[Technology 1089] Re: A new vision for online learningRichard A Sebastian/FS/VCU rasebastian at vcu.eduWed Jun 20 12:11:33 EDT 2007
David: I was excited to see your post on the educational potential of video games and Second Life in adult education. I have been interested in the educational aspects of video games, alternate reality games, and virtual worlds as an Instructional Technology student at the University of Virginia and in my work at the Virginia Adult Learning Resource Center in Richmond, VA. I also am a big fan of James Gee. First, I want to say at the outset that I see Second Life and video games as two very different things. While SL can be as immersive as a video game, it is fairly open-ended and user-controlled. A video game on the other hand is usually a closed, structured environment and, if it is any good, involves players in some kind of problem or mission. That said, I heartily agree with you that both video games and virtual worlds like SL have much to offer adult learners, and I think the field of adult education is a good place to explore their use as educational technologies. The possibilities are endless. I have imagined a spy-type video game for low literacy adults who have to "go undercover" by adopting a specific work/professional role to catch "bad guys" who have infiltrated a company or government organization. Players have to learn appropriate work skills--to blend in--as well as practice "decoding" word clues to uncover who the gad guys are and win the game. Or in SL, manipulating floating letters into words, and words into sentences. When the words/sentences come together correctly, you hear them read. There is so much exciting stuff you can do. While these are exciting possibilities, there are also significant barriers to overcome. SL requires a high-end computer graphics card and pretty sophisticated computer skills, and designing an educationally specific video game can be an expensive affair. Still, I think these barriers will be less and less of a problem in the future. And, as younger non-completers enter the adult education classroom, they are going to be more responsive to and comfortable with using these technologies to learn. We are very interested in using SL at the VALRC, and are looking into developing a presence there to serve both adult learners and adult ed professionals. Of course, we don't want to duplicate the efforts of others, so we would be very interested in talking to or working with other interested parties to make this happen. Richard Sebastian Instructional Technology Specialist eLEARN Virginia http://www.elearnva.com (877) 376-9433 toll free (804) 828-7537 technology-request at nifl.gov Sent by: technology-bounces at nifl.gov 06/16/07 12:00 PM Please respond to technology at nifl.gov To technology at nifl.gov cc Subject Technology Digest, Vol 21, Issue 14 ------------------------------ Message: 2 Date: Sat, 16 Jun 2007 07:40:16 -0400 From: "David J. Rosen" <djrosen at comcast.net> Subject: [Technology 1076] A new vision for online learning To: The Technology and Literacy Discussion List <technology at nifl.gov> Message-ID: <FD4001A1-28F4-49CD-99A8-9F864F2E6DD3 at comcast.net> Content-Type: text/plain; charset=US-ASCII; delsp=yes; format=flowed Hello Nancy, Heidi, and others, I have previously mentioned on this discussion list the book by James Gee, _What Video Games Have to Teach Us About Learning and Literacy_. Gee invites us to look at what we can learn from the most successful, and brilliantly designed, computer games about how to create classroom learning experiences. I would like us to look at what video games have to teach us about _online_ learning for adults. [Caution: this message contains vision.] 1. When you begin to play a video game you know it will be challenging, but it always begins at the easiest level and gradually, level by level, gets more difficult. Is this always true of online learning for adults? 2. Video games (Gee points out) usually have no written instruction manuals. You are expected to learn how they work from playing them. They are designed that way. You _can_ learn how they work from playing them. Can students learn how an online course works just from taking it? 3. In a video game you can take as little or as much time as you need to go through any level. You can replay a level any time you want -- to strengthen your skills for the difficult challenges that you know lie ahead, or for fun. In an online course, even an asynchronous one, you usually have to complete the assignment within the week. 4. In a video game you are rewarded each time you learn something, and at the end of each level. Although Gee lists more principles I think you get the idea. Gee learned these principles from studying video games. He describes them in detail throughout the book and conveniently lists them in the appendix. Examining typical classroom activities in light of these learning design principles, you realize that many students are disengaged with K-12 classes and drop out because the classes are so poorly designed as learning environments, whereas video games engage them. Most classes just cannot compete with video games, or many other engaging life learning experiences. As Mark Twain put it, "My whole life was an education, except of course for my years in school". Of course, this kind of thinking may lead us back to the drawing board, to reconsider whether we should be offering online "classes" at all. The answer to the National Institute of Literacy's question about how much literacy is needed for online learning might be "only very basic literacy skills" or even "no literacy skills are required" to participate in online learning if reading and writing could be learned entirely through playing an online video game. Some of you are chuckling at the very notion. Consider however Second Life, the online environment where those with low-level reading skills can even now learn how to do many things without reading. Suppose users could have Second Life signs, notices, billboards, letters, e-mail and other written documents -- or parts of these -- read out loud if they wished, for example when they got stuck on a word. Suppose they could attend completely asynchronous reading improvement groups when and if they wanted to in an online learning center, reading groups which took advantage of computerized assessment features. In a large-scale, online reading group environment, people could be assigned to a reading group with those who had their interests, and same reading level. There could, of course, be scheduled real-time discussions for those who wanted them. I learned recently that some people with physical disabilities (who describe themselves as "differently abled") are active in Second Life. Like everyone else there, they can choose who they want to be, can pick or design their own avatar (a mobile, animated icon that is "who you are" in Second Life) but also -- for the first time -- they can walk, run, even fly. One physically disabled user said that this mobility is liberating. Could Second Life be "liberating" for low- literate adults? Where am I going with this vision? The National Institute for Literacy, and/or other public and private funders should invest in creating an online environment -- perhaps build a learning center island on Second Life -- where adults, including young adults, -- can improve their reading, writing and numeracy skills in an interactive, online environment. This would be a bold step. There is nothing like this now -- although I understand a new GED center has just opened on Second Life and there is a massive center being built there for post-secondary education. Suppose participants learned to improve their reading, writing and numeracy skills as they were doing other things, and that the "scaffolding" was there to support literacy improvement. Perhaps the U.S. and Canada could co-invest in a Second Life adult learning environment where adults could go to pursue some compelling learning goals, and could -- at the same time -- get the assists they needed to improve their reading, writing and numeracy skills, not necessarily through online classes, but as they learned construction skills, learned to maintain a computer, improved their bowling skills, learned to fully use the features of a new mobile phone, or some other personal goal or objective. Such an environment, originally designed for English users or English language learners, might be adapted for learning other languages as well. It might become a world literacy learning environment. David J. Rosen djrosen at comcast.net ------------------------------ ---------------------------------------------------- National Institute for Literacy Technology and Literacy mailing list Technology at nifl.gov To unsubscribe or change your subscription settings, please go to http://www.nifl.gov/mailman/listinfo/technology End of Technology Digest, Vol 21, Issue 14 ****************************************** -------------- next part -------------- An HTML attachment was scrubbed... URL: http://www.nifl.gov/pipermail/technology/attachments/20070620/7088da5b/attachment.html
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