it fluency in teen second life
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IT fluency education in Teen Second LifeTRANSCRIPT
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IT Fluency via Games and Virtual Worlds
Barbara Z. Johnson, M.Ed.
Graduate Student (Education)
UM-Duluth
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Thanks to:
Elizabeth (Beth) King
Dr. Elisabeth (Betty) Hayes
Lauren Silverman
Dr. Constance Steinkuehler
Dr. Jim Gee
MacArthur Foundation
The Tech Savvy Girls!!
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Overview
Introduction to the project
Measures of success
Selection of tools
Evolution of the project
Learning through creating in Second Life
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Purposes of Project
Middle school - many girls stop enrolling in science and math classes
Increase general IT fluency among middle-school girls
Increase interest in SMET class choice and potential careers among middle school girls
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Measures
FITness Standards– Intellectual capacities– IT Concepts– IT Skills– Life-long usable skills– Applicable to wide range of careers– Not just “programming”
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Method to the Madness
Game PLAY not sufficient
“Tinkering activities” (diSessa, 2000)
Interest-driven projects
Constructivist learning
Islands of expertise in a learning ecology
Studies on game modification or game construction in teaching subjects like history and math
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Modding & Content Creation
Go beyond the designed play dynamics– Create objects that become
part of the game– Create maps or change the
landscape of the game– Modify the rules of the game– Create the world and its
functionality (SL)– Total conversion (creating a
new game using the frame of the old)
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But which game???
Interesting to girls– Puzzle– Adventure– Simulation
Acceptable to parents
Modifiable
Relatively easy to play and learn to modify
Social network
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Year 1: The Sims
Single player creates and controls actions of characters in the game (the “Sims”)Simulation game centered around domestic life, fulfillment of game-character needs and desires, and relationships between SimsOpen-ended gameMany expansion packsRuns on computers, consoles, handhelds, iPods
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Typical Sims Scenario
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The Newly Rendered Mesh
Becomes the Newly Created Gown
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Year 1: Results
Pro– Girls like the Sims (100 million copies of Sims 2 sold)– Easy to start modification of content– “Cheats” to change game limits– Extensive social networks online– Can share content between games– Significant gains in IT fluency
Con– Reinforces many social stereotypes– Limits to types of content and actions– Players can’t PLAY together but only parallel– No opportunity to change interactivity (I.e. programming)
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Year 2: (Teen) Second Life
OnlineSegregated by age (teen vs. 18+)You are represented by an avatarInteract with multiple people from around the worldVirtual world - not a game– No game roles or game rules
Mostly user created world
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What Is Second Life?
Company created world
User created world
Pre-determined rules, roles, and score
Users make own rules and roles
Second Life, Active Worlds
Most video games and MMOGs
(3-D) social networking
Original Star Wars Galaxies
EVE Online, Ultima Online, Lineage …
Customizable MUDs, MOOs, MUSHs Game mods
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What do you DO in Second Life?
Pretty much anything you wantSocializeWork/BusinessCreation and artistic expression
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Summer ‘07: Preparation
Create accounts
Get equipment
Establish locations for project
Create activities and instructions
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Physical Sessions
One mentor physically at siteTwo mentors in Second Life2-hour meetings twice per week after school OR4 hours on SaturdayComputers purchasedvia grantAt lab or library
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Initial Activities in Second Life
Quests to explore potential of Second Life
Discussed student interests
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Welcome to the 60’s
Movie “Hairspray”
Fashion & Interior Decorating/Design
Social Justice Issues
Gender Identity
Science and Math
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History and Fiction
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Scripting and interaction
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Create and Manage a Business
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FITness: Intellectual Capacities evidenced
Engage in sustained reasoning
Manage complexity
Test a solution
Manage problems in faulty solutions
Organize and navigate information structures
Collaborate
Communicate to other audiences
Legal and ethical issues regarding Intellectual Property
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FITness: IT skills evidenced
Setting up a personal computer
Using basic operating system features
Using a word processor
Using graphics or artwork packages
Connecting a computer to a network
Using the Internet to find information
Using a computer to communicate with others
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FITness: IT concepts evidenced
Networks
Digital representation of information
Information organization
Modeling and abstraction
Algorithmic thinking and programming
Societal impact of information and information technology
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Success Factors
A place to meet in Second Life– Rent, own, or use a public space
Don’t have to be expert builders
Support from other educators – List-servs– Yearly convention– Wiki