The
ELI conference started out yesterday with a fantastic presentation
by Rick VanEck of
University of North Dakota. As all great presenters at the beginning
of a conference do, he laid out a vision of the conference and why it
is important. As the focus of the conference is immersive learning
environments, the title of his talk was “Generation G and the 21st
Century: How Games are Preparing Todays Students for Tomorrow’s
Workplace.” He said a couple of things that really stuck out to me.
How Technology has changed our learners
Right at the beginning of the presentation he came right out and said
that schools/institutions as a whole are out of touch with the way
technology has changed the students arriving today. He gives a rough
definition of technology that I found quite insightful.
Technology is what becomes available AFTER you were a
teenager.
By this definition radio is technology for those born in the
1920’s-30’s. TV for those born in the 50-60’s. Internet for those
born in the 80-90’s. But those entering education today don’t have
anything that is new to them. NOTHING is technology to them because
they are comfortable with all of it! Because they grew up with the
internet, not to mention all those other ‘technology’ devices, they
are intricately familiar with them.
This generation is absolutely saturated with media and stimuli from
dozens of sources at once. Because they love games and gaming, it is
easy to dismiss th as flighty, spoiled, unwilling to work… but they
are probably what we are going to need in the 21st century. They are
constantly on the cutting edge and innovating. They are all about
interaction, collaboration and engagement.
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Old Learning / New Learning
The way we teach and learn has looked the same for thousands of years…
it’s still in place… but it just looks different than we’re used to.
People still interact and learn from one another. People still need
to learn skills and facts. There is still built in feedback and
assessment. Everything is just packaged different than we are used
to.
- Play is naturally employed, effective learning program (think of
the way kids learn!!)
- Play requires interaction and participation!! (Engagement)
- Benefits of PBL (Problem Based Learning)
- Situated Cognition and Learning - “anchoring authentic context
to learning” - Knowledge relevant in the field in which it is
applied!!
- Questioning, Cognitive Disequilibrium, Scaffolding
Things that we see as useless may actually be very important
learning tools! (Facebook, YouTube).
Why our Current Model Doesn’t Work
Students only typically have one stimulus in our teaching
environment. Much less than the dozen or so they have in a gaming
situation.
Fact - #1 reason for dropping out of high school -
BOREDOM!
There is a large population of students that are falling through
the cracks, not because they are not smart enough, but because they
are not being challenged. This old world way of teaching is not
engaging them. All you have to do is look at the copious amount of
literature (websites, blogs, chat forums, and even literary guild’s in
some cases) available online to see how gaming is motivating
students. They are not getting any money out of their work. They do
it because they find it rewarding.
Rick ends his presentation with a strong statement, which I will
mimic here. Learners are changing and so the way we educate them also
has to change. LEAD, FOLLOW, or GET OUT OF THE WAY!!
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Conference
Papers/Presentations (cont)
This section will likely grow as more
educators begin to write and present on SL at various games and virtual
worlds conferences world wide.
Antonacci, David M. and Nellie Modaress.
"The Educational Possibilities of a Massively Multiplayer Virtual World
(MMVW)"
http://www.educause.edu/content.asp?page_id=666&ID=SWR0552&bhcp=1Outline
for the EDUCASE
Regional Conference, with a focus on the collaborative and social
constructionist possibilities of education in SL. Also includes
in-world videos.
Bray, David A. and Benn Konsynski. "Virtual Worlds, Virtual Economies,
Virtual Institutions."http://papers.ssrn.com/sol3/papers.cfm?abstract_id=962501
Kemp, Jeremy and Livingstone, Daniel. “Putting a
Second Life “Metaverse” Skin on Learning Management Systems
http://www.sloodle.com/whitepaper.pdf From the abstract: "This
paper outlines the advantages and weaknesses of Multi-User Virtual
Environments for teaching and explores the possible benefits of
integrating them closely with Traditional Learning Management Systems."
Also includes the results of a survey given to teachers interested in
working with SL.
Livingstone, Daniel and Jeremy Kamp
(eds.). Proceedings of the Second Life Education Workshop at the Second
Life Community Convention in San Francisco
http://www.simteach.com/SLCC06/slcc2006-proceedings.pdf A very large
document reporting the results of the First Second Life Education
Workshop held in San Francisco's Fort Mason Centre on August 18th-20th,
2006. The document includes:- A preface from Pathfinder Linden; A
keynote address from Dr Larry Johnson, CEO, New Media Consortium; Eight
case studies, posters, and tutorials; Two papers from Hilary Mason &
Mehdi Moutahir, "Multidisciplinary Experimental Education in Second
Life: A Global Approach" and Sarah Robbins "Image Slippage: Navigating
the Dichotomies of an Academic Identity in a Non-academic Virtual World;
Serious Games Study Keynote: You Can (Not) Be Serious
http://www.gamasutra.com/features/20060320/carless_01.shtml
Not the script of the address, but an
in-depth review of Philip Rosedale's talk at the 2006 Game Developers
Conference.
Stevens, Vance. "Second Life in Education
and Language Learning."http://www.tesl-ej.org/ej39/int.html
- - - - - . "Second Life and Online
Collaboration Through Peer to Peer Distributed Learning Networks."
http://www.homestead.com/prosites-vstevens/files/efi/papers/metsmac/metsmac_secondlife.htm
http://www.homestead.com/prosites-vstevens/files/efi/papers/tesol/arabia2007/00.htm
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