Looking to the Future - Misericordia University

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Transcript Looking to the Future - Misericordia University

Looking to the Future
Application of Current and Emerging
Technologies in the Classroom
Dr. Steve Broskoske
Misericordia University
Outline
• Future technologies:
– Lecture capture.
– Next generation presentation tools.
– Experiencing virtual worlds:
• Second Life, Handiland, and other worlds.
• Recap: Evaluating current and emerging
technologies.
• Class presentations: Synthesizing technology
into the real world of the classroom.
Lecture Capture
Lecture Capture
• Lecture capture: Any technology that allows
instructors to record what happens in their
classrooms and make it available digitally.
– Describes a wide array of software, system
capabilities, and hardware options.
– From a simple audio recording made to play back
on an iPod, to a class lecture recorded with
capture software and dedicated hardware.
Lecture Capture
• Lecture capture is not intended as a
replacement for in-class instruction because
there is no interaction.
• Benefits:
– An alternative when students miss class.
– An opportunity for content review to students
who attended class.
– Provide content for online course development.
Educause, 2008
Lecture Capture Examples
Panopto Home Page
Panopto Examples
Next Generation
Presentation Tools
Next Generation
Presentation Tools
• An alternative to PowerPoint, these next
generation presentation tools allow:
– Online storage and sharing of presentations.
– Collaboration.
– Alternative ways to present material.
Tools
Prezi
SlideShare
Zoho Show
Virtual Worlds
Virtual Worlds
• Virtual world: Online community that often takes
the form of a computer-based simulated
environment, through which users can interact
with one another and use and create objects.
• Many are designed to be a 3-D virtual
environment where users inhabit and interact.
• Users take the form of avatars. The user
experiences the virtual world through the avatar.
Second Life: The Basics
• Launched in 2003, Second Life is the largest
online virtual world.
• Tens of millions of square meters of virtual lands,
more than 13 million registered users
(“residents”), and a thriving economy.
• Residents exist through personal avatars.
• Spend time in any of a vast number of locations
(or “islands”) that have been created for many
purposes:
– Education, socializing, entertainment, and commerce.
Who Uses Second Life?
•
•
•
•
Artists have set up galleries.
Musicians have held concerts.
Authors have read their work in-world.
Churches have set up virtual congregations
that hold worship services.
• Counseling services allow users to visit with
real therapists—through avatars.
Second Life Resources
Second Life
Education Wiki
Second Life.com
Who Uses Second Life?
• Diplomacy Island: Governments of several real
nations (including the Maldives, Sweden, and
Estonia) have opened virtual embassies. Users
can speak to representatives of those nations
about their history and culture or about visas and
other requirements to travel to those countries.
• Entrepreneurs: Many businesses, companies, and
corporations have a presence in Second Life.
• Nonprofits: Have islands where they share
resources and host activities for users.
Who Uses Second Life?
• Large numbers of colleges/universities (individual
departments or faculty in some cases) have
established a presence in Second Life.
–
–
–
–
–
Teaching/learning activities.
Campus visits.
Recruiting activities for prospective students.
Fund-raising.
Distance courses.
• Many faculty report that the sense of presence and
interaction among a class of remote students is more
compelling than through other modes of communication.
Second Life: The Basics
• Basic accounts cost nothing but have some
restrictions, such as for owning land.
• Avatars can teleport to any location, and can
navigate by walking or flying around the space.
• Users can communicate with others through chat,
text media, or can speak to each other (using
VoIP).
• Avatars can perform many actions that their reallife counterparts can do, such as waving, sitting
down, or dancing. Avatars can also fly.
Second Life: The Basics
• Real-life virtual economy.
– Based on the in-world currency of Linden dollars
and lets people exchange real money for virtual
assets.
– Buy land.
– Sell land.
– Rent space to others.
Virtual World Uses in Higher Education
• Virtual worlds can be…
– Used as classroom replacements.
– Used as classroom enhancements.
– Used as recruiting tools.
– Used as self-directing learning tools.
Classroom Pictures
(VizWorld Article)
Looking to the Future
• Second Life may change interaction and
communication in the future.
– Instead of phoning a company or visiting its Web
page, a user may virtually visit the company in
Second Life.
• The potential of this technology depends on
how effectively it can function as a surrogate
for the real world, and provide a legitimate
and valuable educational experience.
Looking to the Future
• Second Life is moving quickly into higher
education.
• Second Life is slowly moving into upper
secondary education.
• While this tool may not make its way into
elementary education, a school-run,
contained, similar environment may in the
future. (Analogy: DOS replaced by Windows.)
Teen Second Life
• Had set up Teen Second Life, but closed it in
2010.
• Talking about merging teen grid with adult
grid.
• Holding for now.
Virtual Worlds for K-12
• Handipoints: A multiplayer online role-playing
virtual world. Launched in 2008.
• Children check off their chores on their virtual
chore chart, then they earn Handipoints and
Bonus Points.
– Handipoints: Used to buy Savings Goals from
parents—physical items in the real world.
– Bonus points: Used to purchase virtual items in
HandiLand (the virtual world).
Virtual Worlds for K-12
• HandiLand uses cartoon cats as avatars.
• Users walk around, chat, play games, dress up
their cat avatar characters, and decorate their
cat avatar character’s houses.
• Designed for children 4 through 12 years old.
Handipoints.com
Exploring Virtual Worlds for K-12
• Let’s explore some virtual worlds for K-12
students.
List of Virtual Worlds
Recap: Evaluating Current and
Emerging Technologies
Recap: Emerging Technology
• Class 1: Read/Write Web Revolution:
Technology and Changes in the Classroom
– Paradigm change: Web 2.0 technologies and
students as contributors to the educational
endeavor.
– Trends and new literacies.
– Constructivism.
– Connectivism.
– Folksonomy.
Recap: Emerging Technology
• Class 2: Using Web 2.0 Tools in Learning
– Wiki: Collaborative web pages.
– Blog: First and very versatile Web 2.0 tool.
– RSS and Google Reader: Revolutionizing the way
you learn.
Recap: Emerging Technology
• Class 3: Assimilating Social Learning into Your
Classroom
– Social networking.
– Social bookmarking: We all help organize the Web.
– Twitter: Staying connected with your network.
– Digg.
– Flickr: Sharing graphics.
– Social networking for young children.
Recap: Emerging Technology
• Class 4: Student and Teacher Use of
Multimedia in Learning
– Podcasting.
– Digital storytelling.
• PhotoStory
– Using Productivity software (Excel and Word) to
support Constructivist learning.
Recap: Emerging Technology
• Class 5: Using the SmartBoard and
Promethean Board in the Classroom
– SMART Board.
– Using Advanced PowerPoint Tools with SMART
Board.
– Promethean Board.
• ActivInspire
Recap: Emerging Technology
• Class 6: Hardware and Software Tools to
Support Student Learning
– Backchannel communication.
– e-Book reader.
– Smart pens.
– M-Learning and smart phone applications.
– Software tools to support student learning.
– Virtual tools for learning.
Recap: Emerging Technology
• Class 7: Looking to the Future and Wrap-up
– Future technologies:
• Lecture capture.
• Next generation presentation tools.
• Experiencing virtual worlds: Second Life & Handiland.
– Recap: Evaluating current and emerging
technologies.
– Class presentations: Synthesizing technology into
the real world of the classroom.
Recap: On-going Technology
• Personal blog through BlackBoard.
– Experience with the new technologies.
– What technologies you may incorporate into your
classroom.
– How your teaching will need to change (new
methods, strategies, and pedagogy) in order to
use the new technologies in your classroom.
• Course Wiki.
– Through collaboration, we added information on
new technology throughout the course.
Recap: Remote Activities
• Google Docs vs. Word collaboration.
• Exploring copyright and fair use [Blackboard].
• Exploring online safety [Wimba].
– Also discussed the Elluminate environment.
• Asynchronous online discussions in My
Courses.
New Literacies
•
•
•
•
Evaluating and editing content.
Use of publishing outlets.
Management of information.
Collaboration skills.
New Teacher
Deliverer of
Content
Facilitator
Partner, as students
generate content &
construct their own
knowledge
(Beldarrain, 2006)
Collaboration
• Foundation for the technology revolution is…
– Collaborating.
– Establishing and maintaining connections.
– Users adding value.
• Users interpret material and organize it (folksonomy).
– Learners construct knowledge.
– Memorizing facts is of low value; locating and
evaluating information is of high value.
Collaboration, evaluation, and connectivism.
Final Assignment
• Remote activity: Let's wrap up the course by
reflecting on how what we examined in the
course can be converted into a priority list:
– What technologies should I research and
experiment with more?
– Which technologies should I implement into my
classroom?
– What changes in approach and methodology
should I examine?
Student Presentations