FUNDAPss
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Transcript of FUNDAPss
Using Tomorrow’s Technology in Today’s Teaching
AJ KeltonDirector of Emerging Instructional Technology
College of Humanities and Social SciencesMontclair State University
Then Now
Teachers
Students
Then Now
Teachers
Students
Laptop
Laptop
LaptopNotes
LaptopNotes
LaptopNotes
Web
LaptopNotes
Web
LaptopNotes
Web
IM
LaptopNotes
Web
IM
Laptop
Clicker
Notes
Web
IM
Laptop
Clicker
Notes
Web
IM
Laptop
Clicker
Notes
Web
IM
iPod
Laptop
Clicker
Notes
Web
IM
iPod
Laptop
Clicker
Notes
Web
IM
Cell Phone
iPod
Laptop
Clicker
Notes
Web
IM
Cell Phone
iPod
A Universe of Virtual Worlds
Platforms
Adult - 22Teen /Tween - 18
“Kids” - 15
55 virtual platforms80.8 million users
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)
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
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
Second Life
AJ Kelton / AJ Brooks
What is it?
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.
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
Walk into a story
Always “On” Content
ENWR 105:18Introduction to College Writing I
Collaboration
Princeton
The Sistine Chapel Vassar
Genome Island
NOAA
Spaceport Alpha and Delta
Abbott’s Aerodrome
The Second Louvre
Business
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
?
http://www.sorry-afk.comSecond Life: AJ Brooks
Twitter: sorry_afk