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ED-MEDIA 2007Pepperdine University Graduate School of Management Malibu
Island Project
Exploring the use of a virtual world, Second Life, for higher education distance learning
Vicki Suter-GSEP Doctoral Student, Educational Technology
Contacts First
• http://www.slideshare.net
Educational Technology Ed.D. • Small “cadres” (cohorts) of students enter each
year (18-25)• Initial Tech Camp & five five-day f2f each year in
educational technology “hot spot” locations (e.g., Boston, Cambridge, Washington D.C., New York, Montreal for AERA)
• All go through same coursework together for first two years
• Conventional synchronous (Tapped-In) and asynchronous applications (Blackboard)
• Strong learning community emerges
• Pair Up – for 5 minutes each (10 min total)
• Partner A: Tells a story about the most compelling, engaging experience of learning they ever had (Partner B listens and makes a note of any key words or themes)
• Partner B: switches roles (tells story while A makes notes)
As a Group activity• Share key themes• Brainstorm design for a learning
experience with absolutely zero design constraints – except for two:–Our imaginations–Text cannot be the primary medium