special project 2 june ong2

Upload: june-kirstin

Post on 04-Apr-2018

216 views

Category:

Documents


0 download

TRANSCRIPT

  • 7/29/2019 Special Project 2 June Ong2

    1/31

    EDPZ 6731A Consultation Report

    on Teacher Professional

    Development For MUVEsJune Ong Li Woon

    SID: 311064760

    20 Nov 2011

  • 7/29/2019 Special Project 2 June Ong2

    2/31

    1

    Contents1. Introduction........................................................................................................................................... 2

    2. MUVE- A Type II E-Learning System..................................................................................................... 4

    2.1 Characteristics and Affordances ............................................................................................................. 4

    2.2 An Example of an Education MUVE- Quest Atlantis ............................................................................... 5

    2.2.1 Design Approach.......................................................................................................................... 5

    2.2.2 Student Activities and Learning Goals ........................................................................................ 7

    2.2.3 Teacher Resources and Support ................................................................................................. 11

    2.2.4 Interesting research findings of Quest Atlantis ......................................................................... 14

    3. Changing Roles of Teachers in Digital Age ....................................................................................... 16

    4. Singapore ICT Masterplan3 and Strategies for Teacher Professional Training.................................. 17

    5. Effective Teacher Professional Development ......................................................................................... 18

    5.1 Singapore Teachers Pedagogical Practices and Technology Use......................................................... 19

    5.2 Critical Considerations in MUVE Professional Development ................................................................ 20

    5.2.1 Availability and degree of Peer, Community and MUVE (Trainer)-team support.................... 20

    5.2.2 Format and purposes of the MUVE professional development ................................................. 20

    5.2.3 Sufficient Time for learning....................................................................................................... 20

    5.2.4 Technical Support ...................................................................................................................... 21

    5.2.5 Teachers Perception ofMUVEs and Conviction of their Usefulness for Teaching and Learning

    ............................................................................................................................................................ 21

    5.2.6 Explicit purpose and knowledge of functions of the MUVE ..................................................... 21

    5.2.7 Reflection on the educational applicability of the MUVE and its Impact on students learning 21

    5.2.8 Concerns on Management within the MUVE environment....................................................... 22

    6. Description of Quest-Atlantis Teacher Professional Development ........................................................ 23

    7. Discussion and Recommendation ........................................................................................................... 25

    7.1 Overview of Suggested MUVE Professional Development Framework ............................................... 25

    7.1.1 Readiness ................................................................................................................................... 26

    7.1.2 Modality ..................................................................................................................................... 26

    7.1.3 Immersion .................................................................................................................................. 27

    7.1.4 Support and Sharing ................................................................................................................... 27

    Reference .................................................................................................................................................... 28

  • 7/29/2019 Special Project 2 June Ong2

    3/31

    2

    1.Introduction

    Complementing the Singapore Ministry of Educations vision of 'Thinking Schools and Learning Nations'

    (TSLN) to the schools and its initiative for 'Teach Less Learn More' (TLLM), is the ICT Masterplan 3

    which was rolled out in year 2008, in order to prepare schools and teachers to equip our students with

    skills that are vital to compete in the 21st

    century global workforce.

    It is an exciting period now, with more schools in Singapore taking up the challenge to try out and

    integrate new innovations into the curriculum.

    In line with this, one of the aims of the report is to share with the leadership and teachers in Singapore

    schools about an educational innovation- Multi User Virtual Environment (MUVE)- which is fast gaining

    acceptance and respectability in the educational community (Aldrich, 2005; Beck & Wade, 2004; Gee,2003; Herz, 1997; Schaffer, 2006 as cited in Sardone & Devlin-Scherer, 2008).

    In introducing this educational innovation, its characteristics and affordances in the context of teaching

    and learning are discussed in this report. In addition, a description of a popular educational MUVE (Quest

    Atlantis) which has more than 25 thousand users world-wide would be given in the report to provide

    teachers with a clearer understanding of the applications of MUVEs in schools. Research findings on

    learning outcomes would also be discussed.

    Closely related to the implementation of innovations in school is professional development for teachers.

    Indeed, the 21st century is fast-paced and a knowledge rich economy, in teachers would need to develop

    collaborative, organisation and technology in our students to ensure they are relevant in the economy andhave a global competitive edge.

    Knowing how to leverage on a wide range of technology to provide a student-centered and holistic

    education to the students would require teachers to reflect on their current level and skills in their

    technology-based pedagogies as well as their beliefs in teaching and learning and to take steps to further

    develop new skills, form new perspectives towards learning as well as discard outdated ones.

    Effective professional development for teachers would be those which provide opportunities to reflect

    critically and form new understanding about the content, pedagogy (Darling-Hammond & McLaughlin,

    1995). One-shot workshops with no follow up support and irreverent activities in teacher training often

    contribute to teachers lack of adequacy and confidence even after spending time and effort in technologyprofessional development (Mouza, 2002, as cited in Singer& Maher, 2007). In order to counter that,

    customised course preparation should be provided to teachers with a focused opportunity to practice with

    selected digital game content and explore options fort their use rather than being narrowly focused and

    standardised (Gibson, 2002 as cited in Zhu, 2010).

  • 7/29/2019 Special Project 2 June Ong2

    4/31

    3

    A discussion on the findings of a study on Singapore teachers beliefs in learning and their technologypractices serves to reflect that Singapore teachers have yet reached the level of targeted competencies

    despite of a strong ICT infrastructure support and framework for teacher professional development.

    Thus another aim of this report is to encourage current teachers in schools to reflect on their own teaching

    beliefs and to take steps to incorporating more student-centered teaching practices with technology or

    even to look out for new innovations (such as MUVEs) to incorporate into their teaching.

    The main aim of this report is to share a recommended framework for MUVE professional development

    for teachers, together with accompany guidelines. In order to appreciate and understand the framework

    and guidelines, a discussion on the characteristics of effective professional development for teachers and

    critical factors for planning and implementation of MUVE professional training will first be discussed.

    To date, some Singapore secondary schools have already taken up the MOEs challenge to try outtechnological innovations in the form of MUVEs (e.g. Quest Atlantis and Virtual Singapura). The

    ministry has also invested in an innovative immersive lab, in one of its primary schools, which makes use

    of 3D spaces, avatars and objects to present detailed information through rich media, signaling a potentialprogression to implementing MUVEs in primary schools. It is hoped that the discussion and

    recommended guidelines and framework for MUVEs teacher professional training in this report will

    come to benefit schools that are considering implementing MUVEs and/or preparing their teachers for the

    use of this educational innovation.

  • 7/29/2019 Special Project 2 June Ong2

    5/31

    4

    2. MUVE- A Type II E-Learning System

    A type I E-learning system is teacher-centered and its main role is on the delivery of the content andassociated learning outcome of the retention of factual information, and in which students play a passive

    role in learning (Jacobson, Kim, Y., Lee, Kim, H. & Kwon, 2005). In contrast, a type II E-learning system

    engages the students through active problem solving and collaboration. The technology plays a pivotal

    role as a cogitative tool and provides scaffold to learning, feedback as well as support during

    collaboration.

    2.1 Characteristics and Affordances

    Educational Multi User Virtual Environments (MUVEs) are examples of type II E learning systems. They

    encompass the representational, collaborative and motivational aspects of computer games (Jacobson et

    al., 2005) and incorporate 2D and 3D virtual worlds in which learners control their virtual personas(avatars) to explore the virtual environment, interact with other avatars and digital objects and learningtools within the MUVE and engage in collaborative learning activities (Nelson & Ketelhut, 2007).

    However, the affordances of these MUVEs go beyond the immersive, rich visual and auditory

    experiences they bring to the learners. Socio-constructivist perspective and situated learning concepts of

    collaborative knowledge building (Ketlehut, Clarke & Nelson, 2010; Nelson & Erlandson, 2008 ) areincorporated into the designs and functions of the educational MUVEs such that students are learning in

    realistic contexts that require them to be engaged in real-world or expert-like processes and practices (e.g.

    Barab, Zuiker et al., 2007; Jacobson, Kim, Miao, Shen & Chavez, 2010; Ketelhut, Nelson, Clarke &

    Dede, 2010) and to gain different perspectives through collaboration with others (Jacobson et al., 2010).

    In addition, such situated and contextualised environment is important in motivating students when theycan see the relevance between what they are studying to how they can be applied (by experts) in real life

    (Bransford, Brown, Cocking, & Donovan, 2000), leading to greater potential of successful knowledge

    transfer to real life applications.

    Each virtual world comes with its own set of visual theme, curriculum and in world activities (Nelson &

    Ketelhut, 2007). Some examples of better known educational MUVEs for science inquiry learning are

    Quest Atlantis, Virtual Singapura, River City and Whyville. Most of these MUVEs have their curriculum

    aligned to the states (countrys) standards, thus removing a significant hindrance to adoption (Rice,2007) and increase the ease of use. Also, on top of acquiring scientific inquiry skills, the MUVEs also

    leverage on the themes or contexts in which they are based on to raise greater awareness of environment,

    historical and cultural issues or to promote socially responsible behavior.

    In addition, scaffolding structures in the forms of hints, guide avatar and in the design of scaffolding of

    the activities support students in their guided inquiry learning are embedded within these educational

    MUVEs (Jacobson et al, 2005). Some of these hints or prompts, such as in River City and Virtual

    Singapura, are customized for individual students, basing on their cumulative historical scientificexploration within the MUVE (Jacobson et al., 2010; Ketelhut, 2007).

  • 7/29/2019 Special Project 2 June Ong2

    6/31

    5

    Yet another affordance of MUVEs is that students are provided a non-linear approach to learning.

    Examples such as in River City, teams of students can successfully solve a single problem using multiple

    alternate paths using different virtual tools and digital objects to help them develop their understanding(Ketelhut, 2007).

    Significant positive outcome in terms of students' perception of their academic efficacy as well as senseof ownership in their learning in the use of Virtual Singapura and River City (Jacobson et al., 2010;

    Ketlehut, Clarke & Nelson, 2010).

    Significant learning gains in science have also been documented in students use of Quest Atlantis (e.g.Barab et al., 2007).

    2.2 An Example of an Education MUVE- Quest Atlantis

    The Quest Atlantis MUVE is designed for students from age 9 to 15. It has been used to teach several

    subject contents and skills such as English writing, Mathematics, Science inquiry and Social Studies. It

    has a large international group of users (more than 25 thousand) from countries such as Australia,

    America, China, Italy, Singapore and Malaysia.

    2.2.1 Design Approach

    Quest Atlantis (or Atlantis Remixed- the latest version), is designed to be used for formal in class learning

    and in informal after- school activities. Quest Atlantiss design approach is based on the Transformationplay theory (See Box 1) which highlights the relation amongst the learner (player), content and context.

    Within such educational game design as in Quest Atlantis, learners take on the roles of change agents in a

    game who need to understand and acquire particular disciplinary knowledge and skills in order toeffective bring about a desired change within the game scenario. Such a design creates a need for learning

    and a motivation to learn in order to be successful in their playing of the game [Transformational Play.

    (n.d). Transformational Play. Atlantis Remixed & Quest Atlantis. Retrieved 14 Nov 2011, from

    http://atlantisremixed.org/site/view/Researchers#53].

    http://atlantisremixed.org/site/view/Researchers#53http://atlantisremixed.org/site/view/Researchers#53http://atlantisremixed.org/site/view/Researchers#53
  • 7/29/2019 Special Project 2 June Ong2

    7/31

    6

    Box 1

    Source: Barab, John. D., & Catherine. T. (n.d.). The Quest Atlantist Project: a 21st

    Century Curriculum [Power Point Slide]Retrieved 14 Nov 2011, from:

    http://www7.nationalacademies.org/bose/Barab_Gaming_Presentation.pdf

    http://www7.nationalacademies.org/bose/Barab_Gaming_Presentation.pdfhttp://www7.nationalacademies.org/bose/Barab_Gaming_Presentation.pdfhttp://www7.nationalacademies.org/bose/Barab_Gaming_Presentation.pdf
  • 7/29/2019 Special Project 2 June Ong2

    8/31

    7

    It also incorporates a socially responsive design into the game such that students are engaged inactivities that not only are aligned to the U.S. state educational s standards but to also make socially

    responsible use of the knowledge acquired in the game. Activities related to the 7 critical dimensions

    as listed below are integrated within the students learning to inculcate associating values in them.[Educational Standards. (n.d). Educational Standards. Atlantis Remixed & Quest Atlantis. Retrieved

    14 Nov 2011, from http://atlantisremixed.org/site/view/Parents#16].

    .

    Compassionate Wisdom - "Be Kind" Creative Expression - "I Create" Environmental Awareness - "Think Globally, Act Locally" Personal Agency - "I Have Voice" Healthy Communities - "Live, Love, Grow" Social Responsibility - "We Can Make a Difference" Diversity Affirmation - "Everyone Matters"Source: Educational Standards. (n.d). Educational Standards. Atlantis Remixed & Quest Atlantis. Retrieved 14 Nov2011, fromhttp://atlantisremixed.org/site/view/Parents#16

    2.2.2 Student Activities and Learning Goals

    Students travel within the MUVE and engage in collaborative inquiry tasks (missions or quests) with the

    overall aim to save the inhabitants of the virtual Atlantis from being destroyed through environmental,

    moral and social decay by communication with other players or virtual characters as well as using

    embedded tools within the MUVE (see Box 2). Upon completion of the missions or quests (based on one

    of the7 critical social dimensions mentioned earlier), the students avatar will gained greater functionality.

    A sense of community beyond the virtual world is promoted since learning takes place beyond the QuestAtlantis virtual world in the form of face to face conversations with teachers and fellow classmates in the

    classrooms.

    http://atlantisremixed.org/site/view/Parents#16http://atlantisremixed.org/site/view/Parents#16http://atlantisremixed.org/site/view/Parents#16http://atlantisremixed.org/site/view/Parents#16
  • 7/29/2019 Special Project 2 June Ong2

    9/31

    8

    Box 2: Examples of interactions with virtual characters and tools

    Source: Ang & Zuiker. (2009). Creating New Classrooms Dynamics with New Media Tool. Learning With Quest Atlantis

    in Singapore [PowerPoint slides]. Retrieved fromhttp://www.slideshare.net/mediaplaylab/learning-with-quest-atlantis-in-

    singapore

    http://www.slideshare.net/mediaplaylab/learning-with-quest-atlantis-in-singaporehttp://www.slideshare.net/mediaplaylab/learning-with-quest-atlantis-in-singaporehttp://www.slideshare.net/mediaplaylab/learning-with-quest-atlantis-in-singaporehttp://www.slideshare.net/mediaplaylab/learning-with-quest-atlantis-in-singaporehttp://www.slideshare.net/mediaplaylab/learning-with-quest-atlantis-in-singaporehttp://www.slideshare.net/mediaplaylab/learning-with-quest-atlantis-in-singapore
  • 7/29/2019 Special Project 2 June Ong2

    10/31

    9

    Box 3 is an example of the Taiga curriculum found within the Quest Atlantis MUVE which was alignedto multiple standards found in the Indiana 5th grade science standards, such as 5.1.6: Explain how the

    solution to one problem, such as the use of pesticides in agriculture or the use of dumps for waste

    disposal, may create other problems.

    The activity encourages students to engage in deep learning through a guided socio-scientific inquiry

    activity design [Barab, Gresalfi, Ingram-Noble,, Jameson, Hickey, Akram, & Kizer. (2009).

    Transformational Play And Virtual Worlds: Worked Examples From The Quest Atlantis Project.

    International Journal of Learning and Media, 1(2). From

    http://ijlm.net/knowinganddoing/10.1162/ijlm.2009.0023]

    Box 3

    Source: Barab, Gresalfi, Ingram-Noble,, Jameson, Hickey, Akram, & Kizer. (2009). Transformational Play And VirtualWorlds: Worked Examples From The Quest Atlantis Project.International Journal of Learning and Media, 1(2). From

    http://ijlm.net/knowinganddoing/10.1162/ijlm.2009.0023

    http://ijlm.net/knowinganddoing/10.1162/ijlm.2009.0023http://ijlm.net/knowinganddoing/10.1162/ijlm.2009.0023http://ijlm.net/knowinganddoing/10.1162/ijlm.2009.0023http://ijlm.net/knowinganddoing/10.1162/ijlm.2009.0023http://ijlm.net/knowinganddoing/10.1162/ijlm.2009.0023http://ijlm.net/knowinganddoing/10.1162/ijlm.2009.0023
  • 7/29/2019 Special Project 2 June Ong2

    11/31

    10

    Students also make use of a range of communication tools within the virtual environment in order to builda sense of support within the learning environment. These include chat (see Box 4), email, blogs, polls

    and bulletin boards.

    Box 4: Chat Features integrated within the activity environment

    Source: Ang & Zuiker. (2009). Creating New Classrooms Dynamics with New Media Tool. Learning With Quest Atlantis inSingapore [PowerPoint slides]. Retrieved fromhttp://www.slideshare.net/mediaplaylab/learning-with-quest-atlantis-in-singapore

    http://www.slideshare.net/mediaplaylab/learning-with-quest-atlantis-in-singaporehttp://www.slideshare.net/mediaplaylab/learning-with-quest-atlantis-in-singaporehttp://www.slideshare.net/mediaplaylab/learning-with-quest-atlantis-in-singapore
  • 7/29/2019 Special Project 2 June Ong2

    12/31

    11

    2.2.3 Teacher Resources and Support

    Within the Quest Atlantis MUVE, the teachers are part of a Council of teachers who review submittedwork of the students (see Box 5) and hold the final decision on whether a student should earn his

    rewards or privileges based on the particular demands of the mission or quests and the quality of his

    work. This in turn provides an incentive for the students to turn in quality work.

    Box 5: A snapshot of a Report Summary ofStudents Submission of their Learning Activities

    (Quests)

    Source: Stucky.(2008). Quest Atlantis Professional Development Workshop. Retrieved from

    www.bronwyn.ws/QA/TeacherPD_plan.pdf

    http://www.bronwyn.ws/QA/TeacherPD_plan.pdfhttp://www.bronwyn.ws/QA/TeacherPD_plan.pdfhttp://www.bronwyn.ws/QA/TeacherPD_plan.pdf
  • 7/29/2019 Special Project 2 June Ong2

    13/31

    12

    Within the MUVE, the teachers are provided a range of teacher support in the form of a fellow colleague

    who has signed up together for the online professional development (see section 6), a contact person from

    the Quest Atlantis team (called the Buoy), a teacher toolkit (see Box 6), a How-to-Guide & Resources

    (see Box 7), a Teacher listserv (an email list for updates and newsletter), as well as an Atlantiancommunity of teachers in Facebook.

    Box 6: A snapshot of the main page of a customized teacher toolkit to keep track of activities within

    the Quest Atlantis MUVE

    Source: Stucky.(2008). Quest Atlantis Professional Development Workshop. Retrieved fromwww.bronwyn.ws/QA/TeacherPD_plan.pdf

    http://www.bronwyn.ws/QA/TeacherPD_plan.pdfhttp://www.bronwyn.ws/QA/TeacherPD_plan.pdf
  • 7/29/2019 Special Project 2 June Ong2

    14/31

    13

    Box 7: A snapshot of the How-To- Guide for teachers

    Source: Stucky.(2008). Quest Atlantis Professional Development Workshop. Retrieved fromwww.bronwyn.ws/QA/TeacherPD_plan.pdf

    http://www.bronwyn.ws/QA/TeacherPD_plan.pdfhttp://www.bronwyn.ws/QA/TeacherPD_plan.pdf
  • 7/29/2019 Special Project 2 June Ong2

    15/31

    14

    2.2.4 Interesting research findings of Quest Atlantis

    A study done with the Quest Atlantis MUVE (Barab, Dodge et al,. 2005) to find out the relationship

    between engagement in inquiry and gender, the finding showed there was no significant differences interms of overall participation rates between the male and female students. In terms of learning and

    achievement, the MUVE was equally effective for both genders. These findings contradict the contention

    that girls tend to be alienated in their learning within a videogame context.

    In comparing their forms of communication, the female students chatted more than the male students and

    sent out more e-mail messages. In fact, the female students were found to have written more in the online

    notebooks when completing quests. This translates to them being engaged longer in metacognitive

    reflections about their work in the MUVE (see Table 1).

    The findings also showed that the boys wrote more within the MUVE environment than in a worksheetconditions (see Table 1), this suggests that QA can promote student achievement in a gender equitable

    manner.

    Table 1: Condition by number of words written for boys and girls

    Source Barab, Dodge et al. (2005). The Quest Atlantis Project: A socially-responsive play space for learning. Manuscript

    submitted for publication.Pg. 10. Retreieved 14 Nov 2011 Fromhttp://inkido.indiana.edu/research/onlinemanu/papers/QAgender29.pdf

    http://inkido.indiana.edu/research/onlinemanu/papers/QAgender29.pdfhttp://inkido.indiana.edu/research/onlinemanu/papers/QAgender29.pdfhttp://inkido.indiana.edu/research/onlinemanu/papers/QAgender29.pdf
  • 7/29/2019 Special Project 2 June Ong2

    16/31

    15

    In a Science study involving 4th grade students collaborating in an aquatic habitat simulation, (Barab,

    Sadler, Heiselt, Hickey& Zuiker, 2007) , a socio- scientific narrative and an interactive rule were

    integrated into the MUVE gaming engine to stimulate an environment for the students to learn about

    science inquiry, water quality concepts, and the challenges in balancing scientific and socio-economic

    factors.

    Findings from the results showed that students were engaged in the science inquiry process and had rich

    scientific discourses. In addition, they also submitted quality work and showed gains in classroom and

    standardised assessments of science inquiry processes and content knowledge. Table 2 shows the Pre and

    Posttests responses of a student in response to the impact of cutting trees near a river, on and around the

    river. These collective findings support the claim that MUVEs can be used to promote effective academic

    content learning.

    Table 2: Pre and Posttests responses of a student in response to the impact of cutting trees near a

    river, on and around the river

    Source: Barab, Sadler, Heiselt, Hickey& Zuiker. (2007). Pg 17. Retreieved 14 Nov 2011 Fromhttp://atlantisremixed.org/qacore/uploads/public_site_uploads/attached_uploads/2458/original.pdf

    http://atlantisremixed.org/qacore/uploads/public_site_uploads/attached_uploads/2458/original.pdfhttp://atlantisremixed.org/qacore/uploads/public_site_uploads/attached_uploads/2458/original.pdfhttp://atlantisremixed.org/qacore/uploads/public_site_uploads/attached_uploads/2458/original.pdf
  • 7/29/2019 Special Project 2 June Ong2

    17/31

    16

    3.Changing Roles of Teachers in Digital Age

    The new digital and knowledge society in which we currently live in, demands for teachers to constantlyupgrade their skills in order to transit from the tradition roles of the teachers to the 21st Century roles of

    the teacher (see Table 3) and also from traditional ways of getting our students to learn to innovative

    ways of engaging our students in their learning (Zhu, 2010), leveraging on the affordances of

    technology.

    In this age where information is easily available through various digital sources, teachers need to expand

    their competencies from being the supplier of information to becoming effective facilitators in guiding

    students to make informed judgment about the quality and validity of the sources of these information

    (Weinberger, Fischer, & Mandl, 2002, as cited in Zhu, 2010). In addition, they also need to help students

    develop collaborative and organisational skills to function effectively in the 21st

    century workforce. Also,

    teachers must also be skilled in leveraging on a wide range of digital-age learning tools to improve

    student engagement and achievement (Carroll & Resta, 2010).

    These new demands on the teachers competencies require teachers to update and upgrade their

    knowledge and skills through continuous professional development in order to offer students

    meaningful and motivating learning opportunities (Gibson, 2002 as cited in Sardone, & Devlin-Scherer,

    2010). This aptly brings as to the next section in which we would discuss about Singapores Masterplan 3

    and the education ministrys strategies for teacher professional development.

    Table 3: Comparison of Traditional roles of Teachers with 21st

    Century Roles of Teachers

    Source: Cohen, Manion & Morrison. (2004).A guide to teaching practice .Retrieved on 12 September 2011, fromhttp://cw.routledge.com/textbooks/0415306752/resources/pdf/05TraditionalAndNewer.pdf

  • 7/29/2019 Special Project 2 June Ong2

    18/31

    17

    4.Singapore ICT Masterplan3 and Strategies for Teacher

    Professional Training

    The vision of Singapore ICT Masterplan3 is Harnessing ICT, Transforming Learners. One of its enablergoals to achieving this vision involves building on the teachers capacities in planning and deliveringICT-enabled learning experiences to cultivate the skills ofself-directed and collaborative learning amongstudents as well as in inculcating in them responsible habits on the safe use of ICT (Masterplan 3, 2008).

    The Ministry of Education (MOE) has spelt out 2 broad strands of implementation that are relevant to

    teacher professional development. These include the provision of teacher professional development that is

    based on practice and models how ICT can be effectively used to achieve better learning outcomes. In

    addition, the model of teacher professional development also involves sharing of best practices andsuccessful innovation amongst the MOEs communities of teachers.

    At the school level, school leaders are encouraged to create a reflective teaching culture in which teachers

    share and learn from one another about effective ICT-based teaching practices, in order to achieve desired

    learning outcomes.

    In addition, ICT mentors- chosen from among teachers in each school- have been identified as mentors to

    provide essential knowledge on planning and delivery of ICT-enriched learning. They also facilitate the

    sharing of ICT resources produced by teachers to propagate good ideas and practices, cumulating to best

    practices within the schools.

    In the following section, we would discuss about the characteristics of effective teacher professional

    development and compare the Singapore ministrys professional development plans for teachers againstthese characteristics.

  • 7/29/2019 Special Project 2 June Ong2

    19/31

    18

    5. Effective Teacher Professional Development

    With increasing demands from students and parents on the use of advanced technology as innovations to

    enhance the learning experience and to achieve learning outcomes, pre-service and in-service teachers

    benefit from having technology professional development that have the rigor and relevance to help them

    advance their instructional competencies make informed instructional decisions and achieve targeted

    learning outcomes (Darling-Hammond et al., 1995).

    According to (Darling-Hammond et al., 1995; Corcoran, 1995; Lieberman, 1995; and Ketelhut, &

    Schifter, 2011) teachers need to take on both perspectives of teachers and learners, and opportunities to

    struggle with these roles in professional development.

    In addition, effective professional development should involve teachers being engaged in actual tasks of

    teaching, assessment, observation and reflection such that the learning and development process is made

    explicit.

    Another important aspect is that effective professional development should be sustained, ongoing,

    intensive and supported by modeling, coaching and joint problem solving, to promote a strong sense of

    efficacy as well as confidence within the teachers for them to implement the new strategies.

    Ensuring that there is sufficient time to learn the new skills is also a vital factor. The content and context

    should also be specific about the skills, underlying principles and approach associated, as well as the

    attitudes of teachers towards the technology and new pedagogical skills.

    Also, it should be grounded in inquiry and provide platforms for participant-driven experimentation with

    the new skills and reflection and debate of new visions and perspectives in order to reach a comfort levelto implement the new strategies in the classrooms.

    Finally, it should be a collaborative affair, in particular with sharing of knowledge in communities of

    practices, in order to create a strong local support system. These communities of practices are critical in

    boosting the level of teachers motivation, knowledge of pedagogy and subject-matter, willingness to take

    risks, and commitment to improvement.

    Comparing the above mentioned characteristics of effective teacher professional development

    against MOEs implementation strategies to increase the capacities of the Singapore teachingforce, it seemingly appeared that these strategies do match with most of the vital characteristics.

    However, having a well-developed framework of teacher professional development and puttingin place structures and champions of ICT within the schools does not necessary translate to

    change in teachers beliefs in learning which is a significant factor in impacting teacherspedagogical practices and technology use. Evidences for this claim are found in a report by

    Jacobson, So, Teo, Lee, Pathak, & Lossman (2010) on Singapore teachers beliefs in knowledgeand learning as well as their impact on pedagogical practices and technology use. Briefly, the

    findings reflected a transmissive use of technology by the teachers and technology was perceived

  • 7/29/2019 Special Project 2 June Ong2

    20/31

    19

    as being less useful in helping lower- ability students. These will be elaborated in the following

    section 5.1.

    According to Schifters (2008 as cited in Ketelhut, & Schifter, 2011) proposed principles forsuccessful technology professional development, ensuring time for practice, effective, ongoingpost-training technical support in the classroom and a supportive local social support system are

    important factors to set in place. The last factor requires teachers to have paradigm shift in termsof the way they perceive classroom structures and their roles in the new era of digital age as

    educators, as well as their knowledge, understanding, and values of technology in the classroom.

    Based on the findings of Jacobson et als (2010) report, a closer analysis on critical factors toachieving the stated outcomes in the last factor of Schifters principles (section 5.2), would helpincrease efficacy of student-centered innovation and pedagogical adoption in the Singapore

    classrooms.

    This will be discussed subsequently in this report through two main studies on professionaltraining for MUVEs. The specificity in the use of technology in the discussion is in line with

    what Darling-Hammond et al (1995) and other aforementioned authors contended to be characteristic

    of effective professional training- that is specificity in the context, skills, underlying principles andapproach associated with training of the specific innovation. In addition, the attitudes of teachers towards

    the specific technology should also be taken into account.

    5.1 Singapore Teachers Pedagogical Practices and Technology Use

    In two studies conducted to find out the relationships between teachers beliefs on knowledge andlearning, pedagogical practices and technology use in Singapore schools (Jacobson et al., 2010), it was

    observed that many Singaporean teachers held the belief that students with lower academic ability would

    benefit greater with teacher-directed didactic teaching approaches, despite research findings(Chan&Lee,2007; White&Frederiksen,1998; Zohar & Dori, 2003 cited in Jacobson et al, 2010) pointing

    to students being more motivated and benefitting from learner-centered use of technology.

    Another finding of the study was that teachers tend to make use of technology in a transmissive manner

    rather than with a student-centered approach. As mentioned earlier, findings have shown that a learner-centered use of technology can better motivate and produce learning outcomes which calls for a greater

    integration of learner-centered use of technology into the schools current teaching practices.

    Besides their beliefs in learning, findings of the report could also be explained by the teachers having

    limited knowledge or experience of using technology as a meaningful tool for teaching and learning,

    (Darling-Hammond, et al, 1995) and thus returning to familiar ways of teaching in which they weretaught (Erbas, Cakiroglu, Aydin & Beser, 2006), that is using technology at a basic, transmissive level

    such as presentation.

    Negative views of technology such as fear of losing control of students, taking on a 'passive' role in

    teaching and issues of keeping track of students' progress (Erbas et al., 2006) have been offered as

    explanations for the distrust and lack of use of technology as tools to support students' learning, despite

    acknowledgment from teachers of learning potentials that technology bring along to the classrooms.

  • 7/29/2019 Special Project 2 June Ong2

    21/31

    20

    In the next section, we make observations of critical factors that are useful in MUVEs teacher

    professional training and of which when given considerations in the implementation of the training, could

    help the teachers to learn skills and take on perspectives and visions of new practices and in some cases to

    unlearn skills and discharge beliefs that have been dominating their professional lives (Darling-

    Hammond, et al, 1995).

    5.2 Critical Considerations in MUVE Professional Development

    In a 3 year cross-study of the development of teacher professional development for the River

    City project, a games-based MUVE science curriculum project for middle school children done

    by Ketelhut et al., (2011), the following factors were observed to be critical in planning for and

    implementing a MUVE professional development:

    5.2.1 Availability and degree of Peer, Community and MUVE (Trainer)-team supportThe teachers in the study, who had undergone the strictly online individualised training, felt isolated and

    consequently were reluctant to try the MUVE in their classrooms. In addition, it was noted that the

    implantation by these teachers were erratic, further reinforcing the teachers fear and frustration of having

    left alone to figure things out themselves.

    Having a network of peer, community and MUVE-team support group would be beneficial in countering

    the sense of isolation and provide much motivation and help from the expertise of other fellow teachers

    and the MUVE-team.

    5.2.2 Format and purposes of the MUVE professional development

    A mixed mode of face to face workshops and online training were better received than strictlyonline training only.

    In addition, the teachers in the study felt the benefits of the MUVE professional development

    when frequent hands-on experience were integrated to help them learn how to move within the

    game and develop or get to know of solutions so help resolve issues that students would face

    when using the MUVE. In addition, having a platform, such as an online forum within the

    MUVE environment, for sustained, joint discussions with a community of teachers on successful

    means of integrating the MUVE into classroom teaching and discussion on management

    problems and solutions were also helpful in supporting and enhancing the capacities of the

    teachers in using the MUVE.

    5.2.3 Sufficient Time for learning

    It was noted that high amount of time for learning corresponded with high fidelity of

    implementation by teachers in the classroom. Conversely, low time for learning recorded low

    fidelity in the teachers implementation.

  • 7/29/2019 Special Project 2 June Ong2

    22/31

    21

    5.2.4 Technical Support

    In order for teachers to feel assured and be able to successfully use the new technology in the

    classroom, strong technical support such as through email and phone should be made available.

    5.2.5 Teachers Perception of MUVEs and Conviction of their Usefulness for Teaching and

    Learning

    In discussions by Rice (2007) and Sardone et al (2008) on the barriers to implementation of MUVEs in

    the classroom, negative views of MUVEs by teachers were identified as one of the barriers. This

    highlighted the need to address teachers perception of MUVEs and conviction of their usefulness on

    teaching and learning in planning for a MUVE professional development.

    It appeared that there are teachers who have a lack of understanding in the difference between arcade

    style games that have simplistic properties and cognitively viable MUVEs that encourage higher order

    thinking. In addition to that, there was a general perception that video games (MUVEs) foster violence.

    Finally, some teachers may also feel uncomfortable or be unwilling to adopt MUVEs in the classrooms

    because instructions through MUVEs requires a certain amount of relinquishing of control of the

    classroom compared to the more common teaching methods.

    In a study done with pre-service teachers, on their view of MUVEs (Sardone et al., 2008), it was noted

    that while they generally have extensive experiences in and positive disposition toward technology for

    personal use, they, like the in-service teachers, needed much explicit support and guidance in facilitating

    MUVEs in the classrooms during the training. This is also despite them having completed a fundamentals

    computer course in which they had learnt about software applications and computer basics. In addition,

    they had also learnt to integrate technology using a variety of technology tools into the curriculum, lesson

    plans and learning activities.

    The following 3 areas surfaced as important considerations for facilitating the pre-service teachers in their

    learning of using the MUVE in the study.

    5.2.6 Explicit purpose and knowledge of functions of the MUVE

    Having knowledge of the educational purpose and the specific context in which it could be achieved

    within the MUVE environment increased the pre-service teachers acceptance level of the MUVE andincreased awareness of its affordances. In addition, knowing how to move around and getting familiar

    with the other functions within the MUVE environment also reduced frustrations of the pre-service

    teacher.

    5.2.7 Reflection on the educational applicability of the MUVE and its Impact on students learning

    Critical questions on the MUVEs use in educational settings, the types of learning outcomes and types of

    skills that could be achieved and learnt as well as cross-curricular possibilities were raised by the pre-

    service teachers. In addition, they also reflected on what was an appropriate age group to be using the

    MUVE.

  • 7/29/2019 Special Project 2 June Ong2

    23/31

    22

    Having to critically reflect on the MUVE helped the pre-service teachers gained greater insight and that in

    turn, as mentioned previously, would help them in the process of reaching a comfort level to implement

    the strategies involving the new innovation in their classrooms in future.

    5.2.8 Concerns on Management within the MUVE environment

    Different areas of concerns on management were raised by the pre-service teachers. These included

    dealing with off-task behaviour, teacher guidance and monitoring during game play, allocation of

    sufficient time for the game assignments to be completed and assessment of student performance.

    Based on the above mentioned studies done with the in-service teachers and the pre-service teachers, it

    can be concluded that neither groups seem to have an advantage over the other when it comes to using

    MUVEs as a instructional tool in the classroom. Despite the formers years of teaching experience andthe latters familiarity and confidence in technology for personal use, they both face similar concerns andchallenges in the use of MUVEs for teaching and learning. This can be explained by Sardone et als.,

    (2008) view that the facilitation of MUVEs requires a different set of skills and preparation than

    traditional teaching.

  • 7/29/2019 Special Project 2 June Ong2

    24/31

    23

    6. Description of Quest-Atlantis Teacher Professional Development

    Quest Atlantiss professional development course which this section will describe and discuss is meantfor teachers who have signed up with the project and would be implementing it in their classrooms. Thefeatures within its professional development course include many of the critical considerations and

    characteristics of effective professional development, which we had discussed in the earlier section. As

    such, we felt that it would be beneficial to provide a description of it to illustrate how these considerations

    and characteristics can be actualize in a practical example of a MUVE professional development.

    The Quest Atlantis Teacher Professional Development (see Box 8) consists of 2 parts in which involve

    getting the teacher to be immersed in the MUVE and to be engaged in both student and teacher activities

    through their virtual persona (avatar).

    The first part- New Teacher Induction- is a self-directed and self-paced online module in which a teacher

    works out 3 professional game missions within the MUVE environment to get herself familiarized with

    the Quest Atlantis game environment. This is a pre-requisite to the second part and upon completion,

    there will be an invitation sent to participate in the subsequent workshops (2nd part) which are available in

    face to face and online modes.

    The workshops comprise of 4 weekly 90 minutes synchronous meetings In addition, teachers are expected

    to commit to 3 hours of preparation or asynchronous learning activities during the week before the next

    meeting. Such activities include reading of research articles related to the approach of Quest Atlantis and

    its impact on teaching and learning. In addition, teachers have to keep an online reflection journal (within

    the MUVE) which will have to submitted at the completion of the entire workshop, Other activities

    include participating in the class bulletin board within the MUVE to discuss about classroommanagement issues related to the use of the MVUE as well as partnering with another workshop

    participant to complete game missions (e.g. reviewing of a Teacher lesson plan).

    For the online mode, besides the game application, the Skype application is also used for communication

    during the synchronous meetings. During the synchronous meetings include hands on experience on

    moving around the different environments within the MUVE and learning about solutions to difficulties

    students will encounter. They will also learn how to make use of the teaching, planning, monitoring,

    reflection and collaboration features within the MUVE during these sessions.

    Each weekly workshop covers a different aspect of getting to know how to use the MUVE as well as

    implementing it and collaborating with teachers to form a community of support.

    These 4 weekly modules include induction and technical orientation, engaging in the student experience,

    engaging in the teacher experience and lastly engaging in the curriculum and community experience.

    During the training, teachers join in community networks of support from which they can seek on going

    help even after post training. Other teacher and technical support such as through the Teacher toolkit (see

    Box 6), the How-to-Guide & Resources (see Box 7), online community of teachers and a personal contact

    person from Quest Atlantis are introduced to the teachers during the workshop.

  • 7/29/2019 Special Project 2 June Ong2

    25/31

    24

    There is a minimum requirement of attendance and completion of the learning activities to be fulfilled in

    order to complete this series of workshop. Teachers have to complete this 2nd part of the professional

    development before they are allowed to implement Quest Atlantis in their classrooms. Teachers are

    highly encouraged to sign up as a pair with a fellow teacher from the same school to form a local support

    system.

    Box 8: Flow ofQuest Atlantiss professional development course

    Part 1

    New TeacherInducation

    Part 2:

    Week 1

    Introduction andTechnical Orientation

    Week 2

    Student Experience

    Week 3

    Teacher Experience

    Week 4

    Curriculum andCommunity Exprience

    Completion of WorkshopImplementation of

    Quest Atlantis in theclassroom

  • 7/29/2019 Special Project 2 June Ong2

    26/31

    25

    7. Discussion and Recommendation

    In this section, we discuss a recommended framework and guidelines for implementing MUVE teacherprofessional training. Literature review on the characteristics of effective professional development as

    well as critical considerations in MUVE professional development which were previously discussed in

    this report was taken into account in the development of this framework and its accompanying guidelines.

    In addition, insights and ideas gained from the analysis of Quest Atlantis professional development online

    course were also incorporated into them.

    7.1 Overview of Suggested MUVE Professional Development Framework

    The framework and guidelines are meant to be used for in-school planning & implementation of MUVE

    Teacher Professional Development by the in house training teams such as the ICT mentors, head of

    department and members of the ICT department.

    The framework consists of 4 parts (see Box 4) namely addressing the level of readiness of the teachers,

    the modes of delivery of the training, the aspects of immersive participation and the need to construct

    support networks and provide technical support.

    Box 4: Suggested MUVE Professional Development Framework

    Planning &Implementation

    of MUVETeacher

    ProfessionalDevelopment

    Readiness

    Immersion

    Support &Share

    Modality

  • 7/29/2019 Special Project 2 June Ong2

    27/31

    26

    The accompanying guidelines for each of the 4 parts are elaborated below.

    7.1.1 ReadinessIt is important to assess if the teachers are mentally prepared to embrace the MUVE as part of their

    teaching tools. Gaining insights of their perception of MUVEs through informal conversations or survey

    would help address any misgivings or negative views. In addition, these should be addressed as early as

    possible. The use of quantitative and qualitative evidences from research literature or testimonials from

    teachers who had positive experiences using MUVEs in their classrooms are some means that should be

    provided in order to assure and convince them of the usefulness of MUVEs and their affordances. This

    would also promote greater buy in from the teachers.

    Stating explicitly the educational purposes of the MUVE in terms of the learning outcomes that are

    aligned to the curriculum and the specific means in which they could be achieved through the MUVE

    would also increase the teachers acceptance level ofit and increased awareness of its affordances.

    Ensuring that the training team is ready to commit to the required period in order for teachers to have

    sufficient time to develop a thorough understanding of the key concepts (such as the approach, familiarity

    with the virtual environment and its functions as well as knowledge of its educational purposes and ways

    of implementation, monitoring and assessing) is also vital. Conversely, teachers must also be ready to

    commit to the required hours and demands of the training in order to achieve the outcomes of the

    professional development.

    7.1.2 Modality

    Options for face to face and/or online modes of learning should be made available to the teachers in order

    to meet their learning needs and match their learning preference and style. In addition, the training should

    allow for interaction through joint collaborative problem-solving activities as well as discussion with

    fellow teachers to promote a strong sense of efficacy, support and confidence amongst the teachers.

    Strictly individual online learning is to be avoided to prevent the sense of isolation and lack of support. In

    addition, both synchronous and asynchronous learning activities should be incorporated to ensure that

    teachers are fully engaged throughout the week (and not just during the synchronous meetings or face to

    face workshop) and given time and space for gaining familiarity with the MUVE as well as for reflection

    of the new practices.

    Examples of asynchronous activities include reflection on prescribed reading articles related to issues ofMUVEs, engaging in forums discussions on their concerns or providing solutions to fellow teachers,

    blogging and tweeting.

  • 7/29/2019 Special Project 2 June Ong2

    28/31

    27

    7.1.3 Immersion

    Teachers should be immersed in the virtual environments in which their student and they wouldencounter (e.g. for planning and administrative purposes) within the MUVE, during the training

    sessions. This would allow them to take on the perspectives of teachers and learners and gaininsights through the struggle of both roles. They should take on actual teacher tasks in order to

    have a full understanding of the functions and affordances of the MUVEs for teaching,

    assessment, reflective and administrative purposes. Learning how to move within the virtualenvironment in which their students would be using as well as getting to know of solutions to

    resolve issues that the students would potentially face, would also make the training more

    meaning and useful.

    7.1.4 Support and Sharing

    Creating a local support network for teachers for them to share their concerns, reflections on theeducational applicability of the MUVE and its impact on students learning is helpful in countering the

    sense of isolation and provide much motivation and help from the expertise of other fellow teachers and

    the in-house trainers.

    These networks of support could be formed throughBlogs, forums, Facebook and Twitter during the

    actual training sessions and to be sustained even after post training.

    Strong technical support such as through email and phone should be made available to resolve difficulties

    during asynchronous learning times as well post training to reduce frustrations and path a smoother wayfor learning and successful implementation in the classroom.

  • 7/29/2019 Special Project 2 June Ong2

    29/31

    28

    Reference

    Ang. D., & Zuiker, S. (2009). Creating New Classrooms Dynamics with New Media Tool. Learning With

    Quest Atlantis in Singapore [PowerPoint slides]. Retrieved from

    http://www.slideshare.net/mediaplaylab/learning-with-quest-atlantis-in-singapore

    Barab, S. A., Dodge, T., Tuzun, H., Job-Sluder, K., Jackson, C., Arici, A., et al. (2005). The Quest

    Atlantis Project: A socially-responsive play space for learning. Manuscript submitted for

    publication.

    Barab, S. A., Gresalfi, M., & Arici, A. (2009). Why Educators Should Care About Games.Educational

    Leadership, 67, 1, 76.

    Barab, S., Gresalfi, M., Ingram-Noble, A., Jameson, E., Hickey, D., Akram, S., & Kizer, S. (2009).

    Transformational Play and Virtual Worlds: Worked Examples from The Quest Atlantis Project.International Journal of Learning and Media, 1( 2). Retrieved on 13th Nov 2011 from

    http://ijlm.net/knowinganddoing/10.1162/ijlm.2009.0023

    Barab,S., John, D., & Catherine, T. (n.d.). The Quest Atlantist Project: a 21st Century Curriculum [Power

    Point Slide] Retrieved 14 Nov 2011, from

    http://www7.nationalacademies.org/bose/Barab_Gaming_Presentation.pdf

    Barab, S. A., Sadler, T., Heiselt, C., Hickey, D., & Zuiker, S. (2007). Relating narrative, inquiry, and

    inscriptions: A framework for socio-scientific inquiry. Journal of Science Education and

    Technology, 16(1), 59-82.

    Barab, S., Zuiker, S., Warren, S., Hickey, D., Ingram-Goble, A., Kwon, E.-J., Kouper, I., ... Herring, S. C.

    (2007). Situationally Embodied Curriculum: Relating Formalisms and Contexts. Science

    Education, 91, 5, 750-782.

    Brom, C., isler, V., Slavik, R. (January 0, 200). Implementing digital game-based learning inschools: augmented learning environment of `Europe 2045'.Multimedia Systems, 16, 1, 23-41.

    Carroll, T., & Resta , P.( 2010)Redefining teacher education for digital age learners. Summit report

    from the Invitational Summit on Redefining Teacher Education for Digital-Age Learners, Austin,

    Texas. Retrieved fromhttp://www.redefineteachered.org

    Cohen,L., Manion, L., & Morrison, K. (2004). Retrieved on 12 September 2011,fromhttp://cw.routledge.com/textbooks/0415306752/resources/pdf/05TraditionalAndNewer.pdf

    Corcoran, T. B. (1995).Helping teachers teach well: Transforming professional development. New

    Brunswick, NJ: Consortium for Policy Research in Education.

    http://ijlm.net/knowinganddoing/10.1162/ijlm.2009.0023http://ijlm.net/knowinganddoing/10.1162/ijlm.2009.0023http://www7.nationalacademies.org/bose/Barab_Gaming_Presentation.pdfhttp://www7.nationalacademies.org/bose/Barab_Gaming_Presentation.pdfhttp://www.redefineteachered.org/http://www.redefineteachered.org/http://www.redefineteachered.org/http://cw.routledge.com/textbooks/0415306752/resources/pdf/05TraditionalAndNewer.pdfhttp://cw.routledge.com/textbooks/0415306752/resources/pdf/05TraditionalAndNewer.pdfhttp://cw.routledge.com/textbooks/0415306752/resources/pdf/05TraditionalAndNewer.pdfhttp://cw.routledge.com/textbooks/0415306752/resources/pdf/05TraditionalAndNewer.pdfhttp://www.redefineteachered.org/http://www7.nationalacademies.org/bose/Barab_Gaming_Presentation.pdfhttp://ijlm.net/knowinganddoing/10.1162/ijlm.2009.0023
  • 7/29/2019 Special Project 2 June Ong2

    30/31

    29

    Darling-Hammond, L., & McLaughlin, M. W. (1995). Policies That Support Professional Development in

    an Era of Reform. Phi Delta Kappan, 76, 8, 597-604.

    Erbas, A., Cakiroglu, E., Aydin, U., &Beser, S. (2006). Professional development through technology-

    integrated problem solving: From Intermath to T-Math. The Mathematics Educator, 16:2, pp. 35-

    46.

    Jacobson, M. J., Kim, B., Miao, C., Shen, Z., & Chavez, M. (2010). Design Perspectives for Learning in

    Virtual Worlds. In M. J. Jacobson & P. Reimann (Eds.),Designs for learning environments of the

    future: International perspectives from the learningsciences (pp.111-135). New York: Springer-Verlag.

    Jacobson, M. J., Kim, Y., Lee, J., Kim, H., & Kwon, S. (2005). Learning sciences principles for advanced

    e-learning systems: Implications for computer-assisted language learning. Korean Association of

    Multimedia- Assisted Language Learning, 8(1).

    Jacobson, M. J., So, H. J., Teo, T., Lee, J., Pathak, S., & Lossman, H. (2010). Epistemology and learning:

    Impact on pedagogical practices and technology use in Singapore schools. Computers &Education, 55, 4, 1694-1706.

    Ketelhut, D. (January 01, 2007). The Impact of Student Self-efficacy on Scientific Inquiry Skills: An

    Exploratory Investigation in River City, a Multi-user Virtual Environment.Journal of ScienceEducation and Technology, 16, 1, 99-111.

    Ketelhut, D. J., Clarke, J., & Nelson, B. C. (2010). The development of River City, a multi-user virtual

    environment-based scientific inquiry curriculum: Historical and design evolutions. In M. J.

    Jacobson & P. Reimann (Eds.),Designs for learning environmentsof the future: International

    learning sciences theory and research perspectives (pp. 89-110): New York: Springer-Verlag.

    Ketelhut, D. J., Nelson, B. C., Clarke, J., & Dede, C. (2010). A multi-user virtual environment forbuilding and assessing higher order inquiry skills in science.British Journal of Educational

    Technology, 41, 1, 56-68.

    Ketelhut, D. J., & Schifter, C. C. (2011). Teachers and game-based learning: Improving understanding of

    how to increase efficacy of adoption. Computers & Education, 56, 2, 539-546.

    Lieberman, A. (1995). Practices That Support Teacher Development: Transforming Conceptions of

    Professional Learning. Phi Delta Kappan, 76, 8, 591.

    Nelson, B., & Erlandson, B. (2008). Managing cognitive load in educational multi-user virtual

    environments: reflection on design practice.Educational Technology Research and Development,

    56, 5-6.

    Nelson, B., & Ketelhut, D. (2007). Scientific Inquiry in Educational Multi-user Virtual Environments.

    Educational Psychology Review, 19, 3, 265-283.

    Sardone, N.B., & Devlin-Scherer, R. (2008). Teacher candidates' views of a multi-user virtual

    environment (MUVE). Technology, Pedagogy and Education, 17, 1, 41-51.

  • 7/29/2019 Special Project 2 June Ong2

    31/31

    Sardone, N. B., & Devlin-Scherer, R. (2010). Teacher Candidate Responses to Digital Games: 21st-

    Century Skills Development.Journal of Research on Technology in Education, 42, 4, 409-425.

    Singer, J., & Maher, M. (2007). Preservice Teachers and Technology Integration: Rethinking Traditional

    Roles.Journal of Science Teacher Education, 18, 6, 955-984.

    Stucky,B. (2008). Quest Atlantis Professional Development Workshop. Retrieved from

    www.bronwyn.ws/QA/TeacherPD_plan.pdf

    Zhu, C. (2010). Teacher roles and adoption of educational technology in the Chinese context.Journal for

    Educational Research Online, 2(2), 72-86.

    http://www.bronwyn.ws/QA/TeacherPD_plan.pdfhttp://www.bronwyn.ws/QA/TeacherPD_plan.pdfhttp://www.bronwyn.ws/QA/TeacherPD_plan.pdf