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Virtual Worlds in Online Education: Are You Ready to Teach in Second Life? TELECOOP 2007 Cynthia Calongne Colorado Technical University.

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Presentation on theme: "Virtual Worlds in Online Education: Are You Ready to Teach in Second Life? TELECOOP 2007 Cynthia Calongne Colorado Technical University."— Presentation transcript:

1 Virtual Worlds in Online Education: Are You Ready to Teach in Second Life? TELECOOP 2007 Cynthia Calongne Colorado Technical University

2 2 What is Second Life?

3 3 Second Life in March 2007

4 4 What Can You Do in SL? Self -- Your identity Social networks Exploration Build menu Texture Animate Script Teach Class projects Avatar Meet, chat, share Visit, tour, study Creation tools Customize the look Movement, gesture Adds behaviors Classes, office hrs Applied learning

5 5 Teaching in Second Life

6 6 Campus Design

7 7 Virtual Campus in SL

8 8 Ramapo on the Teen Grid

9 9 Teens in the Courtroom

10 10 Thomson NETg

11 11 Virtual Classrooms

12 12 Presentation Forums

13 13 Learning Environment

14 14 Blended Reality Symposiums

15 15 Legitimacy in the Academy

16 16 Navigation in a Virtual World

17 17 Avatar -- Self Expression

18 18 Changeable Avatar Looks

19 19 Educational Classes -- Events

20 20 Research

21 21 Applied Learning

22 22 Immersive Design

23 23 Modeling the Problem

24 24 Svarga’s Artificial Life

25 25 Class Projects in SL

26 26 More Class Projects

27 27 Design Team Meeting

28 28 Structural Designs -- Floating

29 29 Evolutionary Design

30 30 Working Prototype

31 31 Scripting Ramapo’s Robots

32 32 NMC Teachers’ Buzz Meetings

33 33 Amazon.com in SL Briefing

34 34 Amazon.com SL

35 35 Virtual Learning Spaces Second Life provides an opportunity for –Collaboration and community –Research and interaction –Classes and class projects in a virtual world Activity-based learning Authentic assessment Leveraging a game-based culture Easy to configure, create and modify Strong educational support networks via SL groups –Real Life Education in Second Life –NMC Guests -- www.nmc.org/sl

36 36 Conclusion Getting started –Download the free software; create an account –Design activities that map to learning outcomes Educational games, activities, scenes Student-driven participation -- planning and design Quests that focus on discovery and interaction Immersive learning environments Keep it engaging, unlike many educational games Render and use ephemeral learning spaces –Holographic -- temporary scenes and learning environments

37 37 For More Information Virtual Worlds in Online Education: Are You Ready to Teach in Second Life? Cynthia Calongne -- calongne@pcisys.net (719) 597-7270 Lyr Lobo in Second Life Ryl Redgrave on the Teen Grid for Ramapo


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