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Tonya Thomas

Future Work Skills 2020 - 3 views

  • Transdisciplinarity: literacy in and ability to understand concepts across multiple disciplines. More about transdisciplinarity.Virtual collaboration: ability to work productively, drive engagement, and demonstrate presence as a member of a virtual team. More about virtual collaboration.Sense-making: ability to determine the deeper meaning or significance of what is being expressed. More about sense-making.Social intelligence: ability to connect to others in a deep and direct way, to sense and stimulate reactions and desired interactions. More about social intelligence.Cross-cultural competency: ability to operate in different cultural settings. More about cross-cultural competency.Cognitive load management: ability to discriminate and filter information for importance, and to understand how to maximize cognitive functioning using a variety of tools and techniques. More about cognitive load management.Novel and adaptive thinking: proficiency at thinking and coming up with solutions and responses beyond that which is rote or rule-based. More about novel and adaptive thinking.Computational thinking: ability to translate vast amounts of data into abstract concepts and to understand data-based reasoning. More about computational thinking.New media literacy: ability to critically assess and develop content that uses new media forms, and to leverage these media for persuasive communication. More about new media literacy. More about new media literacy.Design mindset: ability to represent and develop tasks and work processes for desired outcomes. More about design mindset.
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    "Transdisciplinarity: literacy in and ability to understand concepts across multiple disciplines. More about transdisciplinarity. Virtual collaboration: ability to work productively, drive engagement, and demonstrate presence as a member of a virtual team. More about virtual collaboration. Sense-making: ability to determine the deeper meaning or significance of what is being expressed. More about sense-making. Social intelligence: ability to connect to others in a deep and direct way, to sense and stimulate reactions and desired interactions. More about social intelligence. Cross-cultural competency: ability to operate in different cultural settings. More about cross-cultural competency. Cognitive load management: ability to discriminate and filter information for importance, and to understand how to maximize cognitive functioning using a variety of tools and techniques. More about cognitive load management. Novel and adaptive thinking: proficiency at thinking and coming up with solutions and responses beyond that which is rote or rule-based. More about novel and adaptive thinking. Computational thinking: ability to translate vast amounts of data into abstract concepts and to understand data-based reasoning. More about computational thinking. New media literacy: ability to critically assess and develop content that uses new media forms, and to leverage these media for persuasive communication. More about new media literacy. More about new media literacy. Design mindset: ability to represent and develop tasks and work processes for desired outcomes. More about design mindset."
Adrienne Michetti

Where Everybody Knows Your (Screen) Name: Online Games as "Third Places" - 52 views

    • Adrienne Michetti
       
      This is, I think, why I'm more keen on today's social networks than I am on games -- games do not provide deep emotional support.
  • "bowling alone" hypothesis (Putnam, 2000), which suggests that media are displacing crucial civic and social institutions
    • Adrienne Michetti
       
      Putnam - need to check this article. Interesting; not sure I agree.
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  • According to Putnam, time spent with relatively passive and disengaging media has come at the expense of time spent on vital community-building activities.
  • The evidence to date is mixed
  • A core problem on both sides of the debate is an underlying assumption that all Internet use is more or less equivalent
    • Adrienne Michetti
       
      SO True
  • It would be more plausible and empirically rigorous, then, to consider how specific forms of Internet activity impact civic and social engagement as a result of their particular underlying social architectures
  • combining conclusions from two different lines of MMO research conducted from two different perspectives—one from a media effects approach, the other from a sociocultural perspective on cognition and learning.
  • By providing spaces for social interaction and relationships beyond the workplace and home, MMOs have the capacity to function as one form of a new "third place" for informal sociability much like the pubs, coffee shops, and other hangouts of old.
  • loosely structured by open-ended narratives
  • They are known for their peculiar combination of designed "escapist fantasy" and emergent "social realism"
  • from two research projects: one an examination of the media effects of MMOs, the other an ethnographic study of cognition and culture in such contexts.
  • the conclusions of both studies were remarkably aligned.
  • the assumption that the most fruitful advances are sometimes made when congruent findings are discovered through disparate means
    • Adrienne Michetti
       
      Love this quote.
  • demonstrate the "effects" of game play vs. no game play.
  • first project was a traditional effects study
  • second project, a qualitative study of cognition and learning in MMOs (
  • ethnography
  • sociocultural perspective
  • as a way to tease out what happens in the virtual setting of the game and how the people involved consider their own activities, the activities of others, and the contexts in which those activities takes place
  • a reasonable level of generalizability (random assignment to condition in the first study) and contextualization (ethnographic description of existing in-game social networks and practices in the second)
    • Adrienne Michetti
       
      but I wonder why he chose these games -- this is not specified. Only their success in US and abroad?
  • brick-and-mortar "third places" in America where individuals can gather to socialize informally beyond the workplace and home
  • the exaggerated self-consciousness of individuals.
  • In what ways might MMOs function as new third places for informal sociability?
  • virtual environments have the potential to function as new (albeit digitally mediated) third places similar to pubs, coffee shops, and other hangouts.
  • in this section we analyze the structural form of MMOs that warrants this "third place" assertion.
  • eight defining characteristics of third places
  • there is no default obligation
  • To oblige any one person to play requires that explicit agreements be entered into by parties
  • the default assumption is that no one person is compelled to participate legally, financially, or otherwise.
  • Unless one transforms the virtual world of the game into a workplace (e.g., by taking on gainful employment as a virtual currency "farmer" for example, Dibbell, 2006; Steinkuehler, 2006a) or enters into such agreement, no one person is obligated to log in
    • Adrienne Michetti
       
      and this is why, in my opinion, you will never see games in school. The game cannot be the Third Place because school is a Second Place.
  • Yee's (2006) interviews also reveal that individuals who game with romantic partners or family find that such joint engagement in the "other world" of MMOs allows them to redefine the nature and boundaries of their offline relationships, often in more equitable terms than what may be possible in day-to-day offline life
  • the relationships that play-partners have with one another offline are often "leveled" within the online world
  • an individual's rank and status in the home, workplace, or society are of no importance
  • appeal to people in part because they represent meritocracies otherwise unavailable in a world often filled with unfairness
  • conversation plays an analogous role
  • "In all such systems, linguistic interactions have been primary: users exchange messages that cement the social bonds between them, messages that reflect shared history and understandings (or misunderstandings) about the always evolving local norms for these interactions" (p. 22).
  • third places must also be easy to access
  • such that "one may go alone at almost any time of the day or evening with assurance that acquaintances will be there"
  • accessible directly from one's home, making them even more accommodating to individual schedules and preferences
  • barriers to initial access.
  • "What attracts a regular visitor to a third place is supplied not by management but by the fellow customer,"
  • "It is the regulars who give the place its character and who assure that on any given visit some of the gang will be there"
  • affective sense
  • As one informant satirically commented in an interview, "You go for the experience [points], you stay for the enlightening conversation.
  • engendering a sense of reliable mentorship and community stability.
  • Oldenburg argues that third places are characteristically homely, their d�cor defying tidiness and pretension whenever possible. MMOs do not fit this criterion in any literal sense
  • In neither of our investigations did the degree of formality exhibited by players within the game bear any relation to the degree of visual ornamentation of the players' immediate vicinity.
  • Thus, while the visual form of MMO environments does not fit Oldenburg's (1999) criterion of "low profile," the social function of those environments does.
  • Oldenburg (1999) argues that seriousness is anathema to a vibrant third place; instead, frivolity, verbal word play, and wit are essential.
  • The playful nature of MMOs is perhaps most apparent in what happens when individuals do bring gravity to the game.
  • the home-like quality of third places in rooting people
  • Participation becomes a regular part of daily life for players and, among regular gamemates such as guild members, exceptional absences (i.e., prolonged or unforeseen ones) are queried within the game or outside i
  • create an atmosphere of mutual caring that, while avoiding entangling obligations per se, creates a sense of rootedness to the extent that regularities exist, irregularities are duly noted, and, when concerning the welfare of any one regular, checked into
  • Are virtual communities really communities, or is physical proximity necessary?
  • Anderson (1991), who suggests that geographic proximity itself is neither a necessary nor sufficient condition for the emergence and preservation of "community."
  • Social capital (Coleman, 1988) works analogously to financial capital; it can be acquired and spent, but for social and personal gains rather than financial
  • operates cyclically within social networks because of their associated norms of reciprocity
  • bridging social capital is inclusive.
  • This form of social capital is marked by tentative relationships, yet what they lack in depth, they make up for in breadth.
  • On the one hand, bridging social capital provides little in the way of emotional support; on the other hand, such relationships can broaden social horizons or worldviews, providing access to information and new resources.
  • bonding social capital is exclusive.
  • social superglue.
  • it can also result in insularity.
  • shows that bridging and bonding social capital are tied to different social contexts, given the network of relationships they enable.
  • Virtual worlds appear to function best as bridging mechanisms rather than as bonding ones, although they do not entirely preclude social ties of the latter type.
  • One could argue that, if the benchmark for bonding social capital is the ability to acquire emotional, practical, or substantive support, then MMOs are not well set up for the task:
  • While deep affective relationships among players are possible, they are less likely to generate the same range of bonding benefits as real-world relationships because of players' geographic dispersion and the nature of third places themselves.
  • Despite differences in theoretical grounding and methodologies, our conclusions were remarkably similar across complementary macro- and micro-levels.
  • It is worth noting, however, that as gamers become more involved in long-term social networks such as guilds and their activities become more "hardcore" (e.g., marked by participation in large-scale collaborative problem-solving endeavors such as "raids" into difficult territories or castle sieges), the function of MMOs as "third places" begins to wane.
  • It may be, then, that the structure and function of MMOs as third places is one part of the "life cycle" for some gamers in a given title.
  • In such cases, MMOs appear to enable a different kind of sociability, one ostensibly recognizable as a "community" nonetheless.
  • However, our research findings indicate that this conclusion is uninformed. To argue that MMO game play is isolated and passive media consumption in place of informal social engagement is to ignore the nature of what participants actually do behind the computer screen
  • Perhaps it is not that contemporary media use has led to a decline in civic and social engagement, but rather that a decline in civic and social engagement has led to retribalization through contemporary media (McLuhan, 1964).
  • Such a view, however, ignores important nuances of what "community" means by pronouncing a given social group/place as either wholly "good" or "bad" without first specifying which functions the online community ought to fulfill.
  • Moreover, despite the semantics of the term, "weak" ties have been shown to be vital in communities, relationships, and opportunities.
  • is to what extent such environments shift the existing balance between bridging and bonding
  • In light of Putnam's evidence of the decline of crucial civic and social institutions, it may well be that the classification "lacking bridging social capital" best characterizes the everyday American citizen. T
  • Without bridging relationships, individuals remain sheltered from alternative viewpoints and cultures and largely ignorant of opportunities and information beyond their own closely bound social network.
  • it seems ironic that, now of all times, we would ignore one possible solution to our increasingly vexed relationship with diversity.
anonymous

Art Project, powered by Google - 123 views

  • Explore museums from around the world, discover and view hundreds of artworks at incredible zoom levels, and even create and share your own collection of masterpieces.
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    Visit Art Museums virtually. Zoom in on the Art.
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    Take virtual tours of art museums all over the world.
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    View virtual art galleries from around the world with this great Google resource. http://ictmagic.wikispaces.com/Art,+Craft+&+Design
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    "Explore museums from around the world, discover and view hundreds of artworks at incredible zoom levels, and even create and share your own collection of masterpieces."
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    Museums from around the world. Nice place to view art work from multiple locations quickly.
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    The Art Project powered by Google features interior tours of seventeen world famous art museums. Select a museum from the list on the homepage & you can virtually tour it using the same interface style you experience in Google Maps Streetview. Inside the museum, just double click to zoom to a location. You can also open a floor plan overview & click on a room to navigate to that part of the museum. The best part of the Art Project powered by Google is the option to create your own artwork collection while visiting each museum. As you're touring a museum click on the "+" symbol on any work of art see it in greater detail, to add it to your collection, & to open background information about that work of art. To create a collection you must be signed into a Google account. This is a great way to start a story or writing prompt, or to explore history & cultures.
Martin Burrett

Me Tycoon :: Be who you want to be - 79 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
Jason Finley

The Digital Disconnect: The widening gap between Internet-savvy students and their scho... - 2 views

  • The students employ five different metaphors to explain how they use the Internet for school: The Internet as virtual textbook and reference library, as virtual tutor and study shortcut, as virtual study group, as virtual guidance counselor, and the Internet as virtual locker, backpack, and notebook.
    • Jason Finley
       
      Are educators utilizing the internet in these 5 ways for our students? If so how? If not, why not?
  • Report: Education, Teens The Digital Disconnect: The widening gap between Internet-savvy students and their schools
D. Mignardi

25 Awesome Virtual Learning Experiences Online - Virtual Education Websites | AceOnline... - 134 views

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    25 Awesome Virtual Learning Experiences Online
Randolph Hollingsworth

Research Seminars at University of Worcester Island in Second Life - 16 views

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    Research Seminars at University of Worcester Island Forthcoming sessions in 2011. February 24th Resistance - who has it, why it occurs and what can we do about it (Gann McGann - Mark Childs) March Thursday 31st - Supporting distributed team working in 3D virtual worlds - how a 3D virtual world facilitates socialisation and team working among students working on a team project at a distance. (Shailey Garfield - Shailey Minocha from the Department of Computing at the Open University)
Tony Baldasaro

Top News - Layoffs prompt teachers to move online - 0 views

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    In what could be a result of widespread teacher layoffs, some virtual schools and online learning providers are reporting huge increases in teaching applications for the coming school year. "We have seen at least a 50-percent increase in the number of applications we've received versus this time last year," said Annie Middlestadt, senior director of human resources for Connections Academy, an operator of virtual K-12 public charter schools.
Randolph Hollingsworth

GETideas Virtual Roundtables | Open Education Resources - 39 views

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    GETideas.org Virtual Roundtable Mar 28-Apr 1 led by Vic Vuchic (Hewlett), Timothy Vollmer (Creative Commons), Janet Pinto (Curriki) and Joel Duffin, Tatemae/OER Glue
Derrick Grose

The virtual library as a learning hub - 33 views

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    Anita Brooks-Kirkland describes the transformation of the school library website into a virtual learning commons and advocates the allocation of sufficient resources to achieve the goal.
Martin Burrett

The Virtual Circuit - 92 views

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    A science resource about electrical circuits. Build a lots of circuits based on instructions. http://ictmagic.wikispaces.com/science
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    This connection did not work.
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    I went to Martin Burrett's site and was instructed to go to http://ukedchat.com/ictmagic-science/.
Josephine Dorado

VenueGen 3D Virtual Meetings - 32 views

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    VenueGen Virtual Classrooms - enable K12 students to have shared learning experiences that will increase engagement, retention and learning outcomes
Stein Brunvand

SqoolTools: Free Eucational Resources that Make Learning Fun - 0 views

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    This is another virtual learning environment tool for k12 educators to use to create an online learning classroom for their students.
Stein Brunvand

Game for science - Virtual world devoted to science, technology and free educational ga... - 96 views

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    This is a virtual learning environment for kids that has a lot of science content.
Jim Birchfield

A Teachers Ultimate Destination for Virtual Field Trips - 88 views

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    Nice list of virtual field trips
Jennifer Carey

The Holy Sepulchre Virtual Tour  -  Jerusalem   www.360tr.com - 2 views

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    Very cool virtual 360, 3D tour of the Holy Sepulchre
Martin Burrett

Pora Ora : The Online 3D Educational Game for Children - 196 views

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    This is a MUST TRY site. It's not often that I'm amazed be an educational resource, but I am with this one. Pora Ora is a stunning educational virtual world for Primary school aged students. Play truely fun educational games which practise skills in English, maths and many other subjects. The graphics and useably is superb. Online safety is at the heart of this site. The parential admin account can set the student's account to free chat with everyone to completely locked down where they have the world to themselves and everything in between. The site has a language filter and users can report any incidents of trouble. Also, the first task requires the user to complete an online safety task. The site is free with a few premium features coming out later. You have got to try this one! http://ictmagic.wikispaces.com/ICT+%26+Web+Tools
BTerres

Geocube - The world of Geography at your fingertips - 115 views

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    Geocube…… re-inventing the way to explore Geography The world of Geography at your fingertips and just a mouse click away! Geocube is an attractive online resource about Geography. Geocube is based on the principle of the Rubik Cube with six faces and 54 topics. It is a virtual and easily accessible website which is available online for free. Move the Geocube around with your mouse and explore the faces and topics.Geocube provides an accessible way to read, see and watch what Geography is and geographers do. This is a European initiative developed by HERODOT, the European Network for Geography in Higher Education and is available to anyone who is interested in Geography.
Martin Burrett

Decimal Place Value Cards - 103 views

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    A great virtual place value card resource for whiteboards. Enter the number you want and see deans apparatus for each. http://ictmagic.wikispaces.com/Maths
Marc Patton

PBS LearningMedia Digital Innovators | Classroom Resources | PBS Learning Media - 39 views

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    Selected educators will receive one year of PD including virtual training, exclusive resources and an all-expense paid trip to Washington, D.C.
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