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10minutes presentation
1. MC502 – MEDIA FUTURES
‘Perception of the negative effects of games,
their use in education and considerations for
the future of learning within the medium of
games.’
2. INTRODUCTION
Theme –
What is my theme?
How does it tie in with my chosen journal entries?
How do my experiences aid my discussion?
How does all this explain my question?
Current technologies and social/cultural
perspectives.
Possible theoretical futures.
4. IDENTITY
Identity within games and virtual worlds is very
important!
What is identity?
How many sides to your identity are there?
There are positives and negatives to identity within
these mediums!
5. EFFECTS
Gaming effects –
Gaming is an active medium.
Gaming can have an effect on differentiating between
reality and game world.
Education effects –
Educational virtual spaces are international
environments for learning.
Educational spaces on Second Life (Sanders, 2013) are
distracting e.g. Flying and exploring more of the
internet.
What does the future hold for gaming or
educational effects?
6. EDUCATION
‘In Buckingham’s Extract ‘Beyond Technology:
Children's Learning in the Age of Digital Culture’
(Buckingham, 2007) it is stated that children of the new
digital age are adapting a more autonomous ability to
communicate with others and even making
communities. Buckingham’s Extract argues that
technology is far from corrupting children it is making
them more open, democratic, creative, and even
innovative than their parent’s generation. (Buckingham,
2007, p. 2)’ (Pandolfo , 2013).
7. CURRENT TECHNOLOGY AND
SOCIAL/CULTURAL PERSPECTIVES
"It's natural in society that if you put a professor in front
of a group of students you will always get a degree of
reticence, whereas if the professor is an avatar, it is
simply not the same,’ says Gilly Salmon … ‘While
learning about the ancient culture of the Sami, the
indigenous people that live in the area we call Lapland,
the students used Second Life to meet in a virtual
representation of one of the tents that the ancient
nomads would have used for worship. "Instead of the
students looking at a diagram in the classroom
discussing what it would have been like, they were able
to go into the tent and experience it and take part as if
they were members of the society," says Salmon’
(Dodson, 2013).
8. POSSIBLE THEORETICAL FUTURES?
Futuristic worlds
1. Educators and students become independent
bodies, avatars and all education is done through
technology and mediums depending on where
technology takes us.
2. Games and learning environments become a 3D
virtual experience, much like using the Wii every
movement contributes to your 3D experience.
9. CONCLUDE
I have discussed –
My theme
My experiences
Supporting material
My question
Current technology and social/cultural perspectives.
Possible theoretical futures.
Hopefully I have given you food for thought!
10. LEAVING STATEMENT
Stephen Hoare writes ‘Technology has dramatically
changed the way students experience university
life, and not just in terms of the number of gadgets
they own. It has affected where and how they study,
helped them collaborate with each other and
broken down barriers between students and
teachers, social life and study. It has also given
students a greater voice in the way they learn.’
(Hoare, 2013)
11. REFERENCES – ALPHABETICAL ORDER!
Technorati (2013) How do you define your online identity? Available at :
http://technorati.com/social-media/article/how-do-you-define-your-online/ (Accessed: 14 May
2013)
Revoseek (2012) The Influence of Video Games in the Human Brain [Infographic] Available at:
http://revoseek.com/entertainment/influence-video-games-human-brain-infographic/ (Accessed:
14 May 2013)
Open Culture (2013) 700 Free Online Courses from Top Universities Available
at:http://www.openculture.com/freeonlinecourses (Accessed: 14 May 2013)
Davidwarlick (2013) Elivate, Empower and Energize Available at:
http://davidwarlick.com/2cents/?tag=education (Accessed: 14 May 2013)
Buckingham (2007) Beyond Technology: Children's Learning in the Age of Digital Culture.
Cambridge: Polity Press.
British Council (2010) ‘British Council Isle’ MC502 Media Features [online] Available at: Second
Life: British Council Isle, BritishCouncil Isle – General (Accessed: 07 May 2013)
Sanders, R (2013) ‘Second Life’ MC502 Media Features [online] Available at: Newman
University College, Shared Educators Island - Moderate (Accessed: 07 May 2013)
Pandolfo, D (2013) Journal Entry 4 (Accessed: 14 May 2013)
Dodson, S (2013) ‘Is there a Second Life for teaching?’ The guardian 14 May [online] Available
at: http://www.guardian.co.uk/digitalstudent/second-life (Accessed: 14 May 2013).
Hoare, S (2013) ‘Academia tackles the future’ The guardian 14 May [online] Available at:
http://www.guardian.co.uk/digitalstudent/academia (Accessed: 14 May 2013).
Beyond Current Horizons (2009) ‘Scenarios context’ VLE, 1 (1), p. 1-37.
Notes de l'éditeur
MC502 Media futures Component 2 Online Media Presentation Perception of the negative effectsof games, their use in education and considerations for the future of learning within the medium of games.
My name is Daniela Pandolfo – My student number is 1104867Throughout my presentation I will outline and discuss the following in depth. Firstly my theme – and how I am going to deliver my theme – using my experiences with second life and games I will use supporting material to aid my discussion and explain my question. – I will give body to current technology and social/cultural perspectives. – and examples of Possible theoretical futures.
My theme is identity, effects and education. I aim to discuss them separately but then bring them together using common grounds.
When creating an identity whether restricted to game characters or free to design your avatar – it is always a contious decision on who you wish to be – it is always an extension of yourself. The positives of choosing your identity are you can choose to be someone different – someone you want to be part time – for example I want to fly only today only for a bit and I want to be a vampire. – The negatives of identity in any medium are for example split personality disorders that can develop.
From positive experience –I have found that games are good for being an active medium - therefore making you more intelligent in accordance with Buckingham's theory (Buckingham, 2007, p. 2). – From negative research – as I stated in my journals the semiotics in the game emerse the player in such a way that it is difficult to differ between game world and reality. Unlike gaming effects - when researching education effects - you find there are much more positives than there are negatives. – for example using a virtual learning space such as the British Council Isle – a facility for learning and teaching English Language – the positives far outway the negative – for one it is international – available anywhere – at any time. On the other hand a negative is – if you were attending an academic lecture on this island - it can be tempting to explor and deviate from the lecture. - I wish to conclude this slide with the question – what does the future hold for gaming or educational effetcs?
Carrying on with education I want to talk about – games and education – as the mediums are blurring and convergence is everywhere – the way in which we learn and take in information is changing. – with every generation becoming more media savvy – why wouldn’t people look on this change in a negative way? – it is how the human race deter from danger – but there are those that look on this change in a positive way = here is a quote from my own journal – ive taken this because in this quote I have made a very interesting point giving food for thought on the future of education.
Current technologies and social/cultural perspectives – Instead of listing all modern or current technology and their uses I thought id quote the above sections of an article in the guardian – I found it interesting that the perspectives of professors have been captured. This article gives a perfect example of how Second Life is positive – how it has been used – and it gives perspective and good food for thought on the future of second life in education.
Through extensive research on possible futures I have made a numbered list of different senarios – number one – using Moodle as my example technology in education has progressed so much already that it is possible in the future for all education to take place through a type of second life. Number two – games and education could go down the path of 3D virtual experiences much like the Wii – you stand on a mat and move your body around a virtual environment. These are just some examples of possible futures – looking at current technology and theories for the future – there are just so many. I have chosen these examples mainly because I think they are most relevant to my argument. – and they are the nearest and most likely future changes to happen.
To conclude I have discussed the following on the slide – hopefully I have given you food for thought and examples to think and reflect on.
I would like to leave you with this statement hopefully it will make you reflect on my presentation in your own way.