Posts Tagged ‘virtual worlds’

Keynote at 5th SLANGUAGES Annual Symposium

Tuesday, September 6th, 2011

Come and join me at the 5th SLANGUAGES Annual Symposium on 17 September. I will be giving the opening keynote at 11:00 UK time. More information here: http://www.virtual-round-table.com/events/5th-slanguages-annual-symposium

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call for papers: Immersive Technologies for Learning: Virtual implementation, real outcomes. (Conference)

Wednesday, April 13th, 2011

Call for papers for the iVERG 2011 Conference Immersive Technologies for Learning: Virtual implementation, real outcomes.

Location: Teesside University, UK.
Dates: 27/28 June 2011

Last year’s international conference was highly successful, attracting important papers from across the UK, the USA and Asia. As last year, conference Proceeding will be published in an ISBN eBook and also in a hard copy volume.

Keynote speaker: Professor Sara de Freitas, Director of Research and Professor of Virtual Environments at the Serious Games Institute at the University of Coventry.

Details at http://www.iverg.com/iVERG/Call_for_papers.html

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Quest Atlantis

Monday, September 20th, 2010

I’m sure many of you will be familiar with Quest Atlantis, the 3D educational game for kids aged 9-16. I just found this video that describes the project and the game:

Here is a description:

Quest Atlantis (QA) is an international learning and teaching project that uses a 3D multi-user environment to immerse children, ages 9-16, in educational tasks. QA combines strategies used in the commercial gaming environment with lessons from educational research on learning and motivation. It allows users to travel to virtual places to perform educational activities (known as Quests), talk with other users and mentors, and build virtual personae. The project is intended to engage children ages 9–16 in a form of transformational play comprising both online and off-line learning activities, with a storyline inspiring a disposition towards social action. Quest Atlantis provides students entire worlds in which they are central, important participants; a place where their actions have significant impact on the world, and a place in which what one knows is directly related to what they are able to do and, ultimately, who they can become. Explore our site and learn more about this exciting project.
Over the last four years, more than 50,000 children on six continents have participated in the project, submitting over 50,000 Quests and completing over 100,000 Missions, some of which were assigned by teachers and many of which were chosen by students to complete in their free time. We are in 22 states, 18 countries, more than 1000 classrooms, and the number of schools asking to participate grows daily. We have demonstrated learning gains in science, language arts, and social studies. Equally important have been reported personal experiences, with teachers and students reporting increased levels of engagement and interest in pursuing the curricular issues outside of school. Students and teachers conduct rich inquiry-based explorations through which they learn particular standards-based content, and at the same time develop pro-social attitudes regarding significant environmental and social issues. Rather than just placing work and play side-by-side, QA strives to make learning fun and to show kids how they can make a difference. See the Herald Sun article.
At the core of student activity with QA is the completion of Quests. A Quest is an engaging curricular task designed to be educational and entertaining. In completing Quests, students are required to participate in simulated and real world activities that are socially and academically meaningful, such as environmental studies, researching other cultures, interviewing community members, and developing action plans. Through these activities, we hope that children will not only learn to use technology but will develop standards-based academic and communication skills as well.
All of the academic activities are embedded in a secure online gaming context where children explore our 3D virtual environment, “chat” online with other students and teachers using QA, and take part in the story of Atlantis – a complex civilization on a faraway planet that is similar to our own and in need of help. Building on strategies from online role-playing games, QA combines features used in the commercial gaming environment with lessons from educational research on learning and motivation. More than just a game, Quest Atlantis offers weblogs (or “blogs”) written by Atlantians, novels, comic books, cards, and a host of social opportunities. QA is about community.
We should note that a professional development course is mandatory for all new Quest Atlantis teachers. While there has been very high demand by interested teachers and schools, the technology is complex and requires committed teachers. One of the early challenges with scaling our project has been supporting teachers around the globe in effectively using such a technologically-advanced and pedagogically challenging curriculum. We believe our online professional development module allows teachers to effectively integrate this innovative curriculum into their classrooms. Through our QA-PD we familiarize teachers with the technology and a wide range of opportunities in QA, as well as with the inquiry-based pedagogical approaches which are most likely to lead to successful, exciting implementation. Rather than being prescriptive, we see our PD as a learning opportunity that gives teachers the tools to get the most out of a very flexible, fun curriculum.
We are hopeful that the Quest Atlantis Project has captured your interest. We think that QA offers an innovative, academically sound, and highly motivating curriculum.
Sincerely,
The Quest Atlantis Team

Interesting new book

Thursday, March 25th, 2010

Just found an ad for this book in Edunation. Looks interesting (but OMG, look at the price…). You can get it here.

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Call for papers - AILA ReN symposium on CALL and the Learner

Monday, March 15th, 2010

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COMPUTER-ASSISTED LANGUAGE LEARNING AND THE LEARNER
AILA ReN Symposium

Call for Papers

Background and Aims

Recently, attempts have been made to make learning more flexible for the learner. With developments in mobile technologies, learners have freedom that was previously unavailable to them, and researchers have started capitalising upon this, through provision of lessons that learners can access whenever and wherever they wish (e.g., Stockwell, 2007, 2008), or through encouraging them to access audio and/or video resources of their choosing (e.g., Gromik, 2008). Other researchers have chosen to use these mobile technologies as a supplement to class activities (Levy & Kennedy,
2008; Reinders, 2008) and to make increasing links between formal and informal learning, for example by capitalising on the potential of computer games (e.g. Ranalli, 2008).
Social networking sites such as Active Worlds and Second Life have also empowered learners to make decisions about who they wish to converse with, by what mode (i.e., text chat or oral communication), and freely engage in discussion with a real audience who shares similar interests (e.g., Dudeney, 2008). This is a growth area, where researchers examine the way technology facilitates interaction between teachers and learners, between native speakers and learners, and between learners themselves and the unique characteristics of this type of communication. Another related strand of research looks at the identities learners create online and the ways they develop and build on communities of learners for their language development (e.g., Lam, 2004).

These recent developments in the area of social networking and mobile-assisted language learning are of particular interest to researchers interested in understanding in changes in the way learners approach the learning of a second language. In saying this, however, a crucial question that remains is how best to support learning in these environments. We are only starting to develop methodologies for investigating these forms of language learning, where the teacher’s role is less dominant in controlling learners’ actions, but rather one where the learners must be guided to use the existing resources in a way that has the potential to lead to personal development and to language acquisition. Furthermore, in such an environment where a good deal of the learning may occur outside of a classroom situation, methods of ensuring maintenance of learner motivation also become paramount.
Although research is carried out in the above areas in many parts of the world, the research is not connected and studies done in one field may not be informed by research done in another. It is the aim of this Symposium to bring together people working in the different areas related to the role of the language learner in CALL.

Themes of the symposium include:

- Learner motivation
- Computer-mediated communication (with a focus on the role of the learner)
- Learners’ beliefs in CALL
- (Materials development for) individualising instruction
- Social networking and computer games and second language acquisition
- Mobile-assisted language learning
- Supporting out-of-class language learning
- Teacher education for CALL (this follows on from the AILA Symposium in Essen).

Submitting a proposal
We are inviting proposals for contributions to the symposium. Each paper will be given 20 minutes and there will be time for questions and discussion at the end. To submit a proposal, please send a 250 word abstract to
callandthelearner@gmail.com
You do not need to submit your paper to AILA, as ReN symposium papers are vetted separately.
You can find more information about the conference here: http://www.aila2011.org/en/default.asp
To find our more about, or to join the Research Network, please visit: www.callandthelearner.info
The deadline for submitting a proposal is May 30.

call for papers: Immersive Technologies for Learning: A multi-disciplinary approach

Wednesday, March 3rd, 2010

CALL FOR PAPERS
Immersive Technologies for Learning: A multi-disciplinary approach

First Annual Conference of the International Virtual Worlds
Research Group (iVERG)
28-29 June 2010, Teesside University, Middlesbrough, UK

Keynote speakers will be confirmed shortly.

Abstracts of no more than 200 words should be submitted electronically to s.m.martin@tees.ac.uk. Abstract submission deadline: Friday 26 February 2010.

The Organising Committee encourages submission of individual abstracts in the following general areas:
Collaboration in immersive learning environments;
Communicating in immersive learning environments;
Designing learning environments and experiences;
Implementing tasks in immersive learning environments;
Innovations in immersive learning environments;
Learning in Digital Worlds – identification, metrics and effects;
Multidisciplinary approaches in virtual worlds;
Place and space: physical, virtual and social;
Planning educational experiences in virtual worlds;
Problem-based learning in immersive learning environments;
Rethinking learning in virtual worlds;
Rethinking pedagogy in virtual worlds.

Schedule dates:
Abstract judgments due to authors 26 March 2010 Full conference papers due 3 May 2010 (5,000-7,000 words)
*All accepted conference papers will be published online in the iVERG Conference Proceedings. Selected papers will be included in a special edition of the Journal of Computer Assisted Learning.

Please visit http://www.tees.ac.uk/schools/sssl/sssl_events_details.cfm?event_id=2851

PDF flyer available at http://preview.tinyurl.com/y8duprm

We would also like you announce an International Virtual Environments Research Group.
Please see http://www.tees.ac.uk/schools/sssl/iverg.cfm

Is Second Life on its last legs?

Sunday, February 28th, 2010

Interesting article in the Chronicle about the demise of Second Life and the emergence of alternatives:

http://chronicle.com/article/After-Frustrations-in-Second/64137/