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Teaching in virtual words

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11/4/2011
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Teaching in virtual words







Schome and Second

Life









1

Schome



My background-disability, new technologies,

and transfer of old practices.

Symbol exchange example, virtual reality

and personal agency (2001).

An inclusive educational environment?

Peter’s looking for new educational systems,-

Schome.









2

Early Days





Fox’s video tour

http://uk.youtube.com/watch?v=g6j3uzduzao&feature=related









Amba’s video

http://uk.youtube.com/watch?v=aQEKMkGOUO0&feature=relatedMba









Ethical issues:-avatar control, research-

safety and identity, (procedures)

avatar appearance and ongoing assent,

American model pros and cons



Sheehy, K; Ferguson, R. & Clough, G. (2009) Learning in the Panopticon: ethical and social issues in building a virtual



educational environment. International Journal of Social Sciences. Vol 2, No 2, pp.89-96.









3

Induction sessions – unnecessary!, seeking if/when needed.









Initially students focussed on customising their avatar, experimenting with

building, developing social meeting spaces, a marina, an AI Emporium, and

‘classrooms’ containing lessons showing other Sparkers about a range of

Second Life skills.

A wide range of activities ensued around the three core strands

(physics,archaeology, and ethics & philosophy) as well as a range of others

led by staff (e.g. research methods, artificial intelligence and machinima

(making films within Second Life), etc) or by SParkers (e.g. a regatta, a

wedding, governance meetings, a murder mystery evening, low prim

building, chess matches, etc).

Schome phase 1 report for details/ http://www.schome.ac.uk/publications/









Access was, as anticipated, particularly problematic for those SParkers from

the GOAL cohort.









A safe environment for, many of whom experienced the social aspects of

school life as problematic

Sparkers-developed Second Life skills (from walking through to building,

scripting and making videos in-world). Many of these skills have real-world

relevance (e.g. building involves manipulation of measures, 3D coordinates

and complex 3D shapes) –



Knowledge age skills developed-associated with wiki and forum use.

‘’Second Life does offer affordances that other media lack and that it has

the potential to offer powerful new forms of support for learning’’-

SchomeNAGTY report.









4

5



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