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Workshop3 d koenraad

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Presentation on the educational potential of 3D worlds for the Dutch branch of AEDE, an association promoting internationalisation in Education

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Workshop3 d koenraad

  1. 1. 3D virtuele werelden als platform voor intercultureel samenwerkend leren AEDE Conferentie 2015, Uden Ton Koenraad (TELLConsult) 1
  2. 2. 2011 – present TELLConsult Technology Enhanced Lifelong & Language Learning 2005 1990 – 2011 Hogeschool Utrecht University of Applied Sciences Faculty of Education Ton Koenraad
  3. 3. Doe mee tijdens de conferentie! • Twitter: #aedeNL2015 • Facebook: Virtuele werelden NL 3
  4. 4. Virtuele werelden in het onderwijs • Kenmerken en toegevoegde waarde van VW • Onderwijskundige toepassingen • Hulp bij implementatie: Euroversity Community Agenda 4
  5. 5. Toegevoegde waarde VW (1) Verscheidenheid aan scenario’s Realistische weergave werkelijkheid 5
  6. 6. 6
  7. 7. 7
  8. 8. 8 Ook op het virtuele strand kan je vergaderen of onderwijs geven
  9. 9. d 9 Vakspecifieke omgevingen
  10. 10. Vak- en thema gerelateerde sims 10
  11. 11. 11
  12. 12. 12
  13. 13. 13
  14. 14. 14 Toegevoegde waarde (2) Communicatie
  15. 15. Toegevoegde waarde (3) Actie 15
  16. 16. 16
  17. 17. Navigatie controle: zitten, lopen, rennen vliegen… 17
  18. 18. Interactie met objecten 18
  19. 19. Programmeerbare Objecten 19
  20. 20. Je kunt foto’s,video’s,PowerPoints uploaden 20
  21. 21. Avatar: je tweede ik? 21 Toegevoegde waarde (4): rollen en identiteiten
  22. 22. EXPLORING IDENTITY: Customization of avatars – Second Life ‘residents’ can create highly detailed 'virtual selves' 22
  23. 23. 23 Toegevoegde waarde (5) Inclusive learning: Virtual Ability Island
  24. 24. 24 Navam Abramovic: Kat Klata
  25. 25. 25 Toegevoegde waarde (6) Veel mogelijkheden om je onderwijs te verrijken Onderwijs op afstand Blended learning Flipping the classroom Telecollaboration Stage begeleiding
  26. 26. 26 Onderwijsvormen: Simulatie
  27. 27. Beroepsvaardigheden oefenen 27
  28. 28. 28
  29. 29. 29
  30. 30. 30
  31. 31. Virtuele labs 31
  32. 32. Socializen / Informeel leren 32
  33. 33. 33
  34. 34. 34
  35. 35. 35
  36. 36. Online Conferenties 36 OpenSim Conference
  37. 37. The ViTAAL Project • R & D for 3 Activity Formats: 1. Language Village: training & testing 2. Interactive narrative LanguageQuest 3. Events and Fun Activities
  38. 38. Format 1: Virtual Language Village Pupils •Teachers • Student Teachers & Trainers •Fellow pupils
  39. 39. Digischool Taaldorpen: Chatterdale Parolay
  40. 40. Internationalisation @ home • EU Project ervaringen: • NIFLAR & TILA • EUROVERSITY • CAMELOT
  41. 41. NIFLAR project aims • Exploring the added value of video-web communication (VWC) and virtual worlds (VW) for the development of intercultural communicative and competence in L2 Development of design principles for effective L2 tasks in VWC and VW • Learning Blend: Focus on (language) learners AND student teachers
  42. 42. Two e-learning environments Video web- communication 3 dimensional virtual worlds
  43. 43. Videoconferencing: ADOBE CONNECT
  44. 44. NIFLAR’s 3D Learning Enviroments: Second Life Open Simulator
  45. 45. Examples of tasks developed by pre-service teachers
  46. 46. Meaningful interaction tasks Exchanging info about appartment Sharing info about pictures
  47. 47. The EUROVERSITY network is funded under the grant agreement number 518944-LLP-1-2011-1-UK-KA3-KA3NW with the Education, Audiovisual and Culture Executive Agency, European Union. This publication reflects the views only of the author, and the Commission cannot be held responsible for any use which may be made of the information contained therein. 47
  48. 48. • Project: 3-year (2011 – 2014) multilateral & transversal network LLP KA3 (ICT) • Origin: synergies between related EU projects (Avalon, AVATAR, NIFLAR, etc.) • Coordinator: University of HULL • Network: 19 partners, 14 countries & > 20 associated partners 48 Euroversity network project
  49. 49. Aims of the Project • Collect examples of good practice in teaching and learning in virtual worlds from different subjects and contexts • Facilitate the transfer of core • knowledge to new contexts • Exploitation of existing partner resources 49 Case studies: http://euroversity.pbworks.com/
  50. 50. The EUROVERSITY network is funded under the grant agreement number 518944-LLP-1-2011-1-UK-KA3-KA3NW with the Education, Audiovisual and Culture Executive Agency, European Union. This publication reflects the views only of the author, and the Commission cannot be held responsible for any use which may be made of the information contained therein. EUROVERSITY gaat verder als stichting. Word lid! 50 Maak kennis met leden van de EUROVERSITY Community en de mogelijkheden van 3D werelden voor onderwijs: 19 februari, 20:00u http://tinyurl.com/AEDE3D
  51. 51. WHAT IS MACHINIMA?
  52. 52. Machinima in het taalonderwijs. 1.Create, test & share machinima exploring the role of visual communication in language learning 2.Produce guidelines & training about how to create them
  53. 53. MFL Pedagogical Functions • Introduce a new topic • Introduce special / CLIL language content • Visualise meaning • Model language use • Promote extensive reading motivation • The eye • If I could fly… • Making a call • Professional skills training • Book trailer
  54. 54. More info on: - Practitioner reports - Camelot film productions - Training options - Joining the Camelot network CAMELOT Language Learning with Machinima
  55. 55. Telecollaborative learning: Media skills, Creativity, etc 55Minecraft
  56. 56. Results: • A framework for task design • A collection of tasks and scenarios • Good Practice Guides for: Teachers, Teacher Educators & CMC research • Readily available 3D settings & object • Learning community & publications • Erasmus+ Courses
  57. 57. (pre) Registration for Summercourses at: www.tellconsult.eu • ICT for oral skills & telecollaboration • IWB - in Education • Promoting Dialogue using the IWB Again in 2015. Here in...?
  58. 58. Deze PPT & meer bronnen hier: http://tinyurl.com/AEDE-NL2015-3D

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