Title: Learning in the third 3.0 Place Revisited
1Learning in the third (3.0) Place Revisited
- 2002 2007
- Presented By Paul Hollins
- Deputy Director JISC CETIS
2(No Transcript)
3The Future Home computer of 2004 (As
predicted in 1954)
4Learning 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?)
5Games 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).
6The Homogenous Gamer ?
7Gee (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
8COTS (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.
9Serious Games..
10Global Conflict (Palestine)
- http//www.youtube.com/watch?vFcRdAfIBQJs
- Developed in Denmark. (Serious games Interactive)
11The (intended) Learning Cycle.
12(No Transcript)
13To Video Games in the Classroom !
14To 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
15Multi User Virtual Environments (MUVE), Synthetic
Environment
- Web 3.0 and the vision of the future ?
16Second 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.
17Second Life Presence
- Ohio University Second Life Campus (2.33)
- NMC Campus Seriously Engaging (5.37)
- www.secondlife.com
18The 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!!!!!!!!!!)
21The (MUVE) future ?
Electroencephalography ? (Yes really)
Google Earth MUVE ?
22We 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..
23Pragmatic 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)