Using OpenSimulator in K-12 Schools

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    Using OpenSimulator inK-12 Schools

    David W. Deeds

    OpenSimulator Community Conference

    November 9, 2014

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    Using OpenSimulator in K-12 Schools

    Welcome! Im determined that this session wontbe Death by PowerPoint!

    Ill do a quick introduction and then present some

    questions to choose from.

    Or you can ask your own. Ill start with thequestions from this mornings OpenSimulator

    K-12 Power Panel in case you missed it.

    Ready? Here we go!

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    Introduction

    Been using VWs since 2006, started using

    OpenSimulator in 2009 with switch to K-12

    international schools

    Have managed my own grid, plus used hosts:ReactionGrid, Dreamland Metaverse, Kitely

    (and VIBE)

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    Introduction

    Have taken 200+ kids inworld, K to 12 (triedPre-K too)!

    Georgia, China, Mexico and now Im the High

    School Technology Integration Coach for theAmerican School of Guatemala

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    Introduction

    Published OpenSimulator: School Quick StartGuide in 2011, one day Ill get around to the

    Second Edition! Lots of outdated information, but still some

    good stuff:http://www.nmc.org/pdf/OpenSimulator-

    School-Quick-Start-Guide.pdf

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    OpenSimulator K-12 Power Panel Questions:

    1. What makes an effective virtual world learning

    activity?

    2. What makes young students excited to be in

    virtual worlds?3. What are the advantages of having ones own

    grid and how do you effectively manage it?4. How do you get others to engage in virtual

    worlds teaching?

    One or more of these?

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    Frequently Asked Questions

    5. How do I get virtual worlds started at my school?

    6. What can you teach using virtual worlds?

    7. Does this meet Common Core or other standards?

    8. How do you assess virtual world activities?

    9. Can virtual worlds be used for training teachers?10.How does this compare to Games-Based Learning

    or gamification?

    One or more of these?

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    1. What makes an effective virtual world learning

    activity?

    Skeleton lesson plans: just enough structure

    to keep students focused on objectives

    Differentiation so that students can succeed

    on individual and/or team basis Connect, communicate and collaborate

    Task-based exercises and project management IB Design Cycle: Investigate, Design, Plan,

    Create and Evaluate (also Attitudes)

    Everything is project-based: No tests!

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    2. What makes young students excited to be in

    virtual worlds?

    Being in charge of own learning experience

    Programming with instant payoff/gratification

    Cross-curricular or interdisciplinary activities(connections with lessons in other subjects)

    Wide variety of tools put to practical use:

    graphics, sound, etc. Freedom to create, (virtually) without limits

    Ability to simulate impossible gadgets/gizmos

    Making machinima (3D cartoons/movies)

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    3. What are the advantages of having ones own

    grid and how do you effectively manage it?

    Locally managed grid means free usage, abilityto not worry about Internet connection

    Complete security, at cost of inability to

    hypergrid to other grids, interact with others

    Sells virtual world concept to nervous parents

    and administrators re: little munchkins Total control over parameters such as prim size

    Mainly a matter of managing OARs: saving andloading for different classes

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    4. How do you get others to engage in virtual

    worlds teaching?

    Best if IB (or IB-style) cross-curricular or

    interdisciplinary instruction is a goal Start with easiest sell: Art teacher for inworld

    gallery, Music teacher for inworld concert

    Usually after students start using it, word of

    mouth will get other teachers curious Conduct demos for teachers of other subjects

    according to their interests (e.g., Math)

    Request virtual field trips to education sims

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    5. How do I get virtual worlds started at my

    school?

    Best is to start with free local grid or cheapest

    possible host company, pay for it yourself

    Dont try to explain too much in advance(better to seek forgiveness than permission)

    Could start with education-specific game like

    MinecraftEdu and let kids do the sales job

    Start with easiest sell, usually IT Teacher Another angle is to introduce it as the best way

    to teach programming (as part of STEM)

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    6. What can you teach using virtual worlds?

    Obvious: Computer-Aided Design (CAD),

    programming, project management

    Teamwork, communication, collaboration Self-reliance, being in charge of learning

    Good way to introduce student-centered

    learning as concept, also 3D printing

    Subjects: IT, Math, Science, Art, Music,Languages, even Literature

    Other tools: Graphics, 3D Modelers (e.g.,

    Sketchup), Sound and Music Production

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    7. Does this meet Common Core or other

    standards?

    Honestly dont know about Common Core, VIBE

    folks about to embark on that project Have created IT curriculum that met rigorous

    International Baccalaureate standards

    Middle Years Program (MYP) at first, with

    reliance on Design Cycle, extrapolated toPrimary Years and Diploma Programs (PYP, DP)

    If World of Warcraft curriculum can meet

    Common Core standards, so can OpenSimulator

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    8. How do you assess virtual world activities?

    IB Way: Each phase of the Design Cycle

    (Investigate, Design, Plan, Create and Evaluate)

    has rubric scaled according to performance

    Again, no tests: everything is project based

    IB includes Attitudes, can adopt as rubric

    category: Teamwork, Collaboration, etc.

    Let students evaluate each other onperformance, e.g., contributing to team effort Keep daily plus or minus sheet to track

    formative assessment, ends in summative

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    9. Can virtual worlds be used for training teachers?

    Absolutely! All skills students can learn are

    valuable to teachers too, tangible (e.g.,

    programming) to intangible (e.g., collaboration) Great for getting teachers into cross-curricular

    or interdisciplinary instruction mode

    Also great for transitioning teachers from tests

    to projects, grades to rubrics Best way is to train teachers and students

    simultaneously, with this and/or games

    Show teachers that learning can be FUN!

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    10.How does this compare to Games-Based

    Learning or gamification?

    It is Games-Based Learning, just without the

    shootings and obvious levels (external XP)

    Goals and milestones are within the game buttied to class or other external objectives

    Easier to convince skeptical administrators and

    parents that this is a learning environment

    Is gamification in the sense that a lesson planis tied to achieving goals and winning contests

    Team efforts compare well to all games

    l h l

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    If youd like an OpenSimulator grid for your

    school, you could do it yourself.

    Or you could contact Dreamland Metaverse:

    [email protected]

    Or Kitely: www.kitely.com

    O S l S h l

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    Thank you for (virtually) attending!

    Questions/Comments?

    [email protected]@gmail.com

    Follow my Scoop.it page:

    http://www.scoop.it/t/3d-virtual-worlds-

    educational-technology