Monday, December 10, 2007

Geography Emerges in Distance Ed

Here are some interesting excerpts from the article Jobs, News and Views for All of Higher Education - Inside Higher Ed :: Geography Emerges in Distance Ed. I find the commentary to be relevant and interesting. I'm not sure that all of it is irrefutable, but it is insightful.

"the idea that learning online renders geography irrelevant is challenged by trends in survey data. Two-thirds of the 2,033 representative survey respondents — all interested in online education over the next several years — preferred to enroll in online programs located in their state, but only 47 percent had done so; the rest were enrolled in institutions located elsewhere. The report points to that finding as a signal that better-tailored programs and improved marketing could exploit a market demand for localized online education that hasn’t entirely been filled. Although Eduventures makes its full reports available only to paying members, charts provided to Inside Higher Ed point to a correlation between living in larger communities and a desire for online providers that are based locally."
"A reluctance among potential students to embrace the concept of online education could also come from the way it’s often been marketed: as a convenience to busy adult learners with families and jobs. Much of the growth of online learning comes from people for whom the option is merely their second preference. If institutions start to move away from that definition of themselves, Garrett (Richard Garrett, a senior analyst at Eduventures) said, they might become more open to different kinds of students — for example, younger students who have fewer qualms about learning online."

There were also some comments posted by readers which make salient points. Here are a couple of samples:

People tend to chose what’s familiar to them, and local is more familiar that a program in another state or half way around the world. Some of the most venerated, well-established distance learning programs in the world, for example, the University of London’s External Programme, which has been around for a about a century and a half, learned this lesson long ago, and have a network of local providers in far-flung corners of the world teaching U of L curriculum. The University of Phoenix’s success is built on the principle of local provision, which makes distance learning not so distant — in fact, it’s just around the corner. [Richard Hesel, at 11:00 am EST on November 28, 2007]

Our recommendation is that universities interested in these matters concentrate their efforts on developing and managing fully blended programs and employing geo-targeted regional marketing strategies centering on their campuses. Of course these institutions must be capable of converting the geo-targeted leads effectively. This is the real challenge for most institutions. Sluggish responses to email, web, or phone inquiries with a mailed application packet is a thing of the past, practiced by schools that are already or will soon become marginalized. {Robert Tucker, President at InterEd, Inc., at 12:25 pm EST on November 28, 2007]

I find Mr. Tucker's commentary most relevant. His assertion that institutions must be able to convert geo-targeted leads squares with our own experience at TWU.

Monday, November 26, 2007

Everything I Know About Presentations, I Learned in Theatre School

Everything I Know About Presentations, I Learned in Theatre School
This is a nice post about presentations as theatre. Some highlights include:

"Tell Stories. If you take one piece of advice from this article, it’s this. We make meaning by telling stories–to ourselves and each other. If you can construct your entire talk by embedding your points in a series of anecdotes and tall tales, do it. You’ll entertain your audience a lot more, and your message will be much stickier in your audience’s heads."

"Begin In Media Res. It’s Latin for ‘in the middle of things’, and a lesson from Playwriting 101. Start in the middle of the action. Start with an anecdote out of left field, and let the audience catch up later. Don’t be afraid to use a flashback to fill in the background in the middle of your talk."

"Quit moving around. It’s a common bad habit of the young (and, in my case, really awful) actor. When you’re not rooted firmly in one place, you water down your message and distract the audience. Stand in one spot, and move only to emphasize a point."

I think I'd better go back to rehearsal before my next presentation!

Monday, October 29, 2007

Analysis: 5 Factors Driving Change in IT

Analysis: 5 Factors Driving Change in IT: "Analysis: 5 Factors Driving Change in IT"

According to a new report by Gartner, Inc., "Five factors will change the way that IT organizations operate, according to Gartner Inc. The points of change cited by the research firm include Web 2.0-style applications, software as a service (SaaS), global-class computing, the "consumerization" of IT and open source software."

Here are their recommendations, with which I tend to agree:
  • "Question IT core assumptions. Users have become more independent in recent years when it comes to IT needs. Businesses should reevaluate their strategies.
  • Experiment with free-form environments. "Social environments" are the wave of the future. Companies should provide interactive tools, such as content tagging systems, RSS feeds, blogs, wikis, etc.
  • Help customers innovate. IT managers should encourage their users to interact in open environments, since this practice leads to innovation.
  • Segment users. IT support is not identical for all users; some users will have different requirements. IT managers should segment users into categories based on experience, responsibilities, application access requirements and roles in the enterprise.
  • Don't provide everything. IT's traditional responsibility for supporting and managing all IT systems that workers use should be loosened. In the end, the user should be responsible for experimenting with new software and communities."

Friday, October 26, 2007

Role of university - accomodating and transforming

From George Siemen's excellent Connectivism Blog:
"I agree learners are changing. I agree our institutions need to change. But our institutions need to change because of the increasing complexity of society and globalization. Schools and universities play a dual role: accommodating learner’s method and mode of learning and transforming learners and preparing them to function in the world that is unfolding. This distinction may seem slight, but it's important. Why should schools react to learner's methods of learning and interacting with content? Well, obviously, if we ignore how they interact with each other and with content, we are largely subjecting them to a mode of thinking (linear, certainty-based) that is at odds with how they experience life (complex, social, and collaborative). Contrary to Prensksy's views, this distinction is NOT a function of age. It's a function of attitude...a mindset of experimentation...experience with technology. Secondly, education plays a role in society that goes beyond reacting to emerging trends. Education's role is one of preparing people for life, for engagement in academic discourse, for awakening and nurturing talents learners are not yet aware of, for critical dialogue on "big trends" and how we should conduct ourselves in relation to these. Quite simply, education utilizes the tools and manner of expression and dialogue of a particular culture in order to transform learners into citizens capable of tackling the increasingly complex problems of the world."
Retrieved Oct. 26, 2007 by JMS

Mike's thought: How do we strike the balance between accommodating and transforming? This is not a new question.

Monday, October 22, 2007

Online Status Indicator

Here's a cool freebie to consider. It's along the lines of Meebo and the "Meebo Me" feature. All are designed to show students/customers/clients the availability status of designated faculty, staff or others for instant messaging.

Online Status Indicator | for AIM, ICQ, IRC, Jabber, MSN, Skype and Yahoo:
"Online Status Indicator Fri, 2007-07-27 14:13 — Tony Online Status Indicator is a service that lets you put a small image on a web page to show if you are online on AOL Instant Messenger, ICQ, IRC, Jabber, MSN Messenger, Skype, and Yahoo Messenger."

Sunday, October 21, 2007

Sloan-C - Publications - Assessing Teacher Presences - Some Empirical Data

Sloan-C - Publications - Journal: JALN - Vol 5:2:

Assessing Teaching Presence in a Computer Conferencing Context

"ABSTRACT
This paper presents a tool developed for the purpose of assessing teaching presence in online courses that make use of computer conferencing, and preliminary results from the use of this tool. The method of analysis is based on Garrison, Anderson, and Archer's [1] model of critical thinking and practical inquiry in a computer conferencing context. The concept of teaching presence is constitutively defined as having three categories - design and organization, facilitating discourse, and direct instruction. Indicators that we search for in the computer conference transcripts identify each category. Pilot testing of the instrument reveals interesting differences in the extent and type of teaching presence found in different graduate level online courses.

Marshall McLuhan is famous for his insight that "the medium is the message," implying that the impact of the medium is integral to and in some cases determinant of the message. Certainly teaching in an online environment is influenced by the absence of the non-verbal communication that occurs in the face-to-face settings of conventional education, and the reduction in the amount of paralinguistic information transmitted, as compared to some other modes of distance education such as video or audio teleconferencing. However, McLuhan also noted that each new medium takes a preceding medium for its content, and that the process of interpreting a new medium in terms of an older one (horseless carriage effect) filters our conception of the newer medium.

Conclusion: "This process of viewing the new medium through the conceptual filter developed for the older medium necessarily colors our understanding of the teaching process in a computer mediated communications (CMC) context. Part of the challenge, as mentioned above, is to develop compensatory behaviors for the relative lack of non-verbal and paralinguistic communication in a text-based medium such as computer conferencing. Another part of the challenge is to overcome the difficulty of conceiving the role of the teacher in online courses within the long established conceptual framework that we have built in the context of conventional, face-to-face teaching. Feenberg [36] suggests that this is problematic because teachers have difficulty transposing leadership skills developed in the rich medium to the leaner medium of the text-based conference. We are not convinced that the function of teaching changes, though certainly its manifestation looks quite different in this mediated context. Especially in these "pioneering days" of online learning the thoughtful design of learning activities is critical to the attainment of educational outcomes. In the process of designing and using these tools, teachers are forced to be learners themselves and like all who experience learning, the learners themselves are changed. As Kiesler [37] notes, "skill changes, though triggered by the adoption of a technology, less reflect the technology itself than they are outcomes of setting up and putting in technology, and of the structure of the workplace and groups into which the technology is deployed" (p. 162)."

http://www.sloan-c.org/publications/JALN/v5n2/v5n2_anderson.asp retrieved 10.21.07 by JMS

Thursday, October 18, 2007

University of York virtual learning portal

This is a pretty interesting use of Blackboard as a portal to the online learning environment...from University of York...

Blackboard Academic Suite: "You have reached Yorkshare Headquarters - the support site for Yorkshare (the University of York's Virtual Learning Environment). On this site you will find guides, our training schedule, case studies and examples of Yorkshare modules along with advice from the staff who ran them, useful 'paste-in' content, FAQ lists and project documentation (use the tabs above). If you are new to the University and want to get involved or just wish to see what Yorkshare has to offer please get in touch, attend one of our Taster Sessions or browse this site."

Sunday, October 14, 2007

Manifest Technology Site by Douglas Dixon

Manifest Technology Site by Douglas Dixon: "This Manifest Technology site contains several hundred articles and technical references by Douglas Dixon -- to help make sense of multimedia technology, especially digital video editing and DVD authoring."

Very well organized and comprehensive site with a bit for everyone...from basics to latest and coolest.

Monday, October 01, 2007

The New Atlantis - Virtual Friendship and the New Narcissism - Christine Rosen

The New Atlantis - Virtual Friendship and the New Narcissism - Christine Rosen

"Although social networking sites are in their infancy, we are seeing their impact culturally: in language (where to friend is now a verb), in politics (where it is de rigueur for presidential aspirants to catalogue their virtues on MySpace), and on college campuses (where not using Facebook can be a social handicap). But we are only beginning to come to grips with the consequences of our use of these sites: for friendship, and for our notions of privacy, authenticity, community, and identity. As with any new technological advance, we must consider what type of behavior online social networking encourages. Does this technology, with its constant demands to collect (friends and status), and perform (by marketing ourselves), in some ways undermine our ability to attain what it promises—a surer sense of who we are and where we belong? The Delphic oracle’s guidance was know thyself. Today, in the world of online social networks, the oracle’s advice might be show thyself."

BlendedLearning - LTCWiki

BlendedLearning - LTCWiki - from the Learning Technologies Centre

What is blended learning? This site is a nice compilation on the topic...

There is no agreement on the definition of blended learning. The term is used in a wide variety of ways, and applied to a wide range of teaching and learning approaches.

Many blended learning definitions refer to conventional face-to-face teaching and learning activities (synchronous) that are mixed or blended with technology mediated learning activities not offered in real time at a specific location (asynchronous).

It should also be noted that in most formal educational settings (credit courses) there has always been a blend of space/time learning activities. Whether in the form of homework, assignments, or studying, almost all courses require independent or group learning activities to occur beyond scheduled instructional time."


Thursday, September 20, 2007

Google announces presentation tools...


Official Google Blog: Our feature presentation

"Starting today, presentations -- whether imported from existing files or created using the new slide editor -- are listed alongside documents and spreadsheets in the Google Docs document list. They can be edited, shared, and published using the familiar Google Docs interface, with several collaborators working on a slide deck simultaneously, in real time. When it's time to present, participants can simply click a link to follow along as the presenter takes the audience through the slideshow. Participants are connected through Google Talk and can chat about the presentation as they're watching. Not wanting anyone to feel left out, we've made the presentation feature available in 25 languages"

Thursday, September 06, 2007

Getting the Most from Blackboard - Using Discussion Grader and Assignment Tools

Copy of slides for presentation to TWU Online Educator's Symposium, August 27 2007.

Using Third Party Tools and Free Tools to Enhance Your Course

Presentation to Texas Woman's University Online Educator's Symposium, August 27, 2007.

Using Rubrics - Why and What?

Featured Article from the US Distance Learning Association website: The following statement summarizes the concept of using rubrics for assessment. Admittedly, it's a shift in strategy for faculty who are used to giving objective tests. Food for thought...

"Grading Rubric The grading rubric represents an affirmation of learner-centered education. It is a public statement that strives to establish a greater level of trust between the teacher and student. It rejects the notion that grading is a special secret activity that only some of the learners can understand the instructor’s actual grading procedures. Secondly, it is designed to establish a set of instructional expectations and standards for the course. A rubric provides an instrument for student feedback that promotes assessment of learning. A good rubric will reveal valuable data on how the student’s work compares to the course standards. Rubrics are significant because of their capacity to clearly reveal vital information to students that enable them to improve their knowledge and skill levels (Huba & Freed 2000). Rubrics have the potential to be excellent assessment tools because they offer students a vision of what the teacher is seeking to accomplish in the class and why it is important. A rubric can indicate whether students will be expected to explore knowledge beyond the assigned textbooks. Students need to know the skills and knowledge expertise that are expected within a course. Therefore, students want to have an accurate understanding what is considered good performance. Teachers can use a rubric to demonstrate how a particular set of skills and knowledge will compare"

Monday, July 02, 2007

Print: The Chronicle: 7/6/2007: Virtual Worlds as Social-Science Labs

This is an interesting article. The Chronicle: 7/6/2007: Virtual Worlds as Social-Science Labs

Virtual Worlds as Social-Science Labs
From the issue dated July 6, 2007

How one professor uses online games as petri dishes of human behavior

Edward Castronova has been a wizard, a clergyman, and lately, a monster-slaying blonde, all inside virtual worlds. Scholars may consider time spent immersed in digital fantasy worlds to be frivolous — but it has sent Mr. Castronova's academic career soaring.

Back in 2001, when he was plodding away as a tenure-track professor of economics at California State University at Fullerton, he decided to try out the fantasy game Everquest for relaxation. In the thriving economy of Norrath, the Everquest world, thousands of gamers traded digital items using virtual currency, which could be exchanged for real dollars. In some ways, Mr. Castronova concluded, Norrath's per-capita economy rivaled China's.

He documented it in a paper, and, as a lark, posted the paper online. More than a few scholars took it seriously. By the summer of 2002, it was among the top 10 articles downloaded from the Social Science Research Network database. Mr. Castronova became a star among virtual-world aficionados. Consulting jobs and speaking invitations followed. He began writing a book to explain online multiplayer games to the uninitiated.

Three years ago, Indiana University at Bloomington recruited him to focus exclusively on the study of virtual worlds. Walter Gantz, chairman of Indiana's telecommunications department, says he and other faculty members went after Mr. Castronova because "he seemed to be at the forefront" of the emerging discipline of virtual-worlds research.

Now a tenured associate professor of telecommunications, Mr. Castronova is overseeing an ambitious effort to create a multiplayer world modeled on the settings and characters in Shakespeare's plays....

Testing in Virtual Worlds

Arden's purpose is to expose students to Shakespeare and, more significantly, to serve as a laboratory for social-science experiments, Mr. Castronova says.

He sees Arden as the first virtual environment among many at Indiana that will serve as a "petri dish" for large-scale social-science experiments. He has established a research center, the Synthetic Worlds Initiative, on the campus, where students can learn how to build virtual worlds in which they can conduct their own studies.

Experiments could involve testing basic economic principles, setting up different political systems, communist or capitalist, and comparing how the communities evolve, or doing an ethnographic study that contrasts people from different parts of the world. He won't give details on the Arden tests, the first of which is to run in August, since he doesn't want players to modify their activity based on prior knowledge.

Such tests could help inform economists, policy makers, anthropologists, and others in search of data to support one theory or refute another, he says.

He has already conducted a study in Everquest that looked at whether the market for avatars — players' digital alter egos — showed any gender bias. Female avatars, he found, fetched 10 percent less than did male avatars, even with the same powers and skills. He believes the price disparity reflects real-world mistreatment of women.

If Mr. Castronova's idea for using virtual worlds as science laboratories sounds unorthodox, consider that some economists at the University of Chicago — known for its conservative economics department — are planning similar experiments in the freewheeling virtual world Second Life.

This summer John List, an economics professor, and David S. Abrams, an economist who lectures at Chicago's law school, will observe whether people behave differently in a virtual environment than they do in a real laboratory.

In one study, subjects will be asked to voluntarily contribute some of their assets to a public fund in exchange for an undisclosed reward, which may or may not be worth the contribution. This standard test in economics, called the public-goods game, is designed to assess people's altruistic tendencies.

Mr. List, who often runs field experiments in microeconomics, says that if he sees people in some tests behaving the same in real-world and virtual environments, he will consider doing more studies in virtual worlds, because they are more cost-effective.

"For certain types of games, like bidding and auctions, I think that will generalize quite easily across the virtual world to the lab," he says.

Other studies, though, may work only in face-to-face laboratories. "Behaviors are influenced by whether people can link your identity to your behavior," says Mr. List. "In the virtual world, I think, you're virtually free of these reputational concerns, so you might get people acting in a more self-interested way."

Reality and Fantasy

Using virtual environments as laboratories is part of what Mr. Castronova and other scholars of electronic games see as the increasing blurriness of the line between the real and the virtual. In cramped offices in China, they note, workers earn their livings playing games like World of Warcraft for as long as 12 hours a day, amassing virtual gold that their bosses exchange for real money.

Companies have established a presence in Second Life to market real products. Players have appealed to real-world courts and police officers to deal with what they perceive as theft of property or sexual assault inside the games...

...Mr. Castronova has also started an unusual academic conference that tries to replicate the enthusiasm and hubbub that people experience playing competitive online games. Ludium II, the second annual meeting, was held this month, attracting about 30 academics and business leaders who showed up — in person — on the Bloomington campus to create public policies for virtual worlds.

Attendees were asked to assume the roles of delegates to a political convention; each delegate represented a region of a fantasy world made up for the purposes of the conference. Delegates vied with each other to have their ideas included in the eventual platform. The topics included whether commerce in virtual worlds should be taxed; who should own the rights to digital items; how violence against avatars should be treated; and what to do about some players' addiction to the games — a growing problem, say mental-health professionals.

At the convention's conclusion, the group came up with 10 policies for virtual worlds that they decided to send to Congressional and presidential candidates in the 2008 elections. One policy asserts that game developers "shall not be liable for the actions taken by players." Thomas M. Malaby, an associate professor of anthropology at the University of Wisconsin at Milwaukee, was chosen as spokesman for the group's platform.

..."I'm certainly not advocating that everyone should spend all their time in a virtual world," he replied. "What I'm saying is that things in the virtual world are going to become a mirror by which we will see ourselves more clearly."

http://chronicle.com
Section: Information Technology
Volume 53, Issue 44, Page A25

Monday, May 21, 2007

Online Course Peer Review

Online Course Peer Review
An excellent blog related to quality online learning...posted by Lake Superior College. Good stuff!

Tuesday, May 08, 2007

TWU Connection

Hey, here's Allison's new blog...she's entered the blogosphere and we'll all drag directly behind her. Check out the TWU Connection

Tuesday, May 01, 2007

TWU Online QM Pilot Project

TWU's Office of Lifelong Learning adopts the Quality Matters model for a trial project

Faculty (full/part time, visiting, adjunct) serving as instructors of record (current or past) in distance learning courses are eligible to apply for the program. Full time faculty currently teaching distance learning courses will be given preference over other appointments.

Background on the project...TWU Online QM Pilot Project: "The Quality Matters™ (QM) project, sponsored by MarylandOnline, Inc. (MOL) developed a rubric to guide the development and revision of online courses and a peer-based approach to quality assurance in online education. The QM rubric and process are based on national standards of best practice for distance learning, review of literature on online courses, and sound instructional design principles. Unique to the QM process is the faculty-driven, collegial review process and the emphasis on continuous quality improvement. The QM process is not an evaluation process; it is a collegial review process. As such, the course developer is a part of the review team and process.

Critical course components are reviewed according to the QM rubric by the review team. The QM rubric is comprised of 40 standards assigned different point values based upon relative importance. 14 of the standards are considered essential in a quality online course. This is reflected by the highest point value (3) in the rubric. For a course to attain recognition, it must meet all of these essential standards and meet a percentage of the remaining standards. The remaining standards are assigned one or two points in the rubric. Courses are reviewed by a team of three reviewers. Participants will also meet monthly with others in the project and staff from Lifelong Learning."

For more information.

Some additional resources:

Quality Matters Website

Research Literature and Standards Sets Support for Quality Matters Review Standards

Underlying Principles of Quality Matters

Comparison of the Quality Matters Rubric to Accreditation Standards for Distance Learning

Quality Matters Peer Review Training

Quality Matters Rubric

Friday, March 16, 2007

E-mentoring in Three Voices

E-mentoring in Three Voices...

Here's a good article written by TWU's own Lynn Akin and Janet Hilbun (SLIS) as published in the latest version of the Online Journal of Distance Education.

Four Cents Worth ... Podcasting

2 Cents Worth � Good Recommendations about Podcasting
this post from David Warlick pulls together information from several sources, including Dan Schmit, which can be found here. Key points include:
  • Understand the things that are important to administrators
  • Focus on student outcomes
  • Describe technology needs - stay focused on low threshold applications and supports
  • Begin thinking of your school as a network of content experts
  • Begin thinking of your school community as a potential audience
  • Describe a plan for sustainability
In Mike's humble opinion, while the focus on podcasts as part of course delivery is important, institutions may find more immediate benefits for communicating with external audiences or communicating with students about non-course related information. With my two cents, there are now four cents worth of opinion in this blog!

supportblogging � home

Here's a fairly comprehensive site about educational blogging...
supportblogging � home
"SupportBlogging! has been set up to provide an opportunity for students, teachers, administrators, parents, and others to help promote an understanding of the benefits of educational blogging." Especially helpful is the "How to Start" page.

Thursday, March 08, 2007

The Ultimate Distance Learning

The Ultimate Distance Learning

New York Times

By CHRISTINE LAGORIO

Published: January 7, 2007

Isaac Greenbaum, a continuing education student at New York University, remembers the day last semester when his media studies class was settling into a discussion of its next group project. Shortly after class began, a brawny, bare-chested figure bounded in wielding a crossbow.

“This guy is shooting arrows, and if he hits you — of course, you can’t die — you get teleported to a different land. And he hit me! I got sent to, like, the Himalayas!”

Sabotage can happen when your class is held in cyberspace, where a marauding avatar may just barge in and audit. Avatars are the virtual personas that users design and embellish (with anything from wings to, well, crossbows) to navigate the digital three-dimensional world called Second Life. Much of Second Life, now occupied by some two million users, mimics real life (R.L., in the vernacular): sun, sky, trees, waterways and anything users think to build. Were avatars the size of their human creators, the Second Life “grid” — a mainland and surrounding islands that users can buy with real money — would be the equivalent of more than 100 square miles. (Enter at www.secondlife.com.)

Scores of colleges and universities have set up campuses on islands, where classes meet and students interact in real time. They can hold chat discussions and create multimedia presentations from virtual building blocks called prims. The laws of physics don’t necessarily apply.

At Middletown Island (named for Ball State’s middle-American campus town, Muncie, Ind.), students hold after-class chats about their assignments while their avatars practice dance moves at the island tiki bar. They log in from their R.L. dorm rooms to decorate their avatars’ virtual dorm rooms.

Instructors say the Second Life class experience is particularly enhanced for distance learners. In Second Life, classmates and instructor don’t just communicate in chat rooms; they can actually see one another — or, at least, digital alter egos — on screen.

Bill Moseley, whose distance-learning course for Pepperdine University meets roughly every two weeks in Second Life, found an unexpected benefit: within the program’s lifelike graphic environment, his students had “a community online and the feeling of being together.” Nearly any time he logs on, he finds one or two tinkering with their project or exploring another area of the grid. For fun one day after class, everyone took a student’s new virtual dune buggy for a spin around Malibu Island (Pepperdine is in California, after all).

Rebecca Nesson, a Ph.D. candidate in computer science, brought her class at Harvard Extension School to Second Life last semester. “Normally, no matter how good a distance-learning class is, an inherent distance does still exist between you and your students,” she says. “Second Life has really bridged that gap. There is just more unofficial time that we spend together outside of the typical class session.”

Linden Lab, the company that created and runs Second Life, has sold more than 100 islands for educational purposes, at about $1,000 each plus $150 monthly maintenance. Owners of islands have more sophisticated controls over the virtual experience, including the ability to make their land public or private (invisible to others).

Since N.Y.U.’s media studies class was one of the school’s first forays into Second Life, the class, which is offered within the Paul McGhee Division for adult education, took up residence on an island called simply Campus: Second Life. Linden donates a free acre for the duration of a class so a college can experiment before investing in an island.

SECOND LIFE’S education community is growing: subscribers to its education listserve number more than 1,000; at least three islands run by library groups are open to the public; and universities are collaborating by lending space on their own islands or sharing ideas. Graduate students doing research or teaching in Second Life have formed a mobile colony that holds discussions with experts in subjects like online ethics or aesthetics. Seton Hall, in South Orange, N.J., presented its Second Life teaching methods at a recent conference held on New Media Consortium’s island, and the MacArthur Foundation held a panel discussion called “The Future of Digital Education” on Harvard’s island.

“A year ago, in ancient history, we heard educators saying, ‘Wow, I logged into Second Life, and it is pretty neat,’ ” says John Lester, manager of education and community development at Linden. “A year later, we’re seeing them produce case studies in Second Life, pointing out what worked, what didn’t and giving a direction to future educators.”

For example, Second Life isn’t conducive to traditional lecturing, since streaming real-time audio is difficult. So class on the grid is less professor-centered, because of the free-for-all nature of real-time chat.

“I prefer classes to be discussions, and that’s a necessity in Second Life,” says Ms. Nesson. “Things pop up in a less linear fashion than they do in a regular classroom.” Still, even when 10 students chime in, the threads of a discussion are easy to follow, she says. “But I’ve found that it is important to ask questions that are not entirely open-ended,” she adds, “because that’s when chaos ensues.”

Christine Lagorio is a news producer at CBSNews.com.

Monday, February 19, 2007

Hey, Wanna Do Some Educational Podcasting?

Educational Podcasting: "Podcasting offers educators and students remarkable opportunities for their voices to be heard in their local communities or the around world. One could think of podcasting as blogging without writing or as a way for every class to have its own radio station. You have the power to get in on the ground-floor of this new media phenomena and express yourself today!"

This very comprehensive resource comes courtesy of Gary S. Stager!

Doug Belshaw's 20 Ideas: Getting students to use their mobile phones as learning tools at teaching.mrbelshaw.co.uk

20 Ideas: Getting students to use their mobile phones as learning tools at teaching.mrbelshaw.co.uk: "Over the last few months I’ve covered quite a few ways in which mobile phone can be used in the classroom. Here’s a quick recap of some of them…"

Doug has a great starting point list to generate ideas.

Wednesday, February 07, 2007

Friday, January 26, 2007

References - SimTeach

References - SimTeach
Large set of references related to virtual and simulated environments in teaching and learning.