated events. Develops 21st Century and  Airlines have pilots go directly from critical thinking skills. the simulator to the yoke of a 747.  Medical students have progressed from learning on cadavers to working with physical simulators and, more recently, onscreen simulators.  If a prospective doctor can learn about a complex piece of anatomy or “The challenges of the new millennium a difficult procedure from a require that students be adaptable and simulator, certainly our kids cananalytical, and that they have the skills to learn the frogs interior layout from aidentify and use the best tools in a rapidly sim like Froguts (Edutopia, 2011) changing environment” (Solomon and Schrum, 2007).
  14. 14.  K-12 Education & Learning Innovations with Proven Strategies that Work | Edutopia. (n.d.). K-12 Education & Learning Innovations with Proven Strategies that Work | Edutopia. Retrieved December 13, 2011, from Solomon, G., & Schrum, L. (2007).Web 2.0: new tools, new schools. Eugene, Or.: International Society for Technology in Education.
  15. 15. Eric Hauenstein Virtual Space Events for M.A.T. Students Teaching and Curriculum – Fall 2011 SUNY Empire State College
  16. 16. Professional Development Expo Expo setup in Second Life with a variety of booths providing information and conducting workshops Separate expos by content area, or combine if logistically possible Logistics • Schedule workshops at regular time intervals • Provide a .pdf with a map of booths and a schedule of workshops. This can be a notecard that visitors receive as a pop-up when the login to the area • Create a poster at the default login area with directions on how to get around in Second Life Possible Booths/Topics (the possibilities are endless) • Classroom Management • Incorporating Common Core • Inquiry Lessons Standards • Curriculum Writing • Rubric Writing • Emerging Content • Lab Safety • Demonstration Ideas • Essay Grading
  17. 17. Administration Panel Round Table discussion with administrators in Second Life  Principals, Superintendents, Department headsQuestions: What is your number one thing you are looking for in a new teacher? How do you go about assessing an applicants resume? Is there something specific you do or do not like to see on a resume? What do you expect of a new teacher in regards to lesson plans coming into the position? How does your department work together-- do you have regular meetings to share ideas? Do you all just work on your own lessons? Have you noticed any specific trouble spots in the material for students? What do you do to remedy this? If you could give one tip to an applicant coming in for an interview what would it be? What is a part of the interview process that takes new applicants by surprise?
  18. 18. Virtual InterviewsWho knows better than the students what actually works in the classroom?Recommendation: New teachers invite K12 students from varied geographiclocations into SL to ascertain what works, what doesn’t, and what they want outof science education…• Teachers introduce themselves• Start w/ something fun • Go kart tour, etc.• Informal Interview - Possible Questions (teachers answer some too) • What was your favorite activity from a science class – why? • What is the hardest part of science class? • What does your science teacher do that makes the material more understandable? • What does your teacher do that does not seem to help you learn? • Describe the best science teacher you’ve ever had. • What is your favorite piece of technology (anything – video games, software, hardware, etc.)? • If you could do any science project, what would it be? • What would an ideal science classroom look like? What items are there? How is it laid out? • Would you enjoy participating in Science Lessons on SL (SLSL!)?
  19. 19. Samples of “Live”Education Resources forVirtual Space
  20. 20.  Brookhaven National Lab  Space Time, Quantum Mechanics and the Large Hadron Collider  The Long Island Solar Farm • Cold Spring Harbor Laboratory – DNA Learning Center
  21. 21. • Bodies The Exhibition 11 Fulton St (between South St & Front St) New York, NY 10038 Neighborhood: South Street Seaport (888) 926-3437• Cold SpringHarbor LaboratoryDialogue in the Dark at South Street Seaport11 Fulton StreetNew York, NY 10038Phone: 888-926-3437E-Mail: dialoginthedark@prxi.comURL:
  22. 22.  ndex.html
  23. 23. First Lego League
  25. 25. FIND AND VISIT PAST DISASTER LOCATIONS Use Second Life to Visit/Create Spaces Where Disasters have StruckPompeii Volcano’s BeforeHerculaneum Tsunami’s AfterMt. St. Helens Hurricanes Changes
  26. 26. Biome Field Trip Imagine taking your class to the Mojave Desert on Monday, the Arctic tundra on Tuesday and an African savanna on Wednesday. Second Life “Biome Field Trip” allows them to explore the varied flora and fauna, watch virtual food-webs in action and discover how life has adapted to various ecological conditions around the world. This rich program can be adapted for interdisciplinary work as soil and water samples may be gathered and meteorological readings can be taken. The depth of study is only as limited as the programming.
  27. 27. Biome Field TripIn addition to exploring the biotic andabiotic features that shape theseenvironments, Biome Field Trip alsoaddresses “anthropogenic” biomes;examples of the effects of man’s intrusionon nature. When you return “home”, attend our Conference Area, where students can augment their virtual experience with the first-hand accounts of other students from around the world.
  28. 28. Possible Concepts to Study Plate tectonics Earthquakes Earth’s layers Volcanoes Geysers
  29. 29. Journey To the Center of the Earth Using virtual spaces to create a difficult to conceptualize concept.
  30. 30. Organic Nomenclature Scrabble
  31. 31. Bringing Students Together• The Second Life environment allows for endless possibilities that are not possible with the limitations of the real world environment. The space in which makes up the Second Life world allows not only for the transformation of the virtual “physical” space but also allows for an instantaneous way in which students who are at great distances from each other to come together and collaborate.• Because there are limitations in communication when distant cultures come into contact I wanted to use the Second Life space in a way that would seamlessly bridge this gap. The medium in which this gap would be bridged comes in the form of a game in which a common language would be used.• The common language of Organic Chemistry is called IUPAC nomenclature. This “language” allows for anyone anywhere to look at a organic molecule and create a systematic name independent of ones cultures language.
  32. 32. The Game • Using the IUPAC nomenclature in combination with a scrabble type game could bring students throughout the world together to compete in building and naming organic molecules. • The common lower scoring letters would be the hydrocarbon building blocks of the molecules while the higher scoring pieces would be the functional groups. • For example a series of game pieces would be: -C-C- -C=C- -COOH -OHEach student would place a piece on the board until a completed molecule wasbuild. The team would then have to correctly name the molecule to score points.