virtual (gaming) environments - cultural issues and opportunities

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Sebastian Kelle – Open University of The Netherlands Tanja Kohn – University of Innsbruck

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Page 1: Virtual (gaming) environments - cultural issues and opportunities

Sebastian Kelle – Open University of The Netherlands

Tanja Kohn – University of Innsbruck

Page 2: Virtual (gaming) environments - cultural issues and opportunities

virtual worlds and how they can be used for learning

How the whole thing is being enhanced by the „gaming“ factor?

cultural dimensions, key problems

2S. Kelle & T. Kohn

Page 3: Virtual (gaming) environments - cultural issues and opportunities

Definition:virtualized representation of the user to other

userscollaborative or competitive (or both)enabling social interactionreal-time: linear or dynamic

3S. Kelle & T. Kohn

Page 4: Virtual (gaming) environments - cultural issues and opportunities

used for describing game elementscan be used for adding „game“ characteristics

to a learning scenarioexamples:

roleplayingsocial interactionshared resources

pattern link:http://www.texec.com/patterns/collection/index.htmlogin: winterschoolerpasswort: winterschool

4S. Kelle & T. Kohn

Page 5: Virtual (gaming) environments - cultural issues and opportunities

key topic for foundation of „larger“ range of content access

many Web pages and tools are in English but 43% of Web users do not speak English(Worldlingo, World language statistical facts, URL: www.worldlingo.com/en/resources/language_statistics.html, viewed 2009-01-30)

making use of virtual elements (streaming media, location independence, collaboration spaces)

or reuse of learning resources: adaptation (presentation, navigation)(Brusilovski 2001)

5S. Kelle & T. Kohn

Page 6: Virtual (gaming) environments - cultural issues and opportunities

language learning in virtual environmentsdifferent styles of learning, and different

languagesshort demonstration …www.talkademy.org

6S. Kelle & T. Kohn

Page 7: Virtual (gaming) environments - cultural issues and opportunities

for example: Think about the (virtual) language learning role-play scenario: „Job interview“.

You are applicant at the “Monster Winterschool” – formerly known as TENCompetence Winterschool - for a job as a researcher.

7S. Kelle & T. Kohn

Page 8: Virtual (gaming) environments - cultural issues and opportunities

initiatives like OLPC, Classmate PC, etc. are on the rise

technologies enter new markets, new local contexts, new social contexts

technologies need:adequate infrastructures to be maintained to be used to be integrated into curricula

8S. Kelle & T. Kohn

Page 9: Virtual (gaming) environments - cultural issues and opportunities

technological dimension infrastructure technology and Internet accessmaintenance

cultural dimension language local and social context interactionreligiondidactic

previous knowledge dimensioncomputer literacycompetence

9S. Kelle & T. Kohn

Page 10: Virtual (gaming) environments - cultural issues and opportunities

10S. Kelle & T. Kohn

Miguel showing the hardware of the Laptop XO

Page 11: Virtual (gaming) environments - cultural issues and opportunities

11Neighbourhood - sharing

Home

Group - inviting

Page 12: Virtual (gaming) environments - cultural issues and opportunities

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Shancayan/Ancash88 laptops; 6 classes, 5 teachers, 1 director, 1 caretaker

Laborpampa/Ancash14 laptops; 4 classes, 1 teacher

Carhuac/Ancash30 laptops4 classes, 2 teachers

Arahuay/Lima120 laptopsold version (1st and 2nd grade)new version (3rd-6th grade)6 classes, 3 teachers, 1 director

Page 13: Virtual (gaming) environments - cultural issues and opportunities

13S. Kelle & T. Kohn

Page 14: Virtual (gaming) environments - cultural issues and opportunities

learners

teachers

directors

III educational institution

I initiating initiative

II government

UGEL

DRE

Ministry of Education

OLPC

Participating units and tasks of ICT4D, example of OLPC Peru (Laptop XO)

- learning- creating- constructing

- teaching- learning (building new capacities)- aumenting quality

- administrating and coordinating- funding for additional needs

- organization of training- distributing

- distributing

- order- distributing- strategy formulation

- inventing- manufacturing- distributing

little/average knowledge transfer

no/little knowledge transfer

14S. Kelle & T. Kohn

Page 15: Virtual (gaming) environments - cultural issues and opportunities

How is the learning environment like?Who uses the technology?Who teaches with the technology and what

background do teachers have?????

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Page 16: Virtual (gaming) environments - cultural issues and opportunities

for example: Think about the virtual language learning role-play scenario: „Job interview“.

You are applicant at the “Monster Winterschool” for a job as a researcher.

The “Monster Winterschool” is located on an iceberg near the north pole. You work on-site, so you have poor infrastructure. Most of your colleagues work from home or in a warm and nice cruise ship.

Come up with game patterns that would enhance the job interview scenario so it helps learning. Mind the Infrastructural conditions.

16S. Kelle & T. Kohn

Page 17: Virtual (gaming) environments - cultural issues and opportunities

form groupsgroup participants roles:

users (What do I think? What do I want?)developers (How can I realize the wishes of the users?

patterns on cards)poster: What do we want? finding

solutions/problemsdiscussion of solutions between groups regarding

users and developerspattern link:

http://www.texec.com/patterns/collection/index.htm login: winterschooler, passwort: winterschool

17S. Kelle & T. Kohn