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Teachers Without Borders

Educational Frontiers: Learning in a Virtual World (EDUCAUSE Review) | EDUCAUSE CONNECT - 1 views

  • I continue the orientation with highlights of accomplishments from teenage students at Ramapo, Suffern (N.Y.) Middle School’s campus in Second Life, hosted by Peggy Sheehy (http://ramapoislands.edublogs.org/about/). Their learning experiences are inspiring and help my students visualize projects modeled in a virtual world. During one session, a student reflected: “If teens can do it, I can do it.” Student ownership grows as students visualize the class workspace as a place where they meet, attend class sessions, work on projects, play, and relax with friends.
    • Teachers Without Borders
       
      Yes, I understand that university students can be inspired by the work of middle schoolers, but let's look at some examples of what university students have done in SL.
  • Virtual world learning experiences are fun
    • Teachers Without Borders
       
      So are fieldtrips.
  • A few may feel disengaged and go into “cruise control,” expecting the instructor to entertain them. Shifting students from the passive roles of survivors and castaways to the active roles of researchers and explorers requires a change in their perception of themselves and their willingness to participate.
    • Teachers Without Borders
       
      Very good point. Not sure yet why SL is the best way to do this ...
  • ...6 more annotations...
  • Class can be held on the beach, in another country, in outer space, or in any simulated setting. Students do not need to be confined to a traditional class setting, with chairs facing forward, but can instead move within the learning environment, communicate via text or voice, offer information or ask questions whenever they like (without being impolite), and correspond with classmates and friends via private messaging.
  • learning stations can be designed that offer content to students who miss class or who need more time to study and reflect. Students can touch these 3D objects to get notecards, listen to podcasts, or see streaming video that covers this course content. Although this capability is also available in online course management systems and websites, the shared nature of an avatar interacting with an object, being part of the content that is being studied, and seeing 3D simulations of the content come to life is powerful. Since a student’s understanding of complex content may be hazy, offering information in a variety of ways allows students to use the information to solve problems and create solutions for their projects.
    • Teachers Without Borders
       
      There's got to be more to this. Still noyt sure why I need a virtual world for this. I need to download the client, open an account, create an avatar, just to click a box? I'd like to see a SL example of how "powerful" this can be. I'd like to hear from the students.
  • Class participants are often not anonymous, despite the use of virtual world aliases for avatar names. One reason is that students want information, education, feedback, and grades from their instructor, and they want to know who is responding to them. In addition, students share a sense of community in these environments, and they mentor one another as they discover how to use the tool to complete their individual and team course activities. This sense of identity differs from the social use of virtual worlds for entertainment purposes, where anonymity is often favored.
  • Students shift from being passive listeners to engaging in group interaction and activities and demonstrating that they understand the course content via the completion of projects, papers, labs, and case studies. Many classes that include case studies use role-play, putting learners in roles and contexts in which they explore the content and make decisions based on the forces and constraints placed on them.
    • Teachers Without Borders
       
      That shift can happen without 3D environments.
  • In addition to learning user-interface design and testing principles, the class goal was to reflect on new ways to design and evaluate user interfaces. With this goal in mind, the students elected to study problems related to accessibility, perception, and interaction. Instead of focusing solely on the software interfaces, they created 3D linked objects with behaviors that simulated real-world systems. In their “lessons learned” papers, the students noted that the virtual world classes enhanced their learning experience and their perceptions of self and gave them new skills to demonstrate their mastery of the course content. The sense of presence and the customization of their avatars were high on their list of priorities for learning and participating in virtual world classes. In contrast, they noted that it took time for them to customize their avatars and to learn to communicate, gesture, and emote. They also learned to create 3D objects and to texture, link, and program the objects into testable, scripted projects that responded when touched.
    • Teachers Without Borders
       
      Excellent example. Would be interesting to hear from the students, though.
  • In virtual worlds, we can leverage a mix of content and activity to support all learners: auditory, visual, and kinesthetic.
    • Teachers Without Borders
       
      We can also do it in a Kenyan classroom, for example, where there are only desks and a blackboard. A good teacher can accomplish this anywhere.
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