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Martin Burrett

Skoolbo - 1 views

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    This is a must try site which provides an amazing 3D world which teaches English and maths core skills. Players race against two other randomly chosen online players of a similar level. The questions start out very easy and adapt to the performance of the player. The questions are read out and some are displayed on the screen. The player just clicks on the correct multiple choice answer to increase their speed. There is a download for PCs and Macs as well as apps for iPad and Android. There are teacher accounts which allow you to make logins for lots of children quickly. When there log in students will be asked to design an avatar. Because the resource requires a sizeable download it takes a little time to set up, but because it runs on your local device game play is very smooth and quick. http://ictmagic.wikispaces.com/ICT+%26+Web+Tools
Martin Burrett

Tinkatolli - 0 views

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    This is a fun, cute, social 3D island world designed especially with children in mind. Children make an avatar and follow a quick tutorial and explanation of safety rules. The children can take their characters on quests, play educational games and interact with other users of the site. A fabulous feature of the site is that users are encouraged to 'make and do' offline as well. These activities can be uploaded to a scrapbook and multimedia blog. Offline activities also generate points in the game. The scrapbook is defaulted to private and no photos of children will be approved by moderators if the scrapbook is public. All the usual safety features are in place, including a 'report' and 'block' other users button. The basic account with most features is free, but there are optional 'paid for' extras. http://ictmagic.wikispaces.com/ICT+%26+Web+Tools
Martin Burrett

MathMovesU - 0 views

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    This is a superb maths games and activities site. Design an avatar and stroll around and choose what activities you would like to do in a range of maths topics. The games are great and the graphics are well designed and child-friendly. http://ictmagic.wikispaces.com/Maths
Clif Mims

e-Learning for Kids - 22 views

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    Gail Braddock describes e-Learning for Kids as "free e-courses for kids all around the world. This site has engaging and interactive courses for kids in online safety, computer skills such as using Google, typing, and core subjects like language arts, math, and science. Most of the courses are for elementary school-aged children, and involve dynamic avatars, and are highly interactive."
Allison Burrell

Teen Learning 2.0 - 0 views

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    This tutorial is designed so that you can learn how to use the tools of web 2.0 for your classes or for fun. * Each topic takes about a week to complete. * Each week you will will be introduced to at least one website [or 'tool'].( You may also get information about an aspect of digital citizenship. * Next, you have an activity to complete using the website. * The last, and most important thing you need to do is to post about what you learned on your blog. Topics: Digital Citizenship; Blogging; Avatars; Photos, Images, & Giving Credit; Finding Photos and Images; Good Manners and Commenting; Creating your own images; Creating Animations and Videos; Creating Documents and Presentations; Fun with Books & reading; Evaluating informational websites; Online Sharing
James OReilly

Versatile, Immersive, Creative and Dynamic Virtual 3-D Healthcare Learning Environments... - 0 views

shared by James OReilly on 13 Dec 08 - Cached
  • Virtual 3-D Healthcare Learning Environments
  • The author provides a critical overview of three-dimensional (3-D) virtual worlds and “serious gaming” that are currently being developed and used in healthcare professional education and medicine.
  • Roger’s Diffusion of Innovations Theory
  • ...32 more annotations...
  • Siemens’ Connectivism Theory
  • accelerating momentum
  • there are some fundamental questions which remain unanswered.
  • it is beneficial to address while the race to adopt and implement highly engaging Web 3-D virtual worlds is watched in healthcare professional education
  • Therefore, Roger’s Diffusion of Innovations Theory [5] and Siemens’ Connectivism Theory [6] for today’s learners will serve as theoretical frameworks for this paper.
  • A 3-D virtual world, also known as a Massively Multiplayer Virtual World (MMVW), is an example of a Web 2.0/Web 3-D dynamic computer-based application.
  • applications that enable social publishing, such as blogs and wikis
  • the most popular virtual world used by the general public is Linden Lab’s Second Life (SL)
  • Who would imagine attending medical school in a virtual world?
  • US agencies, such as the Centers for Disease Control and the National Institutes of Health conduct meetings in SL to discuss the educational potential of SL
  • virtual medical universities exist all over the world
  • The term “avatar” is an old Sanskrit word portraying a deity which takes on a human shape
  • Trauma Center
  • Virtual worlds are currently being used as educational spaces [1] and continue to grow in popularity on campuses and businesses worldwide. Furthermore, access to versions of virtual worlds on the Web, such as “Croquet,” “Uni-Verse,” and “Multiverse” are predicted within two to three years to be mainstream in education
  • there are reported advantages to having students engage in these emerging technologies
  • By allowing students time to interact with other avatars (eg, patients, staff members, and other healthcare professionals) in a safe, simulated environment, a decrease in student anxiety, an increase in competency in learning a new skill, and encouragement to cooperate and collaborate, as well as resolve conflicts, is possible.
  • High quality 3-D entertainment that is freely accessible via Web browsing facilitates engagement opportunities with individuals or groups of people in an authentic manner that illustrates collective intelligence
  • Advanced Learning and Immersive Virtual Environment (ALIVE) at the University of Southern Queensland
  • health information island
  • Problem-based learning groups enrolled in a clinical management course at Coventry University meet in SL and are employed to build learning facilities for the next semester of SL students. This management course teaches students to manage healthcare facilities and is reported to be the first healthcare-related class to use SL as a learning environment.
  • Another example of a medical school using SL is St. George’s Medical School in London.
  • Stanford University medical school
  • Another virtual world project developed by staff at the Imperial College in London, in collaboration with the National Physical Lab in the United Kingdom, is the Second Health Project
  • Mesko [35] presents the top 10 virtual medical sites in SL.
  • The development and use of 3-D virtual worlds in nursing education is increasing.
  • Some educators may balk at adopting this technology because there is a learning curve associated with the use of 3-D virtual worlds.
  • Let’s have fun, explore these fascinating worlds and games, and network with others while respecting diverse ways of life-long learning and current researchers’ findings.
  • there is an underlying push in higher education to adopt these collaborative tools and shift the paradigm from a traditional Socratic method of education to one possessing a more active and interactive nature
  • One may view online virtual worlds and serious gaming as a threat to the adoption and purchase of high-fidelity computerized patient-simulation mannequins that are currently purchased for healthcare-profession training. For example, nurses may login into SL and learn Advanced Cardiac Life Support at their convenience, and it costs virtually nothing for the nurse and perhaps a nominal fee for the developer.
  • The educational opportunity in SL may not be a replacement for the doctor- or nurse-patient interaction or relationship, but SL may serve as an adjunct or pre- or post-learning tool.
  • one recalls when critics questioned the validity and reliability of the stethoscope invented by Laennec in 1816 and how today it is second nature to use this assessment tool.
  • 2006 health fair
Maggie Verster

Educational Frontiers: Learning in a Virtual World - 0 views

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    Virtual worlds are engaging, stimulating spaces where students can meet online for normal class activities, including lectures, discussions, case studies, projects, papers, exams, and labs. Classes are a mix of synchronous and asynchronous activity. A virtual world class differs from a traditional course management system, such as Blackboard or Moodle, due to the three-dimensional (3D) graphical setting, the use of avatars to represent the class participants, and the sense of presence that puts the learner within the scene.
Jason Heiser

LoonaPix.com. Make Funny Pictures and Add Photo Frames Online. - 0 views

shared by Jason Heiser on 26 May 09 - Cached
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    create animated avatars
Martin Burrett

Me Tycoon :: Be who you want to be - 0 views

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    This is a beautifully made resource which is a virtual game of life. Design an avatar and guide them through every tricky decision, like which career to have and what to do to make it happen. Find teacher resources at http://metycoon.org/resources.html. http://ictmagic.wikispaces.com/PSHE,+RE,+Citizenship,+Geography+&+Environmental
Gaby K. Slezák

rumii - VR Conferencing and Collaboration - 11 views

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    Setup your own virtual meeting rooms or training sessions in a true immersive 3D environment and interact with team mebers or learners via avatars. Runs on desktop Mac, PC and VR gear like Okulus Rift, HTC Vive and soon Daydream, too. Up to 3 users for free!
Martin Burrett

Spore - 0 views

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    Learn about how creatures are put together by making your own with this cool, well made site. http://ictmagic.wikispaces.com/Science
Susan Oxnevad

Avatar Adventure - An Interactive Learning Opportunity - 0 views

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    I created an interactive learning experience designed to provide students and teachers with opportunities to focus on digital citizenship while engaging in constructive play.
Susan Oxnevad

ThingLink & Mentor Mob: Nice Integration Feature - 0 views

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    Last week I learned that the folks at ThingLink and MentorMob had done some work together to integrate their tools, making it possible to embed a MentorMob playlist directly into a graphic. After experimenting a bit I decided to remix some of the content I've been using for years to teach digital citizenship and the result is the creation of Avatar Adventure.
Michele Rosen

Animate Your Life | Tellagami - 0 views

shared by Michele Rosen on 03 Jun 13 - No Cached
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    Create short animated films with audio, text, backgrounds and a 3D avatar on an Apple device, then share the video online. Ideal for sharing ideas, tasks or homework. Download the app at https://itunes.apple.com/us/app/gami/id572737805?ls=1&mt=8 http://ictmagic.wikispaces.com/Video%2C+animation%2C+film+%26+Webcams
J Black

The Three-E Strategy for Overcoming Resistance to Technological Change (EDUCAUSE Quarte... - 0 views

  • According to a 2007 Pew/Internet study,1 49 percent of Americans only occasionally use information and communication technology. Of the remaining 51 percent, only 8 percent are what Pew calls omnivores, “deep users of the participatory Web and mobile applications.”
  • Shaping user behavior is a “soft” problem that has more to do with psychological and social barriers to technology adoption. Academia has its own cultural mores, which often conflict with experimenting with new ways of doing things. Gardner Campbell put it nicely last year when he wrote, “For an academic to risk ‘failure’ is often synonymous with ‘looking stupid in front of someone’.”2 The safe option for most users is to avoid trying something as risky as new technology.
  • The first instinct is thus to graft technology onto preexisting modes of behavior.
  • ...6 more annotations...
  • First, a technology must be evident to the user as potentially useful in making his or her life easier (or more enjoyable). Second, a technology must be easy to use to avoid rousing feelings of inadequacy. Third, the technology must become essential to the user in going about his or her business. This “Three-E Strategy,” if applied properly, has been at the core of every successful technology adoption throughout history.
  • Technology must be easy and intuitive to use for the majority of the user audience—or they won’t use it.
  • Complexity, however, remains a potent obstacle to realizing the goal of making technology easy. Omnivores (the top 8 percent of users) revel in complexity. Consider for a moment how much time some people spend creating clothes for their avatars in Second Life or the intricacies of gameplay in World of Warcraft. This complexity gives the expert users a type of power, but is also a turnoff for the majority of potential users.
  • Web 2.0 and open source present another interesting solution to this problem. The user community quickly abandons those applications they consider too complicated.
  • any new technology must become essential to users
  • Finally, we have to show them how the enhanced communication made possible through technologies such as Web 2.0 will enhance their efficiency, productivity, and ability to teach and learn.
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    First, a technology must be evident to the user as potentially useful in making his or her life easier (or more enjoyable). Second, a technology must be easy to use to avoid rousing feelings of inadequacy. Third, the technology must become essential to the user in going about his or her business. This "Three-E Strategy," if applied properly, has been at the core of every successful technology adoption throughout history.
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