ERASMUS+ PROJECTERASMUS+ PROJECT
LET THE SCIENCE DISCOVER USLET THE SCIENCE DISCOVER US
TEACHER TRAINING MEETINGTEACHER TRAINING MEETING
AT PARTNER SCHOOLAT PARTNER SCHOOL
ITE “F. SEVERI”, San Giovanni V.noITE “F. SEVERI”, San Giovanni V.no
ItalyItaly
March 05 2017 - March 11 2017March 05 2017 - March 11 2017
MultilateralPartnershipProjectMultilateralPartnershipProject
“LetTheScienceDiscoverUs”
FiveschoolsfromfivedifferentcountriesmeetingandworkingtogetherFiveschoolsfromfivedifferentcountriesmeetingandworkingtogether
IstitutoTecnicoCommercialeStatale"F.Severi"
C/oISISValdarno
SanGiovanniValdarno
Tuscany
Italy
Officialschoolwebsite
INDIRE “EDMONDO”
● INDIRE is an italian organization that does
research and documentation in the field of
teaching and learning. INDIRE has its offices in
Florence and Rome and has many projects of
research. One of these is called Edmondo and is
aimed at studying the use of virtual reality
simulators for teaching with the method of
immersive teaching where the learners are
immersed in what they are learning.
A virtual world for teaching
● Edmondo
Video by Indire that demonstrate what can be
done in Edmondo
Edmondo is currently an inhabitated world. It's
populated by students and teachers from Italy
and is a safe environment where to build and
experiment
How to join Edmondo
● Joining Edmondo, as well as any other
virtual world is not difficult. It takes a special
computer program called viewer and a
computer that is powerful enough to run
videogames with sufficient speed.
This video demonstrate how to join the
project
How to join Edmondo
Virtual environments
Teacher training in Edmondo
● The Indire platform is currently being used
to train teachers in the use of immersive
teaching through virtual worlds. Courses are
held every few months for total beginners
and for experienced users
● Lesson in Edmondo
Edmondo is part of a host of new strategies
and methods being implemented
● Edmondo is only one of the innovative
methods that are being introduced in
Italy.
“Avanguardie educative” and the
future classrooms is another example
of this effort for innovation
Spot for Avanguardie Educative
Linden Labs' “Second Life”
● The largest virtual world in place is Second Life,
project started by a company called Linden Labs
in 2013. It has about 50 million people registered
and about 50.000 users from all over the World
connected on line at the same time. Everything is
as in Edmondo, but it has billions of items as
everything we see and use in these so called
virtual worlds or metaverse is made by users.
Linden Dollars
● Second life has its currency, the Linden
Dollars. Most virtual objects and items built by
users are on sale. Some users get earn money
from their SL time as Linden Dollars can be
converted into real world money at any
moment.
So the Virtual World has virtual jobs to offer
and goods on its virtual market so as to be a
perfect simulation of an economic system
Avatars together
Second Life has an internal economy and internal currency, the Linden dollar (L$). L$ can be used to buy, sell, rent
or trade land or goods and services with other users. The "Linden" can be exchanged for US dollars or other
currencies on market-based currency exchanges. Linden Lab reports that the Second Life economy generated
US$3,596,674 in economic activity during the month of September 2005,[36] and in September 2006 Second Life
was reported to have a GDP of $64 million.[37] In 2009, the total size of the Second Life economy grew 65% to
US$567 million, about 25% of the entire U.S. virtual goods market. Gross resident earnings are US$55 million in
2009 – 11% growth over 2008.[38] In 2013 Linden Labs released an info graphic that showed that over 10 years
$3.2 billion in transactions for virtual goods had exchanged between Second Life residents, with an average of 1.2
million daily transactions.[39]
●
Source: https://en.wikipedia.org/wiki/Second_Life
Communication
● Communication in the metaverse or virtual
worlds is possible via texting or in voice. It is
also possible to listen to media, like streaming
music and to perform or enjoy live performers
singing or playing instruments “in world”.
Official educational institutions worldwide have
spaces in Second Life that they use for
teaching and dissemination purposes.
A perfect learning environment,
but for adults
● Second life as well as smaller virtual worlds, like Inworldz or
Avination for example, are perfect learning environments
where in scale models of objects to be studied can be
reproduced at no cost and in a short time. Languages can
be practised easily by speaking or texting in a natural way.
Its nature of free environment where anybody can connect
and interact anonymously makes it an unfit place to teach to
children and teenagers. Thus the necessity of a project like
Edmondo.
● Minimum legal age to be a full right second
life user is 18.
● Sims, that is virtual islands or areas, are
rated PG, for general users, Mature or adult
according to the public to whom they are
dedicated.
A world of creativity
● A world apart, Second Life
● "The European Commission support for the production of this publication does not
constitute an endorsement of the contents which reflects the views only of the authors,
and the Commission cannot be held responsi­ble for any use which may be made of
the information contained therein.

Presentation on immersive teaching for Erasmus LTSDU

  • 1.
    ERASMUS+ PROJECTERASMUS+ PROJECT LETTHE SCIENCE DISCOVER USLET THE SCIENCE DISCOVER US TEACHER TRAINING MEETINGTEACHER TRAINING MEETING AT PARTNER SCHOOLAT PARTNER SCHOOL ITE “F. SEVERI”, San Giovanni V.noITE “F. SEVERI”, San Giovanni V.no ItalyItaly March 05 2017 - March 11 2017March 05 2017 - March 11 2017
  • 3.
  • 4.
    INDIRE “EDMONDO” ● INDIREis an italian organization that does research and documentation in the field of teaching and learning. INDIRE has its offices in Florence and Rome and has many projects of research. One of these is called Edmondo and is aimed at studying the use of virtual reality simulators for teaching with the method of immersive teaching where the learners are immersed in what they are learning.
  • 5.
    A virtual worldfor teaching ● Edmondo Video by Indire that demonstrate what can be done in Edmondo Edmondo is currently an inhabitated world. It's populated by students and teachers from Italy and is a safe environment where to build and experiment
  • 6.
    How to joinEdmondo ● Joining Edmondo, as well as any other virtual world is not difficult. It takes a special computer program called viewer and a computer that is powerful enough to run videogames with sufficient speed. This video demonstrate how to join the project How to join Edmondo
  • 7.
  • 8.
    Teacher training inEdmondo ● The Indire platform is currently being used to train teachers in the use of immersive teaching through virtual worlds. Courses are held every few months for total beginners and for experienced users ● Lesson in Edmondo
  • 9.
    Edmondo is partof a host of new strategies and methods being implemented ● Edmondo is only one of the innovative methods that are being introduced in Italy. “Avanguardie educative” and the future classrooms is another example of this effort for innovation Spot for Avanguardie Educative
  • 10.
    Linden Labs' “SecondLife” ● The largest virtual world in place is Second Life, project started by a company called Linden Labs in 2013. It has about 50 million people registered and about 50.000 users from all over the World connected on line at the same time. Everything is as in Edmondo, but it has billions of items as everything we see and use in these so called virtual worlds or metaverse is made by users.
  • 11.
    Linden Dollars ● Secondlife has its currency, the Linden Dollars. Most virtual objects and items built by users are on sale. Some users get earn money from their SL time as Linden Dollars can be converted into real world money at any moment. So the Virtual World has virtual jobs to offer and goods on its virtual market so as to be a perfect simulation of an economic system
  • 12.
  • 13.
    Second Life hasan internal economy and internal currency, the Linden dollar (L$). L$ can be used to buy, sell, rent or trade land or goods and services with other users. The "Linden" can be exchanged for US dollars or other currencies on market-based currency exchanges. Linden Lab reports that the Second Life economy generated US$3,596,674 in economic activity during the month of September 2005,[36] and in September 2006 Second Life was reported to have a GDP of $64 million.[37] In 2009, the total size of the Second Life economy grew 65% to US$567 million, about 25% of the entire U.S. virtual goods market. Gross resident earnings are US$55 million in 2009 – 11% growth over 2008.[38] In 2013 Linden Labs released an info graphic that showed that over 10 years $3.2 billion in transactions for virtual goods had exchanged between Second Life residents, with an average of 1.2 million daily transactions.[39] ● Source: https://en.wikipedia.org/wiki/Second_Life
  • 14.
    Communication ● Communication inthe metaverse or virtual worlds is possible via texting or in voice. It is also possible to listen to media, like streaming music and to perform or enjoy live performers singing or playing instruments “in world”. Official educational institutions worldwide have spaces in Second Life that they use for teaching and dissemination purposes.
  • 16.
    A perfect learningenvironment, but for adults ● Second life as well as smaller virtual worlds, like Inworldz or Avination for example, are perfect learning environments where in scale models of objects to be studied can be reproduced at no cost and in a short time. Languages can be practised easily by speaking or texting in a natural way. Its nature of free environment where anybody can connect and interact anonymously makes it an unfit place to teach to children and teenagers. Thus the necessity of a project like Edmondo.
  • 17.
    ● Minimum legalage to be a full right second life user is 18. ● Sims, that is virtual islands or areas, are rated PG, for general users, Mature or adult according to the public to whom they are dedicated.
  • 18.
    A world ofcreativity ● A world apart, Second Life
  • 19.
    ● "The EuropeanCommission support for the production of this publication does not constitute an endorsement of the contents which reflects the views only of the authors, and the Commission cannot be held responsi­ble for any use which may be made of the information contained therein.