FUNDAPss

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Using Tomorrow’s Technology in Today’s Teaching AJ Kelton Director of Emerging Instructional Technology College of Humanities and Social Sciences Montclair State University

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Transcript of FUNDAPss

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Using Tomorrow’s Technology in Today’s Teaching

AJ KeltonDirector of Emerging Instructional Technology

College of Humanities and Social SciencesMontclair State University

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Then Now

Teachers

Students

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Then Now

Teachers

Students

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Laptop

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Laptop

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LaptopNotes

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LaptopNotes

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LaptopNotes

Web

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LaptopNotes

Web

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LaptopNotes

Web

IM

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LaptopNotes

Web

IM

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Laptop

Clicker

Notes

Web

IM

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Laptop

Clicker

Notes

Web

IM

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Laptop

Clicker

Notes

Web

IM

iPod

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Laptop

Clicker

Notes

Web

IM

iPod

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Laptop

Clicker

Notes

Web

IM

Cell Phone

iPod

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Laptop

Clicker

Notes

Web

IM

Cell Phone

iPod

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A Universe of Virtual Worlds

Platforms

Adult - 22Teen /Tween - 18

“Kids” - 15

55 virtual platforms80.8 million users

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Habbo 90m 14-15 2003 or beforeNeopets 45m under 10 2003 or before

Club Penguin 15m 10-11 2005Gaia 12m 15 2003 or before

Second Life 12m 30-31 2003 or beforeWhyville 3m 11-12 2005

There 1.5m 20-21 2005Activeworlds 1m 25-26 2003 or before

IMVU 1m 16-17 2004

Webkinz 7-8 2005Teen Second Life 15-16 2003 or before

Kaneva 22-23 2006VSide 18-19 2007

VirtualMTV 20 2006

Lego Universe (8-9), Playstation Home (17-18), Smallworlds (18-19), Empire of Sports (20-21)Football Superstars (21-22), Twinity (23-24), HiPiHi (30-31)

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SHOW ME THE MONEY

“We don't see any slowing in the market adoption of virtual worlds technologies and expect investment in the space to continue. In fact the market is growing significantly, with the rate of adoption of virtual worlds increasing as the technology matures and has more to offer both consumers and enterprise customers.”

Christopher Sherman, Executive Director of Virtual Worlds Management

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Immersive Education InitiativeCombines highly interactive experiences with the learning environment in order to

engage students is ways that traditional education has not been able to do.

THE EDUCATION GRIDPROVIDING SERVICES WITH

SECOND LIFESUN’S PROJECT WONDERLAND

BUILD CUSTOM VIRTUAL LEARNING ENVIRONMENTSHOSTED BY THEM OR LOCALLY.

NODES ON THE EDUCATION GRID.

THE EDUCATION GRIDCOMBINES HIGHLY INTERACTIVE EXPERIENCES WITH THE LEARNING

ENVIRONMENT IN ORDER TO ENGAGE STUDENTS IS WAYS THAT TRADITIONAL EDUCATION HAS NOT BEEN ABLE TO DO.

HTTP://IMMERSIVEEDUCATION.ORGIMMERSIVE EDUCATION DAY AT PUC

SEPTEMBER 27TH, 2008

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Second Life

AJ Kelton / AJ Brooks

What is it?

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What is Second Life?

Officially Launched in 2003 (beta in 1999)

“Second Life is a 3-D virtual world entirely built and created by its residents.”

An opportunity for people to interact in a way that conveys a sense of presence lacking in other media.

Second life is NOT a game - there are no rules or a fixed goal-oriented purpose.

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What is Second Life?

10-15K sign ups daily - over 14 million total

30 - 60K residents on at one time - avg 50K

over $1 million spent daily (real US dollars)

Well over 300 educational institutions with thousands of meters of land dedicated to education

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Walk into a story

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Always “On” Content

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ENWR 105:18Introduction to College Writing I

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Collaboration

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Princeton

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The Sistine Chapel Vassar

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Genome Island

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NOAA

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Spaceport Alpha and Delta

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Abbott’s Aerodrome

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The Second Louvre

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Business

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For discipline-specific uses of SL in the class:

“101 Uses for Second Life

in the College Classroom”

Dr. Megan S. Conklin—Elon Universityhttp://trumpy.cs.elon.edu/metaverse

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?

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AJ [email protected]

http://www.sorry-afk.comSecond Life: AJ Brooks

Twitter: sorry_afk