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David W. DeedsColegios Peterson, Mexico City Global Education Conference November 14, 2012
Background: International Baccalaureate (IB): nonprofit educational foundation, helps students to develop skills (intellectual, social, emotional, personal) needed to live/work in a “rapidly globalizing world” Diploma Program (DP): IB high school, prepares students for 21st century: inter- connectedness, international-mindedness, critical thinking
Background (cont.): Information Technology in a Global Society (ITGS): “…the study and evaluation of the impacts of Information Technology (IT) on individuals and society…[i]t explores the advantages and disadvantages of the access and use of digitized information at the local and global level” - IB ITGS Handbook
Background (cont.):ITGS: Not a technology class per se, but lots of geekiness involved In the IB‟s Individuals and Societies Group, so is considered a Humanities class Overarching goal is to enable a “global village,” but until Second Life no practical way of achieving this
Background (cont.): Virtual world: computer-based interactive 3D simulation, in which users take the form of avatars visible to others graphically Second Life – commercial 3D virtual world with millions of users, hundreds of educational organizations “inworld” OpenSimulator – “open source” version of Second Life, used for students 3-15 (Second Life only for learners 16 and older)
Background (cont.):Second Life (http://secondlife.com): Launched in 2003 by Linden Labs (company), not a game in the usual sense Can blow stuff up, but the main idea is to interact with others (plus build and program) Own economy and currency (average quarterly holdings exceed: US $25,000,000) Intellectual property respected, everything you make/code is yours to sell
Background (cont.): Peterson Schools leases its Second Life cybercampus from the New Media Consortium (http://www.nmc.org), contact Carol Pfeifer if interested: firstname.lastname@example.org Peterson Schools leases its OpenSimulator cybercampus from Dreamland Metaverse (http://www.dreamlandmetaverse.com), contact Snoopy Pfeffer if interested: email@example.com
Game-based learning will happen with or without you! Get on board or get left behind!Get the 2012 Horizon Report, K-12 or Higher Ed:http://www.nmc.org/horizon-project/horizon- reportsPredicts that game-based learning will be MAINSTREAM in schools by as early as 2014. Why wait until then to get started?
Better Traditional Academic Results:“The early evidence, both rigorous and anecdotal, seems to strongly suggest that highly interactive virtual learning is a permanent transformation of the educational landscape…[t]his is due in part to interactive environments‟ ability to produce better traditional academic results.”- Clark Aldrich
ITGS Versus Computer Science: ITGS – main focus is people, systems thinking, using existing software (and hardware), social context is vital, global reach Computer Science – main focus is hardware/software, algorithmic thinking, creation of new software, business context is vital, usually limited audience
ITGS Three Strands:1. Social and Ethical Significance: intellectual property, the digital divide, globalization and cultural diversity, etc.2. Application to Specified Scenarios: business and employment, education and training, home and leisure, etc.3. IT Systems: hardware/software, digital multimedia, project management, etc.
ITGS Three Strands (cont.):Strands are to be taught in an integrated way, with the focus on stakeholders (individuals or groups affected by IT developments and/or proposed solutions).Strands can be taught in any order. A project might be started via an issue, or a particular objective, or the IT systems involved.
ITGS International Dimension: Embodies global and international awareness Emphasizes global reach (and effects) of technological advancements Explores advantages and disadvantages of technology at local and international levels Seeks to develop international connections and cooperation, concept of “global village”
Traditionally Taught: Textbooks such as: “Discovering Computers” for hardware/software, “Gift of Fire” for social/ethical considerations (now: ITGS textbook) Online components such as: nings, wikis, blogs, websites in general (2D, not 3D!) Generally, still typical classroom instruction (where‟s the GLOBAL if it‟s mostly LOCAL?)
Now 3D ITGS: Students maintain cybercampus in Second Life, put on art/music/other shows for now Enables students (and teachers) to connect, communicate and collaborate with others all over the (real) world Learners actually are members of a global society (versus just reading about it!) Products/services can help local and global students and teachers
Now 3D ITGS (cont.): Taken more than 600 students inworld since first university cybercampus in 2006 Language exchanges: our students hosted and visited others, learning/teaching English Concerts and exhibits: kids‟ art included in international show, thousands of visitors For ITGS, started with China schools and then started expanding to different countries and continents
Strand-Specific: Social and Ethical Significance: Students are part of a million-user online community, joining hundreds of other schools Application to Specified Scenarios: Students will run actual businesses in online economy, create/maintain intellectual property, etc. IT Systems: Students must master Computer Aided Design, graphics/photography, project management, programming, etc.
Strand-Specific (cont.): Social and Ethical Significance: Students will interact with other schools, ideally helping to bridge the digital divide Application to Specified Scenarios: Student products/services will benefit others, will enable cross-curricular instruction locally IT Systems: Instruction is student-centric, so students design and manage own projects, learning hardware/software in the process
Strand-Specific (cont.):Example Project I: Art/Music Show Social and Ethical Significance: Art itself, collaboration and cooperation, cross- curricular efforts, marketing Application to Specified Scenarios: Project management, deliverables by deadlines IT Systems: Computer Aided Design building, some programming, graphic/music production
Strand-Specific (cont.):Example Project I: Art/Music Show
Strand-Specific (cont.):Example Project I: Art/Music Show
Strand-Specific (cont.):Example Project II: 3D Tutorials Social and Ethical Significance: Digital divide, reciprocal guidance, interaction with students and teachers in different countries Application to Specified Scenarios: Creating and/or selling product/service to help others IT Systems: More sophisticated building and programming, but mainly understanding to teach others (hardware and software)
Strand-Specific (cont.):Example Project II: 3D Tutorials
Integration/Dimension-Specific: Enables integration of the three strands in ways never possible before (direct relation- ships between technology, applications and social/ethical implications) Literally (virtually) creates an interconnected “global village” via which students can not just study but impact fellow digital citizens around the (real) world
Profile-Specific:All qualities covered, particularly: Inquirers/Thinkers: Students are in charge of their investigations/research Communicators: Students will meet and train others to use 3D virtual worlds Risk-Takers: Students know about 3D games, but have never done anything like this before! Principled: Students must develop and practice digital citizenship skills
Summary: Peterson‟s 3D ITGS surpasses all IB require- ments: strands, profiles, dimensions, etc. Our 3D ITGS will revolutionize the way not just this course is taught, but all IB classes Art and Music already involved, soon Science, Math and other subjects (locally/globally) Ideal: 3D community of international schools, sharing sims/regions/campuses (contact me if you‟re interested in participating)
Invitation: If your students are 16 or older, come visit us on our Second Life cybercampus! We can conduct language exchanges or just plain meetings (ideally lessons/seminars) If your students are younger than 16, we can meet on our OpenSimulator cybercampus (or a public grid with permissions) Again, one goal could be to get your school started with 3D virtual worlds!
Summary (cont.): Perhaps most important: “Global village” is a possible reality (well, virtually!) Can be not just for ITGS/DP students but learners of all ages via OpenSimulator! Share sims in Second Life or own entire sims in OpenSimulator (one school could host the gateway and then all others would accessible via hypergridding) SL tomorrow, OpenSimulator maybe 1 year off
Global Education Conference: “Seeks to present ideas, examples, and projects related to connecting educators and classrooms with a strong emphasis on promoting global awareness, fostering global competency, and inspiring action towards solving real–world problems.” How about having sessions in Second Life and/or OpenSimulator next year? Join us for meetings/projects in the meantime!
Student Quotations: “It is incredible to see how you can relate to people all around the world!” “I really like this course because it encourages you to create new things and meet different people.” And I‟ll conclude with my favorite learner quip: “This is educations way to say „Welcome to the 21st century!‟"
2012 Educational Technology Conferences: Otavan Opisto (Finnish academy, online) Flat Classroom Workshop, part of ASB Unplugged in Mumbai (to students!) Virtual Worlds Best Practices in Education Conference, inworld Meta Institute for Computational Astrophysics, inworld AACE Global Learn 2012, online Global Education Conference (this one!)