Difference between revisions of "Fitz:IS-2009"
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Maharg, Paul and Owen, Martin: [http://papers.ssrn.com/sol3/papers.cfm?abstract_id=999541 Simulations, Learning and the Metaverse: Changing Cultures in Legal Education]<br /> | Maharg, Paul and Owen, Martin: [http://papers.ssrn.com/sol3/papers.cfm?abstract_id=999541 Simulations, Learning and the Metaverse: Changing Cultures in Legal Education]<br /> | ||
* Not talking about Science Education specifically (actually Law education), but still could provide some insight into using online worlds for education. | * Not talking about Science Education specifically (actually Law education), but still could provide some insight into using online worlds for education. | ||
+ | [http://sleducation.wikispaces.com/educationaluses Educational Uses of SecondLife] | ||
+ | * Lists and describes numerous examples of using SecondLife for educational purposes. Included are things like Architectural design, AI, 3D visualization, Biology, city planning, and more. | ||
+ | [http://simteach.com/wiki/index.php?title=Second_Life_Education_Wiki SimTeach Wiki] | ||
+ | * Resource for educators wanting to use technologies like SecondLife for education. |
Latest revision as of 09:59, 10 March 2009
Lit Review
Gough, Noel: Teaching in the (Crash) zone: manifesting cultural studies in science education (PDF)
Lathrop, Scott and Murphy, Tom: High Performance Computing Education (PDF)
- Talks about the dire need for computational science within K-12 and undergraduate curricula
Livingstone, Daniel and Kemp, Jeremy: Proceedings of the Second Life Education Workshop 2007 (PDF)
Livingstone, Daniel and Kemp, Jeremy: Proceedings of the Second Life Education Workshop 2006 (PDF)
Federation of American Scientists, Summit on Educational Games: Harnessing the power of video games for learning (PDF)
- A lot of theory on what needs to be present in an educational game.
- From the paper:
The Summit focused on answering four questions: * What aspects of learning are most amenable to new approaches offered by games? * What kinds of research are needed to identify features of gaming that can be effective in education and training? * What makes the education market so difficult for innovative commercial developers? * What kinds of changes in instructional practices and management of educational institutions are needed to take advantage of the power games could bring to teaching and learning?
- Popular topics within this paper include: the need to be able to teach higher-order skills, goal-oriented learning, challenge, quick feedback, engaging, scaffolding.
Linden Labs: SL Education Blog
- The SLED (SecondLife EDucation) program is a community driven, LL approved, project to provide discussion on methodologies for education within SecondLife.
Maharg, Paul and Owen, Martin: Simulations, Learning and the Metaverse: Changing Cultures in Legal Education
- Not talking about Science Education specifically (actually Law education), but still could provide some insight into using online worlds for education.
Educational Uses of SecondLife
- Lists and describes numerous examples of using SecondLife for educational purposes. Included are things like Architectural design, AI, 3D visualization, Biology, city planning, and more.
- Resource for educators wanting to use technologies like SecondLife for education.