Maya Mythology Triathlon Playful Role-Play Learning in 3d Virtual Worlds

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Maya Mythology Triathlon Playful Role-Play Learning in 3D VWs Stylianos Mystakidis UWE MAEVW

Transcript of Maya Mythology Triathlon Playful Role-Play Learning in 3d Virtual Worlds

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Maya Mythology Triathlon Playful Role-Play Learning in 3D VWs

Stylianos Mystakidis

UWE MAEVW

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UW Maya Island

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Learning Needs

• Cross-generational education about historical and traditional aspects of culture for Native Americans

• Interconnectedness of cultures across the Americas

• Revitalization of traditional cultures, including languages

• Distributed community participation in language revitalization (e.g. tribal council and decision-making)

• Civic or linguistic engagement

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Learning Outcomes

• Opportunity: final year of the 5126-year cycleof the Maya Long Count (2012)

• Virtual location to visit to learn more about this fascinating civilization

• Focus: Authenticity, Accessibility, Partnerships

• Value: Community, Events, Training, Academic Collaboration, Research, OER production

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Maya Mythology

Maya Medicine

Explorer’s Cove

Maya Science

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Second Life Destination Guide

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Best Educational Practice in VWs & Best Educational Machinima Awards VWBPE 2012

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Maya Highland Village

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Maya Highland Village

• Cultural artifacts & traditional architecture

• Ancient Maya music instruments

• Pottery making

• Gardening

• Thunder throwing game (Maize Myth)

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Maya Creation Cave

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Maya Creation Cave

• Artistic visualization of Maya Poem

• Creation myth exhibits

– Animals

– Wooden men

– Mud men

• Information stations

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Maya Glyph Game

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Maya Ball Game

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Maya Ball Game

• Learning focus: – Maya Ball Game

– Hero Twins story

• Game Player Role Play

• Story-driven

• “The Call to Action”

• Surprise

• Levels

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The Bump: Xibalba Challenge

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Xibalba: Experiencing Mayan Hell

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3D Virtual Immersive Learning Environments Instructional Strategies

• Socio-constructivist instructional methods

• Inquiry-based learning (Ketelhut & Nelson, 2010)

• Situated and experiential learning (Dawley & Dede, 2013; Falconer, 2013)

• Simulated learning (Falconer & Frutos-Perez, 2009)

• Game-based learning experiences (Hill & Mystakidis, 2012)

• Communities of Practice (Wenger, 1991)

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Learning Strategy

• Learning to know (knowledge)

• Learning to be (appearance, behavior)

• Learning to do (skills, action)

Aldridge, 2005

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Flow Theory (Csikszentmihalyi)

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Games vs Play vs Gamification

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Alignment

Principles

Archetypes

Sensibilities

3DLE Architecture

Macrostructures

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Kapp, O’Driscoll, 2010

The Sense of Self

The Death of Distance

The Power of Presence

The Sense of Space

The Capability to Co-Create

The Pervasiveness of Practice

The Enrichment of Experience

Virtual Worlds Sensibilities

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Blended Taxonomy of Learning Domains

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Storytelling Styles

Ann Cudworth, Virtual Worlds Design, 2014

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Smart Learning in 3D

1 Analyze

Objectives

• Audience

• Domain

• Level

2 Design

Experience

• Activities

• Interactions

• Engagement

3 Develop

Environment

• Immersion

• Ambience

• Context

Mystakidis, 2012

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Design Rationale

• Social Immersion in Maya Civilization (Highland Village)

• Metaphors (Creation Cave)

• Simulation (Village, Ball Game Stadium)

• Game-based learning (Glyph Game)

• Role Play (Maya Ball Game)

• Environments Creation NPIRL (Xibalba)

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Benefits of 3d Virtual Worlds

• Mythology Visualization, Metaphors

• Engagement through Story

• Immersion feedback: “I feel hot!”

• Multiple modes of experience/learning

• Global Open Educational Resource

• Virtual field trips (over 5,000 visits)

• Networking without Frontiers (Co-Presence)

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Maya Island Society

http://uwmaya.wordpress.com/