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41st Annual IVLA Conference
Critically Engaging the 21st Century Learner in Visual Worlds & Virtual Environments
Visualizing a 21st Century
School:
Designing a Virtual Educational
Environment to Support Teaching
and Learning
Lynne Schrum
[email protected]
Goals for Today
• 21st Century skills
• Web 2.0 in schools
• Virtual environments…
Partnership for 21st Century Skills
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Standards: More than content
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Assess: Challenge of 21st century skills
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Teachers: Trained & supported
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Literacy: Content, knowledge, skills
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Content: Global awareness, financial
and civic literacy; health awareness
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Future: Investment in R & D
Graphical 21st Century Skills
ISTE NETS – Students
1997
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Basic operations/concepts
Social, ethical, human issues
Tech productivity tools
Tech communication tools
Tech research tools
Problem solving/decision
making
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2007
Creativity & innovation
Communication &
collaboration
Research & info literacy
Critical thinking, problem
solving, & decision
making
Digital citizenship
Tech
operations/concepts
Our Students
Capable, conscientious, concerned & optimistic,
determined to succeed…
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96 % say doing well in school is important
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94 % plan to continue their education
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90 % between 5-17 use computers
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94 % of teens use Internet for school research
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75 %+ are creators of content on Internet
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Teens spend more time using the Internet than TV
Digital Natives
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Parallel process and multi-task
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Prefer graphics before their text
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Prefer random access
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Function best when networked
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Thrive on instant gratification & rewards
Digital Natives, Digital Immigrants. Marc Prensky 2001
Compare: Old Web & New Web
Web 1.0
Web 2.0
Application based
Web-based
Isolated
Collaborative
Offline
Online
Licensed / purchased Free
Single creator
Multiple users
Proprietary code
Open source
Copyrighted content
Shared content
Advent of Web 2.0
Question:
Endless new tools and
possibilities…what
are educators doing
to engage and
prepare their
learners?
Web 2.0 Collage logos Originally uploaded by premiardiego
Use of Web 2.0 Tools
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Podcasts for news, TV, radio, interviews,
entertainment www.ibizradio.com
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Wikis for idea generation, information sharing
& updates
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Government, agriculture, medicine, etc.
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Blogs by small business to reduce costs
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Range of uses at: http://www.go2web20.net/
Wikis
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Joint wiki-10th graders in Georgia and
Bangladesh; impacts of Friedman’s global
flatteners: off-shoring, globalization,
open-source software
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Applied Math Wiki Solutions Manual;
students write collaborative solutions
manual (http://am40s.pbwiki.com/)
Student Blogs
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A class blogs about books & creative writing
(http://cdnpyp2il.blogspot.com/ )
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8th graders discuss humanities class
(http://mrcoyle.edublogs.org/ )
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1 teacher offers blog for ESL students
(http://www.paradigmshiftpodcast.org/ )
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Applied Science Research course for students’
understanding of concepts
(http://www.appliedscienceresearch.blogspot.com )
Podcasts
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8th grade students produce “The
Amazing Internet Radio Station”
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Honors chemistry students create
podcast about complex topics
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Museums create podcasts that prepare
students for upcoming visits, or explain
exhibits
Other Tools
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Social bookmarking:
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Shared lists of user-created Internet bookmarks
are displayed - Del.icio.us (http://del.icio.us/)
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Webquests (life.familyeducation.com)
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Video editing:
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Jumpcut (www.jumpcut.com)
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Eyespot (www.eyespot.com),
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Grouper (www.grouper.com)
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VideoEgg (www.videoegg.com)
And More…
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Intel Mashmaker
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Build on-the-fly
Combine content from multiple sources
(web content, videos, maps, RSS feeds, photos,
and display)
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Widgetbox
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Mix & match content from 2 or more sites;
Flash Earth (www.flashearth.com)
A mashup of Google Maps and Virtual Earth
satellite imagery
What do you see here?
Students read about the 1906
earthquake, but also see it!
It is critical that schools focus on helping students
acquire the skills necessary to navigate, evaluate,
and communicate with visual information.
Can we agree…
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How we teach is as important to learning as
what we teach
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Inclusion of art, technology, & imagery
enhances traditional books, paper, pencils
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Our goal: engage students in visual,
auditory, and kinesthetic activities
Authentic and Engaged
Say it - Display it
Virtual Environments
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Very engaging but is this
also educational?
Teen Second Life, 13-17;
only to students, safe &
controlled for educational
activities
WebKinz; Club Penguin;
others
Multi-user virtual
environments (MUVEs)
Potential?
Just as once many in higher education loudly
proclaimed that the Internet was of no practical
use and was filled with questionable material and
marketing, so too do critics today have their doubts
about virtual worlds. But the web grew into a vital
part of our lives, and a growing number of people
believe that virtual worlds will do so the same.
(Kelton 2008, p. 22)
Epistemic Games
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Help players learn ways of thinking–the epistemologies–of
digital age
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Based on theory of learning in digital age;
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Learners develop domain-specific expertise; realistic
constraints
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Learners experience thinking & acting “journalists, artists,
business managers, or engineers to solve realistic
complex performance tasks”
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Like professional practicum: a blend of individual &
collaborative work in real-life & virtual settings
(Rupp, Choi, Gushta, Mislevy, et al. 2009, p. 4)
One MUVE Example
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River City Project: interactive simulation, middle
grades science, scientific inquiry & 21st Century
skills (Multi-User Virtual Environments)
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Content from NSTA, NETS, & 21st Century Skills
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Virtual 19th century town plagued by disease
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Work in teams, study materials, develop hypothesis
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Examine documents & photographs, visit hospital
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Virtual agents provide guidance; students
determine approach (Ketelhut, 2007)
Another MUVE
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Quest Atlantis (ages 9 to 12)
Poor leadership led to disaster in city;
students are invited to help
Quests require
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Environmental study
Interviewing members of the community
Studying other cultures
Developing action plans
Research: Virtual Environments
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Ketelhut (2007) results “suggest embedding
science inquiry curricula in novel platforms might
act as a catalyst for change in students’ selfefficacy and learning processes” (p. 99)
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Quest Atlantis, sixth grade students made
“larger gains in understanding and achievement”
than in classes that used expository text to learn
the same concepts and skills (Hickey, Ingram-Goble, &
Jameson, 2009, p. 187)
Requirements & Results
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MUVEs: more effective in supporting learning
when embedded in instruction
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Students with video gaming did better with
zoning maps; they had developed the visual
hand to eye skills to be able to infer meaning
with their actions
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Visual skills from gaming are not necessarily just
hand-to-eye. They are hand-to-eye-to-mind.
Other Examples
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Kids Connect: youth use media art, creative
performance & collaboration, physical & digital
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Sound, video editing, streaming, 3D modeling
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Brooklyn H.S. for Global Citizenship: new
curriculum for freshman physical science; takes
advantage of virtual world in Second Life
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Goal: “teach the kids how to be citizen-scientists in
the future.” Tour virtual Naples Italy, conduct trash
dump survey, compare real trash dump (Czarnecki,
2008, p. 14)
What might Second Life offer?
Data Visualization
Simple Simulations
Building Tools
NOAA (Meteroa Island)
National Oceanic and Atmospheric Administration
Life Sciences Building
What is your prediction for future of
virtual worlds in education?
The Botanical Gardens
Remember --The future comes all by itself …
…progress does not!!!
(Paul Henningsen)
Thank you!
References
Czarnecki, K., & Gullett, M. (2007). Meet the new you. School Library Journal,
53(1), 35-39.
Hickey, D. T., Ingram-Goble, A. A., & Jameson, E. M. (2009). Designing
assessments and assessing designs in virtual educational environments.
Journal of Science Education and Technology, 18, 187-208.
Kelton, A. J. (2008). Virtual worlds? Outlook good. Educause Review, 43(8),
15-22.
Ketelhut, D. J. (2007). The impact of student self-efficacy on scientific inquiry
skills: An exploratory investigation of River City, a multi-user virtual
environment. Journal of Science Education and Technology, 16(1), 99-111.
Rupp, A, Choi, Y, Gushta, M, Mislevy, R, Thies, M. C, Bagley, E, et al. (2009).
Modeling learning progressions in epistemic games with epistemic network
analysis: Principles for data analysis and generation. Paper presented at
Learning Progressions in Science conference (LeaPS), Iowa City, IA, USA.
Retrieved August 1, 2009, from http://epistemicgames.org/eg/wpcontent/uploads/leaps-learning-progressions-paper-rupp-et-al-2009-leapsformat1.pdf