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.
Contents contributed and discussions participated by Teachers Without Borders
First Seasonal Report on Ethics and Virtual Worlds | NPSL: Nonprofits in Second Life - 0 views
Educational Frontiers: Learning in a Virtual World (EDUCAUSE Review) | EDUCAUSE CONNECT - 1 views
-
-
Virtual world learning experiences are fun
-
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.
- ...6 more annotations...
Virtual Worlds? "Outlook Good" (EDUCAUSE Review) | EDUCAUSE CONNECT - 0 views
-
bring the words “3D virtual environment” a bit closer to the mainstream. In June 2007, Second Life had nearly eight million residents. One year later, it had more than fourteen million.2 But Second Life is not the only virtual world—and not the only one involved in education. The Active Worlds program Active Worlds Educational Universe (AWEDU) includes over eighty educational worlds (http://www.activeworlds.com/edu/). Educators are also working (individually) in There. Other virtual worlds efforts include Central Grid, Kaneva, Twinity, CyberNet Worlds, The Palace, Furcadia, and Project DarkStar. Others spring up daily, it seems. Over time, we may see a shift toward open source opportunities like Croquet and toward work-oriented virtual collaboration spaces like Sun Technology’s Project Wonderland. In addition, many virtual worlds are tied to product lines: Webkinz, Home (Sony), BarbieGirls (Mattel), and Club Penguin (Disney). Add the many additional efforts that Disney is putting forward in this field, along with other younger-market companies like MTV, and it is crystal-clear that virtual worlds are here to stay. If the number of virtual worlds is not an indication, certainly the amount of money being invested should be. According to Virtual Worlds Management, over $1 billion (U.S.) was invested in virtual companies in 2007 (http://www.virtualworldsmanagement.com/2007/index.html), and over $184 million was invested in the first quarter of 2008 (http://www.virtualworldsmanagement.com/2008/q1.html).
-
the New Media Consortium estimates that more than 1,200 educational islands were created in 2007.4
-
In July 2008, IBM and Linden Lab announced an interoperability agreement following successful tests in which avatars were teleported “from the Second Life Preview Grid into a virtual world running on an OpenSim server, marking the first time an avatar has moved from one virtual world to another.”8
- ...4 more annotations...
edna workshop in Second Life - 0 views
-
Participants in the Second Life session of edna's online workshops get the opportunity to collaborate on an original work of music. This international event included participants from Australia, New Zealand, Canada and the US. Many thanks to Jo Kay, Konrad Glogowski, Jude O'Connell, Dean Groom and the residents of the islands of jokaydia. Produced by KerryJ.
Virtual classroom project coming to a close « Learn Online - 0 views
-
It doesn’t matter if the ideas I had - or the way I was trying to express them were any good or not.. what I’m talking about is the need we all have for encouragement and motivation to improve on and further our own learning. I could have enrolled in a course and paid a teacher to give me that … attention, but even then it would have felt disingenuous and limited by what that one teacher could muster after 20 years of putting up with it.
-
This amazing project that Konrad has taken me on boils down to is this: I have drawn a concept for a building I want to one day build, using Second Life and its communities to draw and develop the model. I have used numerous online networks to research and inform the model, and this drawing is only one step in many for this long term plan I have. That network has given me the motivation to take it all further. In the process I have learned a lot about sustainable building, drawing in SL, communicating with online networks beyond my normal peers, and in that I have gained new confidence. Now I am coming to an end with the VirtualClassroomProject, having reached the limitations of the model in SL Jokaydia, and want to take it further. I have made numerous attempts to connect with a local group who are developing sustainable building designs, but what was that I said about powering down? I think it will turn out that I will install the model somewhere more permanently in SL and continue to tweak the model, make variations and details, do a costing analysis for a real build, develop a website for it, and continue to try and find useful contacts who I can work with and possibly take something like this further - no doubt I will find them online… I already have one lead in Melbourne!
-
this project has helped me to render my private and two dimensional ideas into a public and socially supportive domain.
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.
-
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.
- ...4 more annotations...
1 - 8 of 8
Showing 20▼ items per page