Association for the Advancement of Computing in Education (AACE) Global Learn 2012: Global Conference on Learning and Technology virtual presentation. International Baccalaureate Information Technology in a Global Society (ITGS) course taught using 3D virtual worlds.
2. Background
International Baccalaureate (IB): nonprofit
educational foundation, helps students to
develop skills (intellectual, social, emotional,
personal) needed to live/work in a “rapidly
globalizing world”
Diploma Program (DP): IB high school,
prepares students for 21st century: inter-
connectedness, international-mindedness,
critical thinking
3. Background (cont.)
Information Technology in a Global Society
(ITGS): “…the study and evaluation of the
impacts of Information Technology (IT) on
individuals and society…[i]t explores the
advantages and disadvantages of the access
and use of digitized information at the local
and global level”
- IB ITGS Handbook
4. Background (cont.)
Virtual world: computer-based interactive 3D
simulation, in which users take the form of
avatars visible to others graphically
Second Life – commercial 3D virtual world with
millions of users, hundreds of educational
organizations “inworld”
OpenSimulator – “open source” version of
Second Life, used for students 3-15 (Second
Life only for learners 16 and older)
5. Better Traditional Academic Results:
“The early evidence, both rigorous and
anecdotal, seems to strongly suggest that
highly interactive virtual learning is a
permanent transformation of the educational
landscape…[t]his is due in part to interactive
environments’ ability to produce better
traditional academic results.”
- Clark Aldrich
6. ITGS Versus Computer Science:
ITGS – main focus is people, systems thinking,
using existing software (and hardware), social
context is vital, global reach
Computer Science – main focus is
hardware/software, algorithmic thinking,
creation of new software, business context is
vital, usually limited audience
7. ITGS Three Strands:
1. Social and Ethical Significance: intellectual
property, the digital divide, globalization and
cultural diversity, etc.
2. Application to Specified Scenarios: business
and employment, education and training,
home and leisure, etc.
3. IT Systems: hardware/software, digital
multimedia, project management, etc.
8. ITGS Three Strands (cont.):
Strands are to be taught in an integrated way,
with the focus on stakeholders (individuals or
groups affected by IT developments and/or
proposed solutions).
Strands can be taught in any order. A project
might be started via an issue, or a particular
objective, or the IT systems involved.
9. ITGS International Dimension:
Embodies global and international awareness
Emphasizes global reach (and effects) of
technological advancements
Explores advantages and disadvantages of
technology at local and international levels
Seeks to develop international connections
and cooperation, concept of “global village”
11. Traditionally Taught?
Textbooks such as: “Discovering Computers”
for hardware/software, “Gift of Fire” for
social/ethical considerations (now: ITGS
textbook)
Online components such as: nings, wikis,
blogs, websites in general (2D, not 3D!)
Generally, still typical classroom instruction
14. Now: 3D ITGS! (cont.)
Students maintain cybercampus in Second
Life, put on art/music/other shows
Enables students (and teachers) to connect,
communicate and collaborate with others all
over the (real) world
Learners actually are members of a global
society (versus just reading about it!)
Products/services can help local and global
students and teachers
15. Strand-Specific:
Social and Ethical Significance: Students are
part of a million-user online community,
joining hundreds of other schools
Application to Specified Scenarios: Students
will run actual businesses in online economy,
create/maintain intellectual property, etc.
IT Systems: Students must master Computer
Aided Design, graphics/photography, project
management, programming, etc.
16. Strand-Specific (cont.)
Social and Ethical Significance: Students will
interact with other schools, ideally helping to
bridge the digital divide
Application to Specified Scenarios: Student
products/services will benefit others, will
enable cross-curricular instruction locally
IT Systems: Instruction is student-centric, so
students design and manage own projects,
learning hardware/software in the process
17. Integration/Dimension-Specific:
Enables integration of the three strands in
ways never possible before (direct relation-
ships between technology, applications and
social/ethical implications)
Literally (virtually) creates an interconnected
“global village” via which students can not
just study but impact fellow digital citizens
around the (real) world
18. Profile-Specific:
All qualities covered, particularly:
Inquirers/Thinkers: Students are in charge of
their investigations/research
Communicators: Students will meet and train
others to use 3D virtual worlds
Risk-Takers: Students know about 3D games,
but have never done anything like this before!
Principled: Students must develop and
practice digital citizenship skills
19. Summary:
Peterson’s 3D ITGS surpasses all IB require-
ments: strands, profiles, dimensions, etc.
Our 3D ITGS will revolutionize the way not just
this course is taught, but all IB classes
Art and Music already involved, soon Science,
Math and other subjects (locally/globally)
Ideal: 3D community of international schools,
sharing sims/regions/campuses (contact me if
you’re interested in participating)