Notes on:
NECC 2007
How Virtual Worlds Help Real Students: The River City MUVE
Chris Dede, Harvard University with Jody Clarke, Edward Dieterle and Diane Jass Ketelhut
Monday, 6/25/2007, 2:00pm–3:00pm;
Book Automation vs Amplification--about division of labor that can be done by machines and by people: 1) expert decision making (like auto mechanic finding problem that car sensors doesn't) 2) complex communications
Focus on 21st century Skills:
problem finding before problem solving
Making meaning out of complexity
comprehension by a team, not by an individual
Evolving toward distributed learning
Sophisiticated methods of learning and teaching
orchestratged across classrooms
Interfaces for distributed learning
World to desktop
Multiuser virtual environment
Ubiquitous computing
What is MUVE?
virtual world
avatars interact
many experience via games or environments (eg 2ndlife)
Incredible array of options and widening demographic
2)very engaging
3)learning processes are outstanding: exactly what we would want to see
4) Content not very good in most environments
How make this work for learning:
built River City--take deep academic content and add engagement and learning advantages of other games
http://muve.gse.harvard.edu/rivercityproject/
Research on Styles
beyond just personality types
scope and focus importnat
Current thinking on styles
- preference in the use of abilitiesn, not abilityies themselves
- profiles of styles
fluency in mutipel media, valuing each for type sof communication activities
learning based on sollectivly seeing, seiveing and systhensigns
active learning based on experience real and virtual
projects realistic and socially responsible
not all teams have to arrive at same solution; complex problems
the problem
parents:schools not preparing students for 21st century jobs
teachers: self report use lectore format
students: no technology in science class
rapid cecline from k-->12 in interest in science careers
new pedagogies
scientific inquiry--difficult to create authentic environment,
situated learning
non-linear learning
ability to explore identity as a scientist
Students can do virtual experimentation: eg sample water in virtual world, hospital admissions
can substitute for traditional learning (same test scores)
but ask students, they like aspect inquiry
can generalize from this project
we have to change the way we teach to handle the complex variety of ways they learn
conditions for success complicated:
1) engagement - bar high with activities outside school
2) active learning
changing behavior patterns more than just know, must be emotional and collective responsibility; can creat that kind of community in virual world;
Think we will see more powerful environments on the web; many are windows only now
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