194,218 research outputs found

    Education Unleashed: Participatory Culture, Education, and Innovation in Second Life

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    Part of the Volume on the Ecology of Games: Connecting Youth, Games, and LearningWhile virtual worlds share common technologies and audiences with games, they possess many unique characteristics. Particularly when compared to massively multiplayer online role-playing games, virtual worlds create very different learning and teaching opportunities through markets, creation, and connections to the real world, and lack of overt game goals. This chapter aims to expose a wide audience to the breadth and depth of learning occurring within Second Life (SL). From in-world classes in the scripting language to mixed-reality conferences about the future of broadcasting, a tremendous variety of both amateurs and experts are leveraging SL as a platform for education. In one sense, this isn't new since every technology is co-opted by communities for communication, but SL is different because every aspect of it was designed to encourage this co-opting, this remixing of the virtual and the real

    A Virtual Learning Environment for Doing Business on the Internet

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    The power of the new Communication and Information Technologies influences human life and economy so deeply that makes all of us learners both as individuals and members of (real or virtual) learning communities and learning organisations in a learning society. Looking back at the communication and information technology history we could clearly observe that the main attention of researchers and technologists has been gradually moved from hardware to software, next - to human-computer interface, and now - to social issues related to global communication and collaboration. The Computer Mediated Communication leads to establishment of virtual communities formed on the basis of common topics of interest, collaborative work, business, or other joint activities. These communities cross the national and cultural barriers and demand for re-conceptualisation of the social life, including education and business

    Implementing Agile Continuous Education (ACE) at MIT and beyond: The MIT Refugee Action Hub (ReACT) case

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    The rapid pace of change in technology, business models, and work practices is causing ever-increasing strain on the global workforce. Companies in every industry need to train professionals with updated skill-sets in a rapid and continuous manner. However, traditional educational models — university classes and in-person degrees— are increasingly incompatible with the needs of professionals, the market, and society as a whole. New models of education require more flexible, granular and affordable alternatives. MIT is currently developing a new educational framework called Agile Continuous Education (ACE). ACE describes workforce level education offered in a flexible, cost-effective and time-efficient manner by combining individual, group, and real-life mentored learning through multiple traditional and emerging learning modalities. This paper introduces the ACE framework along with its different learning approaches and modalities (e.g. asynchronous and synchronous online courses, virtual synchronous bootcamps, and real-life mentored apprenticeships and internships) and presents the MIT Refugee Action Hub (ReACT) as an illustrative example. MIT ReACT is an institute-wide effort to develop global education programs for underserved communities, including refugees, displaced persons, migrants and economically disadvantaged populations, with the goal of promoting the learner’s social integration and formal inclusion into the job market. MIT ReACT’s core programs are the Certificate in Computer and Data Science (CDS) and the MicroMasters in Data, Economics and Development Policy, which consist of a combination of online courses, bootcamps, and global apprenticeships. Currently, MIT ReACT has regional presence in the Middle East and North Africa, East Africa, South America, Asia, Europe and North America

    Civic Identities, Online Technologies: From Designing Civics Curriculum to Supporting Civic Experiences

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    Part of the Volume on Civic Life Online: Learning How Digital Media Can Engage Youth.Youth today are often criticized for their lack of civic participation and involvement in political life. Technology has been blamed, amongst many other causes, for fostering social isolation and youth's retreat into a private world disconnected from their communities. However, current research is beginning to indicate that these might be inaccurate perceptions. The Internet has provided new opportunities to create communities that extend beyond geographic boundaries, to engage in civic and volunteering activities across local and national frontiers, to learn about political life, and to experience the challenges of democratic participation. How do we leverage youth's interest in new technologies by developing technology-based educational programs to promote civic engagement? This chapter explores this question by proposing socio-technical design elements to be considered when developing technology-rich experiences. It presents a typology to guide the design of Internet-based interventions, taking into account both the affordances of the technology and the educational approach to the use of the technology. It also presents a pilot experience in a northeastern university that offered a pre-orientation program in which incoming freshman designed a three-dimensional virtual campus of the future and developed new policies and programs to strengthen the relationship between college campus and neighbor communities

    ALT-C 2010 - Conference Proceedings

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    Emerging technologies for learning report (volume 3)

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    Communicating across cultures in cyberspace

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    Collaborative virtual gaming worlds in higher education

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    There is growing interest in the use of virtual gaming worlds in education, supported by the increased use of multi‐user virtual environments (MUVEs) and massively multi‐player online role‐playing games (MMORPGs) for collaborative learning. However, this paper argues that collaborative gaming worlds have been in use much longer and are much wider in scope; it considers the range of collaborative gaming worlds that exist and discusses their potential for learning, with particular reference to higher education. The paper discusses virtual gaming worlds from a theoretical pedagogic perspective, exploring the educational benefits of gaming environments. Then practical considerations associated with the use of virtual gaming worlds in formal settings in higher education are considered. Finally, the paper considers development options that are open to educators, and discusses the potential of Alternate Reality Games (ARGs) for learning in higher education. In all, this paper hopes to provide a balanced overview of the range of virtual gaming worlds that exist, to examine some of the practical considerations associated with their use, and to consider their benefits and challenges in learning and teaching in the higher education context
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