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On October 2, 2006, with 88 Avatars, Dr. John Bransfords presentation achieved the largest attendanc

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... achieved the largest attendance at an Educational Event in Second Life ... But we are convinced that second life offers a great possibility for doing this. ... – PowerPoint PPT presentation

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Title: On October 2, 2006, with 88 Avatars, Dr. John Bransfords presentation achieved the largest attendanc


1
On October 2, 2006, with 88 Avatars, Dr. John
Bransfords presentation achieved the largest
attendance at an Educational Event in Second Life
  • Jeff McNeill
  • Laboratory for Interactive Learning Technologies
  • University of Hawaii at Manoa
  • October 09, 2006
  • Creative Commons Attribution-NonCommercial-ShareAl
    ike 2.5 License
  • 7 second delay between slides, or on mouseclick,
    after first two

2
About Dr. John Bransford and LIFE
  • Dr. Bransford is the Primary Investigator on a 5
    year, multi-campus 25M NSF grant in Learning in
    Informal and Formal Environments (LIFE)
  • Research has previously divided learning into
    first-hand, experiential and second-hand,
    descriptive learning, without any synthesis
    across this divide
  • Their research suggests that a proper combination
    of these two kinds of learning are what result in
    effective transfer of knowledge
  • Bransford suggests that a combination of Second
    Life (experiential), Real Life description, and
    further Second Life learning could be much more
    effective than simple experiential/exploration or
    classroom lecture/description learning
    individually
  • Bransford refers to a set of rooms and showed
    this video during the presentation
  • Available at http//life-slc.org/mazepilotdemo3.mo
    v
  • Pictures courtesy of Jeremy Kemp
    (http//www.simteach.com/)
  • Edited excerpt from the talk courtesy of Rik
    Panganiban (http//www.rikomatic.com/)

3
Below me you see the rooms we built (picture
courtesy of Jeremy Kemp)
4
There are many other things to which one can
connect these simple rooms (picture courtesy of
Jeremy Kemp)
5
Inquiry can be much slower in the short run and
more efficient in the long run (picture courtesy
of Jeremy Kemp)
6
Our telling occurs through discussions,
readings, etc. (picture courtesy of Jeremy Kemp)
7
A good approach is truly distributed teams
(picture courtesy of Jeremy Kemp)
8
It is the combination of experience and
description that helps learning (picture courtesy
of Jeremy Kemp)
9
Summary of Bransfords Presentation
  • Transfer is the important goal
  • Bransford compared cumulativity of
    Airplanes/Aerospace industry (flimsy airplanes to
    jet airliners) over past 100 years with education
    which simply does not have that cumulativity.
  • Adaptive expertise as the possible key to help
    make this happen, what that is and how it works
    is not fully understood.
  • Inquiry (slow/less efficient in short term,
    faster/more efficient in long run)
  • Experience vs. Description
  • Portrayed an experiential --gt descriptive
    --gt experiential chain, and that a "right
    combination" of the two types of learning would
    be optimal for transfer
  • Also called these at various times
    (experience/implicit learning/informal
    learning/exploration) and (explicit
    learning/introduction of formal
    structure/description)
  • Expressed that instruction could be blended with
    Second Life (experience) --gt Real Life
    (description) --gt Second Life (experience)
    combinations
  • Stated that MUVEs are a place for collective
    inquiry and action
  • Efficiency vs. Innovation
  • Indicated it could be possible to structure tasks
    to promote inquiry/innovation over efficiency,
    e.g., structure school learning as such this
    way...
  • Expressed surprise at creativity of graduate
    students and seemed convinced that we need more
    opportunities/rewards for collaboration within
    the academy
  • Need mechanism to reward distributed expertise
  • Need to be able to give credit for those who
    design, and those who learn from that and improve
    the work of others
  • Made a contrast between off-the-cuff
    interpretations (based on culture) and in-depth
    inquiry (same efficiency/innovation dichotomy)
  • Links to papers and transcript
  • http//aaalab.stanford.edu/papers/Innovation20in
    20Transfer.pdf
  • http//aaalab.stanford.edu/papers/Schwartz_DKE_cha
    pter.pdf
  • http//life-slc.org/?p382

10
Excerpt from Bransfords presentation (Courtesy
of Rik Panganiban)
  • Now lets come back to the idea of MUVES as a
    space for collective inquiry and action.
  • If you look at our rooms and feel "I can do
    better"---we say fantastic. That's why we need
    collaborations. We've seen this in our LIFE
    Center. Senior researchers have been amazed at
    the creativity of the students. We know this kind
    of creativity exists in this audience, and across
    the world. However, finding how to focus this
    creativity is a real challenge.
  • Think of the airline industry. In 100 years, they
    have gone from fragile planes to amazing
    jetliners. Education does not have this kind of
    cumulativity.
  • Imagine a SL island where we collaborate to
    create and test environments to enhance learning.
    A simple starting example could be our simple
    stone age maze. Anyone could use it. Make it
    better, do studies with it and report them.
    Several of our LIFE students have already decided
    to use the maze to test how people have or have
    not worked in teams will collaborate if they go
    in pairs or larger groups. Other things could be
    more fun.
  • Imagine a SL moon environment where people could
    help students learn things like the need for
    atmosphere for sound ways to carry. Or students
    might try to create a sustainable ecosystem for
    themselves for a year on the moon.
  • We don't have start with a total adventures - we
    can begin with small pieces. The instruction can
    initially be blended----part SL, part real life,
    then return to SL.
  • Eventually we might be able to create a new kind
    of journal where different people could actually
    get academic credit for their work in SL. Some
    credit could be for design, some for adding
    learning, some for improvements to others work,
    etc. The overall goal is to create a new kind of
    space that allows for cumulativity over time--and
    allows academic "credit" as well --- credit for
    different people doing different parts of
    collaborative tasks.
  • The big thing I see is the creativity out there
    and how much we could do together. WE need to
    have a focused way to build on one another's work
    however.
  • All of us in LIFE are far from having a clear
    idea of exactly how to establish this kind of
    innovation environment. But we are convinced that
    second life offers a great possibility for doing
    this.
  • Ultimately, we could imagine a series of
    adventures for students that could become a new
    way to create curricula.
  • It is one of the most powerful ways we know that
    might radically change the nature of education.
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