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chris deason

Campus Technology Virtual Conference - 2010 -- Campus Technology Events - 1 views

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    Campus Technology Virtual Conference - 2010 -- Campus Technology Events
chris deason

FETC Virtual Event Home -- FETC Events - 0 views

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    "100% Online Conference for Education Technology Register today for the FETC Virtual Conference: the extraordinary online educational event that delivers valuable presentations for educators and unlimited networking opportunities straight to your desktop-free of charge!"
chris deason

Second Classroom - Educators Learning in Virtual Worlds - 0 views

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    Second Classroom - Educators Learning in Virtual Worlds
chris deason

Event Home -- FETC Events - 0 views

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    FETC Events Virtual Conference & Expo Fall 2010
chris deason

Second Life Education - Virtual Meetings, Events, Training, Prototyping, Simulation, and Enterprise Collaboration - 1 views

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    Economic pressures from budget cuts and the rising cost of education continue to mount. While students are forced to pay higher tuition fees, share resources, and even drop classes, educators are obligated to creatively "do more with less" by designing curricula that accommodates economic constraints. For forward-thinking learning institutions committed to the cost-effective employment of emerging technologies for communication, collaboration and learning, Second Life supports and amplifies the ongoing mission to deliver world class education.
chris deason

About 'Milarepa' | Milarepa's musings - 0 views

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    This is the professional blog of Steven Caldwell - an Australian Middle School teacher with an interest in utilising virtual world learning to develop positive values. Presently he works at MLC School in Burwood - a day school for girls from Pre-K to 12 (and IB) Key to his teaching is the concept of play - learning through narrative play in interdisciplinary domains.
Tom Lucas

Scenejo | Scenejo - 0 views

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    "The goal of the 'Scenejo' project is to provide an experimental platform for 'Interactive Digital Storytelling', which can be used to experience emerging dialogues or conversations between a number of virtual and human actors."
Andrew Barras

Augmented Reality in Education - WikEd - 0 views

  • Augmented reality (AR) according to Ronald Azuma, Research Leader at Nokia Research Centre, is "an environment that includes both virtual reality and real-world elements. For instance, an AR user might wear translucent goggles; through these, he could see the real world, as well as computer-generated images projected on top of that world." (Azuma, 1997).
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    Great article from a wiki on augmented reality
Andrew Barras

The Wild World of Massively Open Online Courses « Unlimited Magazine - 0 views

  • In a traditional university setting, a student pays to register for a course. The student shows up. A professor hands out an outline, assigns readings, stands at the front and lectures. Students take notes and ask questions. Then there is a test or an essay.
  • But with advancing online tools innovative educators are examining new ways to break out of this one-to-many model of education, through a concept called massively open online courses. The idea is to use open-source learning tools to make courses transparent and open to all, harnessing the knowledge of anyone who is interested in a topic.
  • George Siemens, along with colleague Stephen Downes, tried out the open course concept in fall 2008 through the University of Manitoba in a course called Connectivism and Connective Knowledge, or CCK08 for short. The course would allow 25 students to register, pay and receive credit for the course. All of the course content, including discussion boards, course readings, podcasts and any other teaching materials, was open to anyone who had an internet connection and created a user profile.
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  • Course facilitators, Siemens and Downes, gave learners control over how they learned.
  • The concept was enough to lure in D’Arcy Norman
  • He was one of the 2,300 students who signed up for a free account that would allow him to access class documents, receive emails from the facilitators and participate in online class discussions.
  • Norman was one of the more passive participants, while others participated fully, doing all the reading and the assignments, without receiving recognized credit for their work. The instructors only marked papers and the final project from for-credit students, but others were free to post papers on the course website for other students to view and comment on.
  • “At the beginning, we had quite a number of students feeling quite overwhelmed because you would get 200 or 300 posts going into a discussion forum per day and that’s just about impossible to follow,” Siemens says.
  • “You have people in there who were really interested, but they were afraid to explore the technologies that were being used and they got lost,” Lane says.
  • Even if students in massively open online courses master the technology and overcome their virtual stage fright, a third problem remains: how to recognize the value of a learning experience that isn’t for credit.
  • “If you’re in a business and you’re a young professional and you want to take an open class, how do you get your superiors to respect that, and say ‘Wow, that’s really good professional development. We should put that in your personnel file,’” Lane questions. “If it’s open and everyone can drop in and drop out, it’s just not seen in the same way.”
  • Wend Drexler, a professor and grant administrator at the University of Florida who also took Siemen’s class as a for-credit student, says that as more professors are posting their content online, figuring out how to recognize non-credit learning will continue to be an issue.
  • “You could really piece together a good undergraduate education based on what’s available out there, but how do you prove to an employer that you have done that?” Drexler questions. “I don’t know, but it’s something that everyone is trying to work through.”
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    More details on MOOC
Tom Lucas

Reflections on Play, Pedagogy, and World of Warcraft (EDUCAUSE Quarterly) | EDUCAUSE - 0 views

  • The video game World of Warcraft was the text studied, the laboratory, and the classroom for the online course "Warcraft: Culture, Gender, and Identity" at Inver Hills Community College.
  • The overarching goals of the course involved using the game's immersive environment, learning strategies, and culture to encourage and support student learning.
  • In addition to achieving the intended course outcomes, students successfully transferred the concepts they learned between the real and the virtual worlds.
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    Post mortum on WoW college course.
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    Great article on the use of WoW in a college sociology course.
chris deason

Quest Atlantis :: Educators - 0 views

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    Quest Atlantis :: Educators
Andrew Barras

News: Mixing Work and Play on Facebook - Inside Higher Ed - 0 views

  • Mixable, is positioned as an e-learning environment that empowers students, and can be used as a little study room and course library inside Facebook.
  • Drawing on course registration data, Mixable invites students in virtual rooms with classmates in each of their courses. Once there, it lets them post and start comment threads about links, files, and other materials that might be relevant to the course — or not. The point is, there is no administrative authority determining what should (or must) be posted or discussed, and students are free to abstain from participating — just like on Facebook. Professors can join in, but they don’t run the show. And students can choose to make posts viewable by some classmates and not others. “In essence, the conversation is owned by the student,” says Kyle Bowen, the director of informatics at Purdue.
  • Purdue CIO Gerry McCartney says it made sense to position it as an application within Facebook. He cites the quote attributed to the bank robber Willie Sutton who, asked why he robbed banks, said "because that’s where the money is." Says McCartney: “So why go to Facebook? Because that’s where the students are.”
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  • In short, it is a learning-management system — though not the kind that is likely to supplant existing learning-management systems, its creators say. Mixable is a different breed: more an optional study group than a classroom.
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    Mixing Facebook and the SIS
Andrew Barras

A 'Stealth Assessment' Turns to Video Games to Measure Thinking Skills - Technology - The Chronicle of Higher Education - 0 views

  • Colleges no longer simply want to know what their students know, but how they think.
  • Higher-order thinking skills are "something that schools are paying a little bit more attention to these days," says Jeffrey Steedle, a measurement scientist at the Council for Aid to Education, whose Collegiate Learning Assessment essays are used at several hundred colleges to test students' abilities to synthesize arguments and write persuasively. "It's largely in response to the recognition that these skills are needed to be competitive in the global marketplace."
  • But educators also say that paper-and-pencil examinations have limits—for one thing, knowing that you are being tested can drag down performance—and they are looking for new methods to measure skills like critical thinking, creativity, and persistence.
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  • Valerie J. Shute, an associate professor of educational psychology and learning systems at Florida State University, believes she has a solution in "stealth assessment"—the administering of tests without students' knowing.
  • To do that, Ms. Shute and other stealth-assessment researchers have turned to video games, which let educators watch students solve complex tasks while immersed in virtual worlds.
  • "Everybody likes to play," she says. "And so much could be done using games."
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    Great article about using video games to assess students
Tom Lucas

Gogofrog - FREE 3D web site with FREE hosting - 0 views

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    "3D templates and interactive objects that provide Educators globally with powerful, highly engaging, Project, Inquiry & Challenge based learning tools. Students and Teachers engaged in-world via chat, voice and web cam."
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