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Teachers Without Borders

First Seasonal Report on Ethics and Virtual Worlds | NPSL: Nonprofits in Second Life - 0 views

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    The MacArthur Foundation recently put out this press release regarding RezEd.org and their first report on ethics and virtual worlds.
Eloise Pasteur

Pioneering research shows 'Google Generation' is a myth - 0 views

  • The report Information Behaviour of the Researcher of the Future (PDF format; 1.67MB) also shows that research-behaviour traits that are commonly associated with younger users – impatience in search and navigation, and zero tolerance for any delay in satisfying their information needs – are now becoming the norm for all age-groups, from younger pupils and undergraduates through to professors.
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    Report that says the google generation doesn't exist - we're all showing the signs of it
Jean Shankle

eSchoolNews - 0 views

  • Still, Trevena cautioned that teachers, administrators, and technology staff must work together and be prepared to support a Second Life program.  Identifying sustainable funding sources, upgrading computers and investing in hardware, and having a backup plan if the Second Life platform is down are all necessary.
    • Teachers Without Borders
       
      This is a serious obstacle for schools/classrooms where students cannot al be online at the same time or where the hardware does not support SL.
  • A 2006 NCES and University of Michigan study found that by age 21, the average youth has watched 20,000 hours of television and played 10,000 hours of video games, said Ntiedo Etuk, the CEO Tabula Digita, which offers games centered on pre-algebra and algebra. 
  • "The reason that [gaming] is successful is obviously that it's relevant to students--it allows for the notion of competition, which gets students going, there's an opportunity for socialization, and there is instant feedback on what they're doing right or wrong," Etuk said. Video games also foster collaboration, because instead of a teacher standing in front of a classroom, students begin to help one another and become teachers themselves, he added.
    • Teachers Without Borders
       
      The notion of teacher presence is very important here. Should the teacher participate in the virtual worlds/play games along with the students?
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  • Teachers can set difficulty levels and receive reports on student data, including the last time a student played their game, what their score was, right and wrong answers, and the topics they covered.
    • Teachers Without Borders
       
      But isn't that just another form of teacher-endorsed curriculum? Is there really a difference between this game and the textbook, once the initial surge of excitement wears off?
  • "We found that students in our project have improved their self-efficacy in science,"
  • Video games engage students and help foster some of the 21st-century skills, such as problem-solving, which may be more difficult to acquire in a traditional classroom with a textbook.
  • "When you think about the skills that students need when they leave school, like creativity and curiosity...identifying problems and solving them--these are skills that [can be] hard to teach in the traditional face-to-face classroom," Clarke said.  "And a lot of these technologies are being used in the corporate world--IBM is now using games to train its employees, so you see simulations and games emerging outside of K-12 education."
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    Gaming helps students hone 21st-century skills Environments such as Second Life can both stimulate and educate, experts say By Laura Devaney, Senior Editor, eSchool News
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    maybe mentions Skoolaborate
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