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NEW!!!
SLCC Education track transcripts now available.
If by any chance you’ve seen last year’s proceedings, then the first thing you’ll notice about this volume is the size – almost three times the size of last year’s.   read more

NECC HIGHLIGHTS EDUCATION IN SECOND LIFE:
Many of the presentations at NECC this year featured
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Latest News from THE Journal: The Teen Grid: Bringing Your School into Second Life Second Life, which offers an virtual world complete with avatars to represent human visitors, has intrigued some educators  

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 Global Kids and the MacArthur Foundation have partnered to announce a new nonprofit and philanthropic theme for the third annual Second Life Community Convention ...
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 GEOWORLD The GeoWorlds Project is an innovative integration of collaborative virtual learning environments and problem-based pedagogy to engage students in ...
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The first annual Second Life Best Practices Conference  was held on Saturday, May 26, 2007 on ISTE Island in Second Life.
                           read more

 NOAA has arrived in Second Life, and they  brought all the fun and excitement you have naturally come to expect from...
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DISCLAIMER: The  creator of this collection is functioning as an agent and therefore is applying Fair Use Regulations to the content described herein.  Copyright applies to organization of content only and the creator makes no claim to ownership of content.


Organization of this content is presented as

Margaret Sheehy's

Final Project,

 Digital Libraries -

ILS-655-S71,

 Prof. Yan Quan Liu, Ph.D
SCSU 7/2007

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Transcript from the 2007 Second Life Best Practices Conference:

SL "To Affinity and Beyond: Fostering meaningful and productive relationships in a virtual reality environment"

Saturday May 26, 2007

Catherine Parsons (Victoria Gloucester, Peggy Sheehy (Maggie Marat) and Kevin  Jarrett (KJ Hax) present a keynote at the Second Life Best Practices Conference  on ISTE Island in Second Life.

Catherine began the presentation..
Thank you everyone for being here. We are first going to introduce ourselves quickly, and then we will move right on to our goals and objectives. There is no voice or video being used during this presentation. Just text and slides. Our contact info will be available in the end along with the works referenced.
My name in RL is Catherine Parsons, CURRENTLY I am a K - 12 curriculum specialist at DCBOCES, a regional education agency in NY serving 8000+ teachers, 49,000+ students in 14 Public Districts and 38 non-public institutions. Today I signed my contract to become the Assistant Superintendent of Curriculum, Instruction and PPS for the Pine Plains Central School District starting July 1, 2007 ( ;-) ). On the side, I teach in the Graduate School of Secondary Education at SUNY New Paltz, and am working on my EdD from UoP in Educational Leadership - Curriculum and Instruction. My doctoral research is currently slated to be focused on the adult learning process in communities of practice during the process of adoption of Emerging Technologies (namely MUVEs and the SL Project at Ramapo Islands in the Teen Grid). KJ and Maggie are part of my affinity group. Both people who I met in SL, both people (along with many others) who have had fundamental impact on me as a learner, and as a friend.
                                                                                      

Maggie’s introduction came next..

A decade ago, armed with  with an elementary ed/music certification,  I set foot in my first 3rd grade classroom. Simultaneously, I began my graduate studies in Educational Computing at Stony Brook University.  My classroom had six brand new computers and I had 24 students.   I learned about using technology to enhance learning in class at night, and I taught the very same curriculum to my 3rd grade students the next day. They got it!  By the end of that year every one of my students had a digital portfolio and a website.  That was it for me!  I was hooked and have been an advocate for the authentic integration of technology in learning ever since.

  My career has brought me to three districts and in each one I have implemented cutting edge technology, whether it be by teaching the students, the teachers, or contributing to the district's technology plan. I am currently completing a second graduate degree in Library and Information Science at Southern Connecticut State University, and serve as Instructional Technology Facilitator/Media Specialist at Suffern Middle School.  Two years ago, I was "pushed" into SL by my daughter who was a Linden Lab liaison at the time.  I immediately knew that this virtual platform was huge for education and I developed a proposal to establish a presence for Ramapo Central Schools in Teen Second Life in order to bring our 400 8th grade students into the virtual platform.  The journey that continues from that point on has been nothing short of amazing!  Scores of people have contacted me to learn more about Ramapo Islands: Journalists, researchers, other educators, etc..  However, Catherine and Kevin not only inquired, they jumped in with both feet and immediately began to participate.  Both have spent quality time in real life and in virtual life with my students and are present on Ramapo Islands often, mentoring, observing, and gathering data. The kids know them now, and they have both contributed greatly to the project through our shared vision, and their seemingly unlimited energy and unquenchable enthusiasm.

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 The ladies let Kevin get a word in...
My "day job" is as a K-4 Technology Facilitator at an elementary school in southern NJ, where I have taught for four years. I walked away from a business career in I.T. consulting in 2002 to become a teacher and haven't looked back since. I also teach online, part-time at Walden University's Graduate School of Education. I received a grant in March to take 4 to 6 months off teaching and explore SL from both the adult and teen learner perspectives. I have been learning, exploring, and blogging since then, with my colleague and former Walden student, Clare Lane. I have also been actively involved with ISTE's SL "Docent" (aka volunteer) program. I have made incredibly powerful personal and professional relationships in SL, starting with the two amazing people with me today. I'm here to talk about something called the Center for Advanced Virtual Education, aka The C.A.V.E., which was created by Ryan Bretag, Ferdi Serim, Kathy Schrock and me. It is a group for facilities designed to support exploration of SL, which counts among its "residents" some of the true "rock stars" in education!
 

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Victoria began the presentation..

GOALS AND OBJECTIVES

SL brought Maggie KJ and Victoria together. Ultimately, our lives and careers are fundamentally different because of the connection we made here. And yes, KJ and I are mentors on Ramapo Island in Teen SL, and we are all involved on that side of the grid. Maggie is presenting directly after our talk about the Ramapo Project in detail. Our focus for this presentation is different. We are here collectively today to take a look at the creation of Affinity Groups, and how this concept applies to the Multi-User Virtual Environment (MUVE) - including but not limited to SL. We will take some time to explore the theories and practice behind them, and speak about some examples that we witness in this MUVE, Second Life. Our goal is to highlight the theories as they are seen within the examples, and to give you a chance to ask questions that you may have in mind. FYI - the complete reference list will be available at the end of the presentation, along with our contact information and blogsites.
 
Overview of research and constructs
Amazingly today we saw many of the other presentations, and each eventually turned to talking about the relationships formed here in a MUVE. Bill Moseley in his Q&A talked about the relationships and interactions in world. Sarah Robbins also addressed this concept. It is community creating, yet one step beyond.  
Affinity groups are groups of like minded individuals bonded together by a common objective, not by “race, gender, nation, ethnicity, or culture” as outlined by James Paul Gee.  What you see here today, actually. The SLBPE brings together educators focused on a common goal, regardless of ace, gender, nation, ethnicity, or culture.

Mark Prensky looks at simulations (for our purposes today we are classifying MUVEs as simulations inclusive of SL) and he notes that in simulated spaces learners, “cooperate... collaborate... make effective decisions under stress... take prudent risks in pursuit of objectives... make ethical and moral decisions... employ scientific deduction... are quicker to master and apply new skills and information... think laterally and strategically... persist and solve difficult problems... understand and deal with foreign cultures... and manage businesses and people.” Note the cooperative and collaborative that caps this statement. Affinity groups evolve as a community and by their very nature are cooperative and collaborative.

In simulated environments users seek out the social connections while applying identity and self knowledge principles that allow one to examine "self" within interactions. These interactions happen parallel to the principle of “cultural models about the world” dealing with how the user comes in direct contact with the need to reflect on their assumptions about their cultural context when interacting in a global society. Cognitive dissonance emerges as the network of individuals (in this case a global network) allows for extended interactions. Users then take risks through the “psychosocial moratorium” principal. The real world consequences are lowered in simulated environments, allowing learners to extend their barriers of personal risk and adult learning. All of these concepts feed into the desire for an individual to seek out like minded individuals and groups: affinity groups, because none of the principle mentioned can happen in isolation.

Modeling is a motivational factor, and part of the concept of affinity groups. Sullo points out to us that others seek out positive examples of behavior and look to replicate these applied to our own purposes. In order for modeling to take place, one needs to be involved in a community where interactions related to their objectives are available. So "people seek people" FOR and AS examples, for testing theory, for trying new ideas and looking at outcomes. Affinity groups provide a basis for this modeling behavior.
Constructs of relationships in online environments
One phenomena we see is the manner in which relationships evolve at an accelerated rate in Second Life. This in one way can be explained by looking at other text based learning environments such as online courses. There is a level of intimacy involved in the written word. Drost and Drost note that “It may seem ironic that an online course could quickly become a very tight "community" of learners -- given the virtual nature of the community; but it makes sense. In order for people to be willing to share the written word with each other, they need to have attained a certain comfort level with their peers”. So our need to share the written word increases the rate in which we find ourselves comfortable with our peers, leaving us open to bonding relationships. Now what pushes the MUVE to a different level that Online classrooms, IM, IP video, blogs, or Skype? The chat room space or flat point to point video connection does not allow for a user to experience an environment from their own perspective. One that they can manipulate, can control, from ones own perspective, both visually and physically. We are also introducing body language and facial expressions into the mix that are not accessible through emoticons. As for blogs and other Web 2.0 technology: although we know there are millions of others out there on myspace and Ebay at the same time, do we really KNOW they are there, can we "speak" with them F2F? Philip Rosedale made that argument at VW2007 in March saying that the metaverse allows us to “BE with the millions of others”.
We see affinity groups formed in many ways in SL, and will highlight just three. The International Society for Technology in Education in SL (ISTE), The Center for Advanced Virtual Education (The C.A.V.E.), and the Ramapo Islands Project in Teen SL.

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ISTE  

ISTE is a prime example of the development of affinity groups in MUVES

The International Society for Technology in Education is a professional organization that many, if not most, of us are very familiar with. They established their presence in SL Winter 06/07 lead by Kittygloom Cassidy.
In early 2007, they invited members to join their SL group which quickly grew to over 1,200 members in the span of about four months. In the process, they have created a vibrant, living community that continues to grow rapidly and organically, and is the common thread that ties the three of us together. This growth taxed the sim so heavily that ISTE decided to commission its own island, which is now under development.
This growth taxed the sim so heavily that ISTE decided to commission its own island, which is now under development.
ISTE has created a true virtual community, starting with their headquarters, which has a collection of links to web-based RL resources, information about the group, meeting and chatting space, as well as a "SkyPark" for regularly scheduled gatherings and presentations. Don't forget the free T-Shirts! Everyone loves freebies, and educators entering SL for the first time often choose ISTE as their first location to visit once completing their orientation.
To make that new-experience as pleasant as possible, and to promote the organization as well as its work in SL, ISTE initiated a 'docent' (guide) program that places volunteers at HQ during various times of the day. The docents are users like everyone else, some experienced in SL, some nearly brand-new, but all of whom committed to making the community vibrant, useful, and relevant by providing guidance, support, encouragement and direction to people that happen by. In doing so, they promote SL as well as the organization, increasing RL membership and positioning the organization favorably in the minds of educators worldwide.
ISTE also helps build community through its weekly events - the famous "Thursday Night SkyPark Socials" are where many of us got to meet each other for the first time, and although they can be chaotic, confusing, and intimidating to some (30+ people in a single chat can get somewhat unwieldy), the immersion and sensory overload is an inescapable part of SL, and people quickly learn how to manage and process the information, or retreat to a quiet corner of the sim with a few people they want to get to know personally.
ISTE also promotes knowledge and information sharing through its weekly Educator Show and Tells, semi-formal presentations led by members on a variety of topics. These talks help build community by bringing people at all levels, newbies and experienced alike, into the SL conversation to explore and discuss popular places, tools, resources and initiatives they have discovered. No single person can possibly explore and absorb all that is SL for educational use (or any other), which is why these connections and sharing mean so much to participants. The word spreads, the community grows, more conversations occur with even greater value and impact, and soon, the organization has outgrown the sim!

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More on Affinity Groups
The MUVE affinity structure exists in a semi-synchronous environment (yes - Victoria’s new word)  Let’s define "semi-synchronous":  somewhat synchronous and somewhat asynchronous -  I can hold the conversation with you in real time, yet because of the text history and nature of IM, I can do the laundry and feed the kids dinner at the same time without the need to invite you all in to the environmental sounds of my life. I have a network available to me that is global and reachable on my own schedule. Suddenly volunteering for ISTE, giving back to that community is doable because I can interact from my couch. There is now a platform for engaging with like minded people internationally, from my couch. Educators seek out ISTE BECAUSE of the human connection, it is not an empty open space. You know you will find an educator there at some point in their journey experiencing and learning in this technology.

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The C.A.V.E
 
The Center for Advanced Virtual Education is a loose collection of four facilities (private homes essentially) located on EduIsland II. The C.A.V.E. leaders are Ryan Bretag, Ferdi Serim, Kathy Schrock, and myself. The group is dedicated to fostering exploration of and reflection on SL's potential in K-20 education.
One day in SL, I discovered that Ryan Bretag had leased a goregous home on a new sim, EduIsland II. He quickly showed me around and I decided I wanted one just like it (not sure why, but I learned that envy is very real in SL!). I missed the first opportunity, as an identical house near him was snapped up by Ferdi Serim. Ryan was kind enough to let me stay in his house for a few days; we became roomates. Soon thereafter the developer contacted me to say he made room for another house. I leased it but by that time Ryan and Ferdi had already outfitted their homes with all the coolest stuff for meetings, collaboration and exploration. I wanted to be different...and thought...what could *I* contribute? Then it hit me, the missing thing was PEOPLE, and the best way I could contribute to the community would be to bring PEOPLE that I know (or that I could contact) into the SL conversation. But WHICH people?
As it turns out, Ferdi had already contacted his friend Kathy Schrock about SL and was discussing its potential when I realized that she and I had met at Alan November's Building Learning Communities conference in July 2006. Those of you who have met Kathy in RL know how approachable and open she is. Amazingly, she actually remembered sharing breakfast with me that day, and we began talking about SL. Her enthusiasm was clear, driven by the environment's potential, immersive nature, and just plain fun - and then I realized that her rolodex could be the key to attracting some of the greatest names in EDTECH - the "rock stars" of our world - into SL. I presented her with the premise: what if we created a residence in SL where these people could live, get acclimiated, provided with support, and encouraged to explore? Would they be interested? Her enthusiastic answer made it clear we were onto something, and with a flurry of emails, invitations went out, and people started signing up. Among them:
    * Andy Carvin
    * Hall Davidson
    * Doug Johnson
    * Ian Jukes
    * Annette Lamb
    * Sylvia Martinez
    * Brian Mull, Chris Turek and Alan November of November Learning
    * Will Richardson
    * David Warlick
    * Jeff Utecht
And so, my facility, Carl F. Spackler Hall, was born. Although it is still a work in progress, as all the members have not fully moved in yet, it has already sparked amazing interest, discussion and and exploration of SL, pro AND con, which was precisely the intent. Soon, the US blogosphere began to see these edtech leaders talking about SL and their experience. Their substantial readership encouraged many more - thousands, easily - to look more closely at SL's possibilities. Many of these people started blogging about SL themselves, and some even leased residences on EduIsland II (which is now full), and an amazing confluence of learners has emerged.
My facility is just one of four in this network, the others being Ferdi's complex (now double in size and home to the ISTE Emerging Technologies Task Force); Ryan's Center for Avatar Teaching, Education and Research (C.A.T.E.R.); and Kathy's place, which she is using to promote her K-12 educators affinity group.

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Goals/Philosophy
1) GET IN THE GAME - you can't learn if you don't play (you have to experience SL firsthand to judge it fairly)
2) SHARE - blog about it!
3) HELP OTHERS - Pay It Forward
4) GROW IT - attract and retain more like-minded educators (Meg Ormiston, Jen Wagner, etc.)
Activities
Coming soon - socials like ISTE, general talks, more. For now we've just been getting people into SL, getting them oriented and equipped with tools, sending them to must-see SL sites, introducing and connecting them to others - then just sitting back to watch the magic happen, and it is. Examples - Hall Davidson/Dembo Discovery Network; blogging by Will and David and Ryan as T&L blog correspondent; connections made to the outside world
 
      

In Teen Second Life, librarians can leap tall buildings in a single bound and save kids from boring assignments—all before lunch...

Meet the New You
In Teen Second Life, librarians can leap tall buildings in a single bound and save kids from boring assignments—all before lunch...
Meet the New You
In Teen Second Life, librarians can leap tall buildings in a single bound and save kids from boring assignments—all before lunch...

        

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What we see happening with the CAVE, what we can all witness is the "Wisdom of the Group" evolving. Douglas Reeves talks about Leaders who collectively make more accurate decisions when the conversation and decision making is entrusted to a diverse group rather than a  single individual. Reeves contends that Leadership is not a heroic and solitary enterprise, but one of community inclusion that leads to organizational and collaborative success. The conversations we see happening in the CAVE are pieces of evidence of this (NOT the ONLY evidence of this). The educators in SL are working to find out how this emerging genre of technology can and will be applied best in the education setting, and collectively will make a better choice - moving forward a better decision because of the collective decisions of a bonded community.

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Ramapo Islands
When I developed the proposal for Ramapo Islands, I didn't make a move without flying it by my mentor, James Yap (Director of Instructional Technology and Data management).  I asked for three sims, and I asked for a year's maintenance for them.  I then presented the virtual world to my Superintendent, Dr. Robert MacNaughton, and to the Assistant Superintendent for Curriculum, Mrs. Judy Barbera, via keynote with "borrowed" clips and stills I had taken from the main grid.
 Next, I took a deep breath and brought them live into the main grid - to the Educator's Coffee House (my land in Pinastri) where I had pre-arranged a group of avatars to meet and communicate, animate and gesture, build and script, and BEEEEHAVE! I explained the security options available to us and then I drew clear curriculum connections.

 

 

 

 

  I didn't need to explain 21st century literacy to my Superintendent as he is already "all over it".  This is a man who asked that the faculty read The World is Flat by R. Friedman over the summer break!  He also has instituted a 6th grade Chinese language curriculum.  He gets it ---he really does!  But even he foresaw the potential problems we could face with security issues were we not able to guarantee our student's safety. 
Around the same time we were grappling with the finer points of our development, Second Life was receiving a great deal of press, and much of it addressed the adult content.  Dr. MacNaughton must have called me a half dozen times inquiring about the articles.  Each time I would reiterate the difference between the Main Grid and the Teen Grid, as well as the difference between being open on the Teen Grid and being completely private -- as Ramapo is. 
I remember when the article, My So-Called Second Life by J. Stein  published in Time Magazine on Dec. 16, 2006.  My students had been in SL for about two months and Dr. MacNaughton came striding into the library holding the magazine up and said to me, "Just tell me this isn't going on around our students!" 
 
Once again I reassured him and happily I was able to start countering the negative press with the positive.  In January, School Library Journal ran its cover story on Second Life and featured Ramapo Islands. 
Then ISTE delivered a great piece entitled
”There have been numerous articles and favorable blog entries that I am able to direct him to , and other well respected educational institutions were getting on board.  
 
 
            
  
 
  I talk about all of this process at great length because I feel that unless you have an administrator on board you are headed for disappointment.  So many teachers have written to me of their frustration with their district's policy.  Many have SL blocked so the teacher can't even present a case in school! 
From day 1 in Ramapo, the kids instinctively explored the interface as well as the islands.  They didn't wait for instructions in how to use the tools - for the most part they just started clicking!  I had selected a group of about a dozen students who were into computers and games. 
They were easy to spot as they spent every lunch hour in the lab accessing any game that they could.  I gave them Ramapo Island accounts, went over the community standards and set them loose.
In one week, of 45 minute daily encounters,  they had far exceeded my knowledge base and I made them the first "Peer Mentors"  Then the classes arrived,  and we started out very simply with project- based tasks connected to lessons delivered in the real world. 
At this point in time the kids were merely demonstrating knowledge.  But what we value so much as educators, the analysis and synthesis that so often alludes us in our lessons was a natural result of student evolution in the virtual world, and the level of engagement was remarkable. 
Curiosity returned to the curriculum and the students started to stretch the boundaries -to construct new meaning,  to apply concepts and theories to new situations, to collaborate and communicate and, most importantly to reflect. 
We truly fit into that semi-synchroniuous category Catherine defined, as some instruction goes in in real life and some is conducted in world.  But I watch the kids interact and I have learned that the virtual platform instills some measure of confidence in my students who would normally hold back in their participation. 
Middle school is such a fascinating, if not difficult time for students who are struggling to "find themselves", to develop self-worth and self-identity.  
I always like to say that my students "try on new personalities every day” - grasping for one that will yield acceptance, or status, or even anonymity in some cases.
Not only is this a period of adjustment in terms of educational expectations, but peer pressures begins to escalate, and an emerging sense of independence surfaces in addition to their pubescent hormonal changes!  In real life in school, the kids are very  aware of social constraints, and the boundaries between cliques and groups are pretty well defined. But once in the virtual world, a new construct develops.
New partnerships begin to form, and these are based on shared experience and interests both in real life and virtual life. We, the teachers have witnessed a great deal of peer to peer  instruction, collaboration between students who would not necessarily "meld" in real life,  and a much deeper and more meaningful level of discussion, reflection, and self-expression. 
 Perhaps it is the sense of anonymity, perhaps it is the "level playing field" in terms of appearance possibilities.  Some kids were surprised to discover how much they had in common with kids they met in world, with whom they had never interacted in real life. 
 I haven't seen any hard evidence of these virtual relationships being carried over into the real world.  When interviews were conducted with students from different classes I found it most interesting that they all seemed to appreciate the security measures we have in place. They also spoke very freely about interacting with classmates in SL who they would not, for various reasons, interact with in RL.  Some of the reasons mentioned were popularity, cliques, style, intelligence (the smart kids vs. the slower kids) and gender!  These are all issues we explored in our Body Image project.

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Bringing it All Together...
Affinity groups support the theory of motivation. Experience creates success, success creates motivation. Simulated environments allow for the experience. In order for students to obtain an authentic education, they must discover, think, act, make mistakes, and live. One core belief regarding education is educational institutions are accountable for a design that allows processes to take place in order for students to learn to be learners and become motivated through experiences. Part of this is the concept of contribution as the ultimate goal. Will Richardson notes that social networking technologies allow for students AND teachers to contribute their own ideas and work to the larger body of knowledge. This collaboration fosters a level of motivation for learning that we as educators crave to uncover in our students. This is a concept that was abundantly clear when interviewing students from Ramapo who noted specifically that they were motivated to participate in their mock trial activity due to the platform it was conducted in. Students who contributed to the evolution of knowledge and the learning process based on a common goal.
Dewey noted in Experience and Education, “…every experience should do something to prepare a person for later experiences of a deeper and more expansive quality.  That is the very meaning of growth, continuity, reconstruction or experience”.  Affinity structures provide the scaffolding for learning to adhere to for adults and K - 12 students alike. If learning can be seen as a building or physical structure - the architecture and design of it are constructed by the individual, creating a unique visual manifested in the way knowledge attained is applied to the setting it relates to. However, the strongest of learners are the ones that know the building came to be as a collective. These learners seek community, seek conversation, seek debate. They seek all the experts - each one of us - who bring their knowledge to the building process. They seek affinity. An ongoing learning process and regime of competence. It is our hope that we have shown you examples of the affinity group concept in a MUVE, provided constructs for the theory that supports their evolution and importance, and opened the door for inquiry and further development of these ideas.

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Dewey, J. (1997 - Original Work published 1959). Experience and education. New York: Touchstone Books.

Droste, B., & Drost, A. (2004). A virtual reality. Independent School, 63(4), p. 56 - 62). Retrieved April 17, 2007 from EbscoHost.

Gee, J. (2003). What video games have to teach us about learning and literacy. NY, Palgrave Macmillan.

Prensky, M. (2007). Simulation nation. Edutopia. Retrieved March 26, 2007.

Reeves, D. (2006). The learning leader: How to focus school improvement for better results. VA: Association for Supervision and Curriculum Development.

Richardson, W. (2006). Blogs, wikis, podcasts, and other powerful web tools for classrooms. Thousand Oaks, CA: Corwin Press.

Sullo, B. (2007). Activating the desire to learn. VA: Association for Supervision and Curriculum Development.


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Last Edited 09/02/2007


 

Certain materials are included under the fair use exemption of the U.S. Copyright Law and have been prepared according to the multimedia fair use guidelines and are restricted from further use.

Creative Commons License
This digital library collection is licensed under a Creative Commons License.


Organization of this content is presented as

Margaret Sheehy's Final Project,

 Digital Libraries - ILS-655-S71,  Professor Yan Quan Liu, Ph.D
SCSU 7/2007


©2007 MetaVersEd Ltd.


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