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Learning in the third 3.0 Place Revisited

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Age of Empires, The Sims (2), Rollercoaster tycoon, Neverwinter nights... Intervention and investment in 'Serious game' development. ... – PowerPoint PPT presentation

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Title: Learning in the third 3.0 Place Revisited


1
Learning in the third (3.0) Place Revisited
  • 2002 2007
  • Presented By Paul Hollins
  • Deputy Director JISC CETIS

2
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3
The Future Home computer of 2004 (As
predicted in 1954)
4
Learning in the third Place ?(the five year
journey)
  • Presented in 2002 Opening Pandoras Toolbox
    Conference. (Futurelab).
  • Digital Games Based Learning (published 2001)
  • Games The Pariah in the classroom (gender,
    violence, transferability, fun )
  • Post Teaching with Games Teem Report.
  • Some Interest (and scepticism) from academia.
  • Digital Natives Vs Digital immigrants. (remember?)

5
Games in education (why?)
  • Games are (often regarded as) engaging,
    motivating and fun.
  • Well are they ?
  • And..
  • Edutainment software has been unsuccessful in
    combining the motivational potential of computer
    games with learning content (Papert, Kirriemuir
    McFarlane, Kafai).

6
The Homogenous Gamer ?
7
Gee (2003) the 36 Learning principles(embedded
in games)
  • Active Critical Learning,Design,Semiotic,Semiotic
    domains,metaleval thinking about semiotic
    domains,pyschsocial moratorium,committed
    Learning, Identity,self knowledge,amplification
    of input,achievment,practice,ongoing
    learning,regime of competence,probing,multiple
    routes,situated meaning,text,intertextual,multimod
    el,material intelligence,intutiive
    knowledge,subset,
  • incremental,concentrated sample,basic skills
    (bottom up), explict information just in
    time,discovery,transfer,cultural models about the
    world,cultural models about the semiotic
    domain,distributed,dispersed,affinity group and
    Insider

8
COTS (in the Classroom)
  • Commercial off the shelf (games).
  • Teaching with Games Project 2006. (EA-Futurelab)
  • Age of Empires, The Sims (2), Rollercoaster
    tycoon, Neverwinter nights.
  • Role out the usual suspects
  • Tim Rylands Myst.

9
Serious Games..
10
Global Conflict (Palestine)
  • http//www.youtube.com/watch?vFcRdAfIBQJs
  • Developed in Denmark. (Serious games Interactive)

11
The (intended) Learning Cycle.
12
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13
To Video Games in the Classroom !
14
To Think about COTS.
  • Are we (in Education) still sucking all of the
    fun out of games?
  • Gender differences Boys Vs Girls and how they
    relate to the experience?
  • Are they authentic learning experiences ? A
    reluctance by students to accept the ICT medium
    as a serious tool for learning.
  • The Business model ?
  • Curriculum/use in classroom/game literacy and
    more

15
Multi User Virtual Environments (MUVE), Synthetic
Environment
  • Web 3.0 and the vision of the future ?

16
Second Life MUVE
  • http//secondlife.com/whatis/economy_stats.php
  • Subjects
  • Science, history, cyber psychology, collaboration
    ,
  • English and other languages, maths ,religious
    studies, Economics, Business, cyber anthropology,
    politics, coding..
  • The globally networked classroom
  • Low cost entry point into MUVE activity.

17
Second Life Presence
  • Ohio University Second Life Campus (2.33)
  • NMC Campus Seriously Engaging (5.37)
  • www.secondlife.com

18
The Educational Affordance(s) of MUVE
Who is Moon Eggplant ?
19
Educational Affordance(s) Identity, Space,
Activity and Tools
The future lecture theatre? virtual
potential Moon Eggplant October 2006
20
(More) Barriers to implementation.
  • Network security and institutional firewalls.
  • Grid attacks , griefers and cyber terrorists.
  • Access to inappropriate (adult) content ?
  • Limited technical skills amongst educators.
  • The current financial model (of some worlds).
  • The proprietary nature of some environments.
  • Existing technical deficiencies of the
    environments.
  • Pre existing models of learning (amongst
    educators).
  • Second Life (Those damn Wednesdays!!!!!!!!!!)

21
The (MUVE) future ?
Electroencephalography ? (Yes really)
Google Earth MUVE ?
22
We have come a long way.
  • Games can be good for you.
  • Educators want to try them.
  • Technologies are firmly on the educational
    agenda.
  • Some effective pedagogic practice emerging.
  • You are all here..

23
Pragmatic suggestions
  • Intervention and investment in Serious game
    development. (collaborative, Knowledge lab/Blitz
    example)
  • Avoid serious games in silos syndrome)
  • Educators, Teachers, tutors, practitioners PDP.
  • Development of resource packs for educators.
  • Development of robust DGBL and MUVE assessment
    methodologies.
  • Broader curriculum development (or at least
    clarification).
  • soa Approach to technology and schools
    procurement. (standards based/ web 2.0 )
  • Support to practitioners for the application of
    DGBL/ use of MUVE .
  • Published case studies , reference models and
    domain maps.
  • Development of robust Business model.
  • Work collaboratively with proprietary hardware
    owners Sony, Ninetendo and Microsoft (Ok not so
    pragmatic)
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