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Mix I.T. Up

to



• Bring together the right

task, the right tool and the

right student (Cuban 2000)







•Enable the learner to

participate in different

forms of reality and move

among them according to

individual interests and

needs.

Mixing I.T. Up

Entry Type: Team of two Robin McKean Raelene Beecher



Name of nominating Peer:









School Name: St Hilda’sASG

Position: Coordinator of Library and

Information services / Year 5 class

teacher

Email: robin.mckean@sthildas.wa.edu.au

raelene.beecher@sthildas.wa.edu.au





Phone: 08 92854507 (work) 0419962701

(mobile)

Static PROJECT

BASED

PLATFORMS Our

Learning

Continuum

SITUATIONAL

GAME PLAY





MMORPG

(Massively Multiplayer

Online Role Playing Game)









SITUATIONAL

MUVES

(Multiuser Virtual

Environments)

Mobile





AUGMENTED REALITY

Project Based Platform

(static)



Our students complete these activities as

part of an Inquiry Approach to learning and

use interactive multimedia wherever

possible to facilitate their learning.



These activities are designed to:



•Support common utilities such as Word,

Excel, PowerPoint and PDF‟s.



•Take into account personal interests,

multiple intelligences and learning styles.



•Include rich media such as movies, audio

and Flash*



•Enable teachers to control resources in

Year 5: Sample

order to meet their desired outcomes.

Year 6: Sample

Sample:



Situational

Game Play

Wherever possible,

we support learning by:



Using digital and on-line

adventures based on

problem solving and role Teacher Notes

play to engage the learner.









Sample:

MMORPG

(Massively Multiplayer Online Role Playing

Game)



This environment assumes an added

dimension for our students where they :



Use digital games combined with virtual

reality to situate themselves in an

environment where they may experience

desired context and happenings.



Use an „Alice in Wonderland‟ interface as

the educational tool of choice where the

line between education and entertainment

blurs and students and teachers meet in a

multi user virtual edutaining environment –

a cyberworld remote to the traditional

classroom.

Year 5 students were

introduced to portals and

virtual worlds through a

reader‟s theatre and

cooperative reading activity

related to Felicity Pulman‟s

„Shalott‟ ---

a book in which „through a

virtual reality program,

five teenagers are zapped

back in time to the court of

King Arthur ……

They were then

exposed to Viking

Times through „The

Viking Magic‟ series -

“ideal books for readers

who enjoy a strong

story and a richly

imagined world.”

At the same time, the year 5‟s entered Runescape ….

a virtual MMORPG ….. where they were required to complete the tutorial only.

We had moved into virtual reality so that the students

could experience the context and happenings of the Viking world.

Their written report was the beginning of many writing activities born out of a virtual world.

Situational MUVES

After liaising with universities in the U.S. and

Australia we have MUVEd to quality curriculum

based learning opportunities that harness the

social energy, generated by opportunities to

communicate, discuss and exchange ideas, to

encourage cultural awareness and mutual

understandings amongst learners previously

separated by boundaries (political, geographic,

interpersonal).



These activities:



Combine strategies used in the commercial

gaming environment with lessons from

educational research on learning and

motivation.

Students and teachers now assume a virtual

persona (avatar) to travel to virtual places.

Some have experienced time travel. We are

now able to interact within immersive education

specific virtual environments.

A Year 6 cross

curricular project

(Science, Health,

S&E) completed

in conjunction with

Medical Mysteries –

and other

situational game

play learning

activities.









Video Links









http://muve.gse.harvard.edu/muvees2003/index.html

We are returning to River City later this year with a Doctor and Pharmacist

(parent helper) on board to give a second opinion whenever necessary……

Taking their world of imagination further,

the year fives were taken to another virtual world

and exposed to the legend of Quest Atlantis









http://atlantis.crlt.indiana.edu/public/welcome.pl

By accessing Q.A. from school or home, the students continue

to meet regularly in the Anytown village to complete writing quests

related to the mysteries that they are trying to solve in this world.









Quests are given to students

by the virtual newspaper staff.

Augmented Reality

It was a logical step to experiment now

with Mediascapes.



Students are now using mobile, location–

based experiences that blend digital

images, video, audio and interactions with

the physical landscape therefore linking

classroom simulations to the outside world.









We are now

Chasing the ARGH factor….







A new tool for information

gathering, communication, and personal expression.

Students themselves rather than avatars, travel into simulated

environments using PDAs and a map aligned with GPS

coordinates plotted around our school campus.

The programming tool…… from http://www.mscapers.com/

The first mediascape

learning activity

involved the students

of year 5 completing a

cyber sleuth activity

designed to enhance

their knowledge and

understandings of the

environment.



They were required to:



•Locate the

Geographical South

Pole



•Investigate the food

chains,

endangered species

and any possible

environmental threats

Students travelled

around designed

locations triggering

images enhanced

with embedded

sound files.

Introduction to food chain component….

A special information sheet was located at our simulated South Pole.

It was designed to lead into the next learning activity

and relate the activity and students back to the classroom









The students were notified

of their arrival at the south pole

by way of an audio fanfare.

Students are now using the software programme to create

their own mediascapes related to current class inquiry projects.

Lesson and Work Samples



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