BreakDrink, CTC, Podcast, Virtual Communities

Second Life, WOW & Augmented Reality… OH My!

Last week, on the Campus Tech Connection Show #10, we had a lovely chat with guest Sarah @Intellagirl Robbins.

Sarah discussed her experiences with new media as a graduate student and now as an instructor in the realm of emerging technology. Being on the forefront of this evolving digital landscape allowed her to participate, experiment and contribute to the dialog  for new media in higher education curriculum.  Sarah  co-authored the book Second Life for Dummies and she provided our podcasting crew with ideas for managing emerging technology in the early days.

It was interesting to hear about Sarah’s best practices for incorporating  gaming and virtual worlds into the classroom. I am not an active participant in the realm of Second Life or World of Warcraft (WOW), however I am aware of the great capabilities these online communities provide to users. Both faculty and staff in higher education are exploring these  virtual spaces to engage in learning beyond a traditional campus experience.

Later our discussions moved towards the power of geotagging, location based applications and the evolution of augmented reality. Here are a few of the great resources we discussed during this show for you to explore:

Tune in tonight as we talk with Dr. Alec Couros, a great open educator from the University of Regina, on our Campus Tech Connection show at 7 pm CDT: http://www.blogtalkradio.com/breakdrink/2010/08/31/campus-tech-connection-10

Join the discussion on Twitter with the hashtag #CTC or by calling in with a question (646) 652-2342.

Collaboration, Learning Technologies, Virtual Communities, web 2.0

Digital Nation: Life on the Virtual Frontier

Last month PBS aired a Frontline special called Digital Nation [full streaming episode] which shared thoughts about how technology is transforming global culture and society. This episode was a review of life on the virtual frontier, and a follow up to a previous Frontline special called Growing Up Online.

Thoughts around digital distraction, connection and learning technology were some of the various topics around emerging technology trends. The last section introduced ideas for education in the digital age. This was a pretty good segment to spark some thoughts and continue to probe questions about how we utilize digital resources in our society.

Vodpod videos no longer available.
EC&I831, Learning Technologies, Virtual Communities

Gaming in Education

It’s all fun & games… until someone actually learns something.

Educational gaming has become a “hot topic” as accessibility to computers and increased electronic gaming resources have entered the hands of learners. Educators are interested bringing innovative and appealing teaching resources to the evolving learning sphere. Many game designers see the potential for building learning games to capitalize on the video and simulation game market for the classroom. Although I can see potential in gaming for education, I am wary of the disconnect between these two players. Some instructors buy into mass produced “edutainment” games as their response to “adding technology in the classroom.” It would be more effective to connect learners with problem-based, collaborative games that challenge students to critically think and apply the curriculum.

Educators, like Sylvia Martinez, are providing examples for learning professionals who are interested in game-based curriculums. Sylvia is the President of Generation YES (Youth & Educators Succeeding) and she has been engaged in design and implementation of games for education for quite some time.  She is a strong believer that play to supports effective learning and that games can support curriculum needs in the classroom.

Sylvia gives a great introduction to gaming in education in her Kicking It Up A Notch: Games in Education presentation and wiki resources from the K-12 Online Conference 2009.

VideoGamingClub

Picture from the Committee for Melbourne

During last week session in #eci831, Sylvia provided some good and bad examples of how gaming practices have been incorporated in the classroom. It is critical that learners are given the time and purpose for gaming, and support is facilitated through effective reflection and follow up provided by the instructor.

James Paul Gee itemizes “game-like” attributes in his publication Good Video Games and Good Learning:

  • identity

  • interaction

  • production

  • risk-taking

  • customization

  • agency

  • well-ordered problems

  • challenge and consolidation

  • situated meanings

  • pleasantly frustrating

  • just in time and on demand

  • system thinking

  • explore, think laterally, rethink goals

  • smart tools and distributed knowledge

  • cross-functional teams

  • If properly introduced, gaming and project design opportunities compliment & enhance curriculum. Instructors interested utilizing project-based or game-based learning should consider time needs, classroom management, student readiness to collaborate and desired learning outcomes. A few key objectives for gaming implementation is the adaption, correlation, connection assessment and reflection for classroom learning. Sylvia recommends educators look for games that:

  • are programmable & adaptable
  • supports the big ideas for learning
  • offers students multiple ways to “win”
  • plays slow, not twitch play
  • increases ability
  • provides opportunities to collaborate
  • encourages problem-solving & logic strategies
  • suits the curriculum that is taught
  • includes thinking and planning
  • Game on!

    Conference, Learning Community, Professional Development, Virtual Communities

    Webheads in Action

    Looking to engage with other communities of practice online?  Then be sure to check out the Webheads in Action Online Convergence 2009 happening NOW and this weekend (May 22-24, 2009).

    webhead

    The Webheads are a world-wide, cross-cultural, and vibrant online-community of educators with an open enrollment for anyone who wants to join.

    I am going to tune into a bit on UStream, check out the traffic on Twitter (hashtag WiAOC) & then call it a day.

    Happy Weekend to all!

    Higher Education, Virtual Communities

    Personalizing Higher Ed with Web Portals?

    Most universities and colleges connect with students in web portal environments from recruitment/admission onwards.  Many schools are tapping into the personalization and effective information dissemination of this portal experience.

    Web portals allow higher education institutions to connect students, staff and faculty in order to share a variety of information and resources that might not appear on a public website.  Believe it or not, it has replaced most paper and mail communication for courses, publications and beyond.

    Educause has an interesting online publication called Web Portals and Higher Education: Technologies to Make IT Personal which details how you can optimize your web portal for communication, learning, marketing and more!

    webportal

    Recently I was invited to join HigherEdSpace, a “college portal and social networking site for higher education community.” It is designed to network and connect professionals, academics, students and external service providers to the post-secondary forum.  I was wondering how this website differs from LinkedIn, Facebook or other higher professional associations I use online.

    Some web portals are more inviting and user friendly than others – depending on the interface and software platform. The HigherEd Space portal reminded of ULife and MyMiami web portals I have in the past.  The bottom line is that all portals attempt to connect users & house information (events, calendar, courses, etc) in a central location for the university population. But overall, I wonder how effectively web portals are utilized?  And are these platforms the best content management systems for communication and learning?

    Please share YOUR experience with web portals in higher education – the good, the bad & the ugly are all welcome.