Developing Knowledge-age Skills in a Teen Second Life Community. Paper presented at Handheld Learning conference, London 2007.
This research was later extended, and written up as a book chapter. http://bit.ly/bugzPm
Measures of Central Tendency: Mean, Median and Mode
Developing Knowledge-age Skills
1. Developing Knowledge-age Skills in a Teen Second Life Community or Education can be Murder ;-) Gill Clough & Rebecca Ferguson [email_address] [email_address] http://conclave.open.ac.uk/ResearchEssentials/
12. Welcome to Schome Park http://www.ncs-tech.org/
13. Sudoku Creativity x Motivation x Leadership x Confidence x Problem solving Communication Teamwork http://conclave.open.ac.uk/ResearchEssentials/
14. Chess Confidence x Leadership Teamwork Communication Motivation Problem Solving Creativity http://conclave.open.ac.uk/ResearchEssentials /
15. Playacting Leadership Teamwork Communication Motivation Problem Solving Creativity Confidence http://conclave.open.ac.uk/ResearchEssentials/
16. Leadership Communication Motivation Problem Solving Creativity Confidence Teamwork x Trial… Punishment… Murder… http://conclave.open.ac.uk/ResearchEssentials/
17. Regatta Leadership Teamwork Communication Motivation Problem Solving Creativity Confidence http://conclave.open.ac.uk/ResearchEssentials/
Focus on learner being mobile, not the technology used to enable that mobility Mobility of access to SL – at home, at school, at work Mobile in 3 dimensions within the virtual world
How many people have AV in SL? Describe SL: 3D virtual world where you interact in real time through avatars. Over 18s only Not like Massively Multiplayer games cause no set objectives or quests ie WoW Also distinctive attribute is that it has money, Linden Dollars which has a real life conversion value. Islands Purchase land leasehold Avatars, flying and teleporting Prims Builds – complex like architecture in picture or simple like floating platform which is not poss in real life Look at web address for sl
Introduce the Schome project and why we took it in world Schome – looking at alternative approaches to education Goals - It will meet the needs of society and individuals in the twenty-first century and will be a system which values and supports people learning throughout their lives. Use new technologies as an enabler for personalised learning.
Some educational establishments reproduce themselves in Second Life That’s Ohio on the left and Princeton on the right
Teen Grid – Students aged 13 to 17 Aime to use the affordances of the virtual medium: Avatars fly in through roof Transparent walls & big doors Accessible meeting areas (Japanese garden) Objects accessed through panels
Very important both organisationally and from the point of socialisation Also important for people who may have problems getting inworld.
These are the knowledge-age skills we are teaching. NB Although we had physics, ethics and archaeology, what we were aiming for was the skills rather than the knowledge.
Who the students were. NAGTY pilot Students had never met face to face. From all over the country. Age 13 – 17 – spread of ages. Hard to distinguish between avatars of students and those of staff.
Physics, Ethics and Philosophy and Archaeology and Induction. Mention that we were still being constrained by real life. Needed a holistic approach rather than subject centred
Arrival of students – used environment in different ways Explored all 3Dimensions, building really high up PLAYFUL approach
Here’s an educational game the staff took in world for people to work on together. Conforms to conventional model. Developed by staff – took a lot of developmental work Students sign up for it and turned up and played
A traditional game a student chose to take in world. 13 year old Assembled team – shared work Distributed – students accessed external resources and brought them inworld Sideways seating and played as group Used IM to communicate within team.
Play acting and role play.
Murder mystery – link to title Built knowledge age skills, But – continued to leading to trial And punishment!
Competitive games and team work.
Access difficulties in 2 nd life. Overcome by a teenager. AjaxLife to allow access inworld. Restricted way in.
New approach to support and encourage the development of Knowledge Age Skills