This is the presentation suppporting the excellent session Peggy Sheehy (Maggie Marat in SL) gave at the Second Life Education Community Conference in Tampa, FL, September 2008
GameTech presentation for March 9-11, 2009 in Orlando, Florida. Includes new content and information on the role of identity and presence as well as examples of game and roleplay simulations.
This Second Life tour highlights an educator's journey - Lyr Lobo - from the first days in world to the start of the NMC Teachers Buzz to taking virtual world classes, designing classes, teaching classes, examining research and mentoring on the Teen Grid.
It showcases projects and activities from English composition, literature, software design, game design, systems engineering methods, software requirements engineering and Teen Grid classes at the Ramapo islands by Suffern Middle School, including a couple of initial photos from the Summer 2007 - CS 835 robotics class activities at Colorado Technical University (CTU).
The photos include new content from recent projects and Elf Circle activities.
Presented at the CHECO Fall Conference on September 19, 2007 and also for UCCS on October 8, 2007
My books- Learning to Go https://gumroad.com/l/learn2go & The 30 Goals Challenge for Teachers http://amazon.com/The-Goals-Challenge-Teachers-Transform/dp/0415735343
Resources at http://shellyterrell.com/techninja
This is the presentation suppporting the excellent session Peggy Sheehy (Maggie Marat in SL) gave at the Second Life Education Community Conference in Tampa, FL, September 2008
GameTech presentation for March 9-11, 2009 in Orlando, Florida. Includes new content and information on the role of identity and presence as well as examples of game and roleplay simulations.
This Second Life tour highlights an educator's journey - Lyr Lobo - from the first days in world to the start of the NMC Teachers Buzz to taking virtual world classes, designing classes, teaching classes, examining research and mentoring on the Teen Grid.
It showcases projects and activities from English composition, literature, software design, game design, systems engineering methods, software requirements engineering and Teen Grid classes at the Ramapo islands by Suffern Middle School, including a couple of initial photos from the Summer 2007 - CS 835 robotics class activities at Colorado Technical University (CTU).
The photos include new content from recent projects and Elf Circle activities.
Presented at the CHECO Fall Conference on September 19, 2007 and also for UCCS on October 8, 2007
My books- Learning to Go https://gumroad.com/l/learn2go & The 30 Goals Challenge for Teachers http://amazon.com/The-Goals-Challenge-Teachers-Transform/dp/0415735343
Resources at http://shellyterrell.com/techninja
This presentation accompanied the keynote I gave to the eWrapper ICT PD cluster on 20 Nov 12.
Feel free to contact me to discuss any of the ideas or resources in this presentation.
Twitter: @virtuallykaren
My books- Learning to Go https://gumroad.com/l/learn2go & The 30 Goals Challenge for Teachers http://amazon.com/The-Goals-Challenge-Teachers-Transform/dp/0415735343
Resources at http://shellyterrell.com/techtips
and http://teacherrebootcamp.com/survivaltips/mlearning/
This presentation accompanied the keynote I gave to the eWrapper ICT PD cluster on 20 Nov 12.
Feel free to contact me to discuss any of the ideas or resources in this presentation.
Twitter: @virtuallykaren
My books- Learning to Go https://gumroad.com/l/learn2go & The 30 Goals Challenge for Teachers http://amazon.com/The-Goals-Challenge-Teachers-Transform/dp/0415735343
Resources at http://shellyterrell.com/techtips
and http://teacherrebootcamp.com/survivaltips/mlearning/
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
Keynote presentation provided to a variety of audiences in early 2009, challenging educators to think more broadly about the massive impact of technology in the world and the way we need to be thinking about how we educate students for this future.
Bertram (Chip) Bruce
National College of Ireland, 2007-08
University of Illinois at Urbana-Champaign
Closing presentation, Univest\'08, The student as the axis of change in university, Girona, Spain, 3 June, 2008
Introducing K12 Teachers to Technology in an Online Grad Program within a Vir...Eileen O'Connor
These slides accompanied a conference presentation of a paper on this topic presented at e-Learn in Las Vegas sponsored by AACE - paper written by Eileen O'Connor and Terri Worman; presentation given by Terri Worman
Master's Graduate Program's Use of Virtual RealityEileen O'Connor
These slides accompanied a presentation to MOOC (massive online open course) about my work in the graduate program at SUNY Empire State college integrating virtual reality into my courses and into this emerging-technology master's program
These slides accompanied a presentation that was conducted face-to-face during an education workshop at the conference in Learning with Innovative Technologies conducted by SUNY Empire State College and Saratoga High School
STEM / STEAM - integrating into a master's program Eileen O'Connor
Science, technology, engineering and mathematics (STEM), often enhanced with the arts (STEAM) has become an important interdisciplinary perspective that can be brought to education, business and community based projects. This presentations highlights the theoretical / academic underpinnings of this approach and provides examples from work done within the SUNY Empire State College's masters program in these areas.
Institute for New Paradigms - poster materials (higher ed) Eileen O'Connor
These poster session slides overview the development and evaluation of an institute that was launched from within a higher education master's program at SUNY Empire State College (the Masters of Arts in Learning and Emerging Technology (MALET)). The intent of the institute is to provide an ongoing forum for graduate students to develop their understanding of innovative and creative uses of technology for education and communication. Alumni, other educators / innovators have joined the group. There are monthly meetings to address conceptual / education / communication topics and to share new technologies that can serve education and communication. Topics and technologies have included: 360 camera, augment reality, virtual reality, healthcare and technologies, visual learning, experiential learning,
These slides accompanied a workshop that reviewed the basics of the way that open source virtual reality environments can be used in education - there are hands on applications and links that can be tried by all
Lessons Learned When Using Virtual Reality with Middle School StudentsEileen O'Connor
This study from 2010 / 2011 explains how a higher education instructor learned how to create a complex project within an immersive virtual reality setting for middle school students
Faculty at Empire State College / SUNY share ways they use innovative technologies to build community and they share how they have worked to support each other's efforts.
Overall perspective on things that can be done in virtual reality environments. Uses Second Life as the platform but can be adapted to other virtual reality environments.
Ways to consider using social networks available today for education purposes and with assessment approaches that can help you understand if your network is achieving your desired objectives.
Macroeconomics- Movie Location
This will be used as part of your Personal Professional Portfolio once graded.
Objective:
Prepare a presentation or a paper using research, basic comparative analysis, data organization and application of economic information. You will make an informed assessment of an economic climate outside of the United States to accomplish an entertainment industry objective.
This slide is special for master students (MIBS & MIFB) in UUM. Also useful for readers who are interested in the topic of contemporary Islamic banking.
Acetabularia Information For Class 9 .docxvaibhavrinwa19
Acetabularia acetabulum is a single-celled green alga that in its vegetative state is morphologically differentiated into a basal rhizoid and an axially elongated stalk, which bears whorls of branching hairs. The single diploid nucleus resides in the rhizoid.
Read| The latest issue of The Challenger is here! We are thrilled to announce that our school paper has qualified for the NATIONAL SCHOOLS PRESS CONFERENCE (NSPC) 2024. Thank you for your unwavering support and trust. Dive into the stories that made us stand out!
Safalta Digital marketing institute in Noida, provide complete applications that encompass a huge range of virtual advertising and marketing additives, which includes search engine optimization, virtual communication advertising, pay-per-click on marketing, content material advertising, internet analytics, and greater. These university courses are designed for students who possess a comprehensive understanding of virtual marketing strategies and attributes.Safalta Digital Marketing Institute in Noida is a first choice for young individuals or students who are looking to start their careers in the field of digital advertising. The institute gives specialized courses designed and certification.
for beginners, providing thorough training in areas such as SEO, digital communication marketing, and PPC training in Noida. After finishing the program, students receive the certifications recognised by top different universitie, setting a strong foundation for a successful career in digital marketing.
A Strategic Approach: GenAI in EducationPeter Windle
Artificial Intelligence (AI) technologies such as Generative AI, Image Generators and Large Language Models have had a dramatic impact on teaching, learning and assessment over the past 18 months. The most immediate threat AI posed was to Academic Integrity with Higher Education Institutes (HEIs) focusing their efforts on combating the use of GenAI in assessment. Guidelines were developed for staff and students, policies put in place too. Innovative educators have forged paths in the use of Generative AI for teaching, learning and assessments leading to pockets of transformation springing up across HEIs, often with little or no top-down guidance, support or direction.
This Gasta posits a strategic approach to integrating AI into HEIs to prepare staff, students and the curriculum for an evolving world and workplace. We will highlight the advantages of working with these technologies beyond the realm of teaching, learning and assessment by considering prompt engineering skills, industry impact, curriculum changes, and the need for staff upskilling. In contrast, not engaging strategically with Generative AI poses risks, including falling behind peers, missed opportunities and failing to ensure our graduates remain employable. The rapid evolution of AI technologies necessitates a proactive and strategic approach if we are to remain relevant.
Thinking of getting a dog? Be aware that breeds like Pit Bulls, Rottweilers, and German Shepherds can be loyal and dangerous. Proper training and socialization are crucial to preventing aggressive behaviors. Ensure safety by understanding their needs and always supervising interactions. Stay safe, and enjoy your furry friends!
Executive Directors Chat Leveraging AI for Diversity, Equity, and InclusionTechSoup
Let’s explore the intersection of technology and equity in the final session of our DEI series. Discover how AI tools, like ChatGPT, can be used to support and enhance your nonprofit's DEI initiatives. Participants will gain insights into practical AI applications and get tips for leveraging technology to advance their DEI goals.
A workshop hosted by the South African Journal of Science aimed at postgraduate students and early career researchers with little or no experience in writing and publishing journal articles.
Delivering Micro-Credentials in Technical and Vocational Education and TrainingAG2 Design
Explore how micro-credentials are transforming Technical and Vocational Education and Training (TVET) with this comprehensive slide deck. Discover what micro-credentials are, their importance in TVET, the advantages they offer, and the insights from industry experts. Additionally, learn about the top software applications available for creating and managing micro-credentials. This presentation also includes valuable resources and a discussion on the future of these specialised certifications.
For more detailed information on delivering micro-credentials in TVET, visit this https://tvettrainer.com/delivering-micro-credentials-in-tvet/
How to Add Chatter in the odoo 17 ERP ModuleCeline George
In Odoo, the chatter is like a chat tool that helps you work together on records. You can leave notes and track things, making it easier to talk with your team and partners. Inside chatter, all communication history, activity, and changes will be displayed.
3. Advantages to Second Life
It allows people to meet online, without having
to travel.
Good way to listen to a speaker.
Some interesting places to explore.
The thing we found most useful was being able
to talk to other people there. Seeing the avatars
makes the conversation seem more real than just
talking over the phone.
4. Disadvantages
It can take a while getting the technology to work.
It’s difficult for a large group to all talk together.
It’s harder to see or read many things than on a regular
website.
But most importantly, it’s not real. The water isn’t wet.
The dolphins do the same jumps over and over. There are
no insects in the trees. If I wanted my students to be in an
“immersive environment,” it would be nice if they could be
immersed in the real world.
Is that possible?
5. What if a class could visit and explore a real
location in Second Life?
If one person was in an interesting place, and had a video camera, a
whole class could go on a virtual tour. We could talk to each other as we
went.
A tour could be recorded for later, or if the tour was done live, the class
could ask the guide questions as they went, and the guide could focus
the camera on what the class wanted to see.
7. All of the computers for a class could be connected.
A class could move through the regular internet the same as we can
move in Second Life, having conversations, and showing what pages we
found that the rest of the class might want to look at.
You could click on other avatars to see what they’re looking at, or to join
them on a different page.
This would let the teacher provide more guidance to the class, and would
help to make sure students were working on the class project, rather
than downloading songs.
Shall we look at the whales next?
Sure, let’s all go to that page.
8. Virtual visits
I could envision Second Life as a place to prepare
students for real life experiences. Using the Alamo as an
example; (I do remember it.) If there were a Second Life
American Museum of Natural History; students could
explore the virtual museum together and choose the areas
that they want to focus on when they go. It would be
impossible to see everything at the Museum in one day
and difficult enough to get one field trip together. Having
students visit a virtual world as preparation would enable
them to have ready expectations and to create inquiry
questions in advance. The familiarity they gain would help
them get more out of their visit.
9. Museums in Second Life
Retrieved from: http://landmarkisland.ning.com/
Retrieved from:
www.amnh.org/exhibitions/permanent/humanorigins/
11. Manipulate the Environment
Simulate dihybrid crosses to demonstrate
independent assortment on Genome Island
12. Why Second Life?
It’s fun! Activities that feel new can increase engagement and spark
creativity…but could it be made to feel like more than another video
game?
Waldorf philosophy believes that brains are negatively effected by
“screen time.” Television reduces creativity and causes children to get
lower scores on IQ tests. This philosophy supposes that it’s the media,
not the message. There is no such thing as good screen time; it doesn’t
matter what you watch. All screen time is bad for creativity. But SL
might challenge this as it allows for interaction but without physical
self-consciousness. The communication that occurs is something
different than face-to-face however. There are nuances in
communication that are missing in a virtual world.
http://www.thebee.se/comments/studies/OgletreeStudy.html
13. Other Useful Places
Other types of social networking have the
potential to help create a classroom
environment with open learning and inquiry
based and personalized learning experience.
Students could be given homework and quizzes,
they could ask questions of the teacher and each
other they could explore at their own pace, and
learn from the interests of other students.
14. Student Made Places
Student “science rooms”
Have students develop
their own personal
space devoted to
whatever they find
interesting in the course
(ongoing)
Have students visit each
other’s spaces and
comment/discuss
15. Second Life for
Professionals
Best thing about SL is the networking and the
potential to access professionals in the field who
live far away and with whom you would
ordinarily not have contact. The ability to
contribute to creating worlds in SL is another
component that could be interesting to
professionals and students alike.
16. Seminars
Daniel McNulty’s presentation on the PATINS Project.
We found that the ability to ask questions at any time through
text messages was a great benefit of using this technology.