Presentation made quarterly to the Teaching and Learning Centers at Portland Community College to explain to instructors what Second Life is from an academic standpoint, and why they may be interested in exploring it in their teaching and learning.
5. The Metaverse
"The term metaverse comes
from Neal Stephenson’s 1992
novel Snow Crash , and is now
widely used to describe the
vision behind current work on
fully immersive 3D virtual
spaces. These are environments
where humans interact (as
avatars) with each other
(socially and economically) and
with software agents in a cyber
space, that uses the metaphor of
the real world, but without its
physical limitations."
from http://en.wikipedia.org/wiki/Metaverse
23. Defining the Problem
Drop out Rates in online classes are 10-20 % higher than in face to
face classes (Carr)
Students involved in distance education report that they feel isolated
and disconnected (Kerka, Twigg, Besser)
http://flickr.com/photos/kqedquest/1403332724/in/set-72157602071394385/
24. Chickering and Gamson's 7 Principles
For Good Practice in Undergraduate Education:
1. Encourages contact between faculty and students
2.Develops Reciprocity and cooperation amongst students
3.Encourages active learning
4.Gives Prompt Feedback
5.Emphasizes time on task
6. Communicates High Expectations
7. Respects diverse talents and ways of learning
32. Rovai's Seven Qualities for building a sense
of community at a distance:
1. Transactional Distance
2. Social Presence
3. Social Equality
4. Small Group Activities
5. Group Facilitation
6. Teaching Style and Learning Stage
7. Community Size
33. Defining The Solution
"Feeling a part of a community of learners has a direct impact, not
only on retention , but also on student's perception of successful
university experiences." (Wellman, Wehlage)
quote from http://www.slideshare.net/intellagirl/engagement-in-second-life-learning