Title: On October 2, 2006, with 88 Avatars, Dr. John Bransfords presentation achieved the largest attendanc
1On 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
2About 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/)
3Below me you see the rooms we built (picture
courtesy of Jeremy Kemp)
4There are many other things to which one can
connect these simple rooms (picture courtesy of
Jeremy Kemp)
5Inquiry can be much slower in the short run and
more efficient in the long run (picture courtesy
of Jeremy Kemp)
6Our telling occurs through discussions,
readings, etc. (picture courtesy of Jeremy Kemp)
7A good approach is truly distributed teams
(picture courtesy of Jeremy Kemp)
8It is the combination of experience and
description that helps learning (picture courtesy
of Jeremy Kemp)
9Summary 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
10Excerpt 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.