As I was unable to
go, I asked a couple of colleagues who went to the Association of Learning
Technology Conference (ALT-C) to let me know of anything interesting, so here’s
a guest blog post!
ALT-C isn’t subject
specific, so many new and emerging classroom technologies can often be found…
not all take off, but some do. The following
post is by Kathy Trinder and Linda Creanor, so my thanks to them!
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A very busy few days
this year. Many old contacts reconnected, many fellow education tech
twitter-ers met in person, and many interesting and in depth conversations took
place in pubs, over pints & pies, at the end of the day.
This year I initially
put on my researcher hat and attended one session on "The agenda of
research culture". I won't comment on these here, but links are
available for the abstracts:
Activity
Theory: what does it offer e-learning research?
A
Research Agenda for Emerging Technologies in Education:
Gathering
evidence of the design, use, reuse and redesign of Open Educational Content:
SCoPE
Online Community to Support Individuals Interested in Educational Research and
Practice: A Snapshot of Evolution:
For the rest of the
conference, other than the keynotes by Wesch and Bean (see links
to the videos
and other blog posts here
and here,
and always lots to read about ALT-C at: http://elearningstuff.wordpress.com/category/altc2009/),
I have to admit I pretty much just followed the Virtual Worlds theme, of which
I was part with my presentation on how Glasgow Caledonian University has been
using SL in teaching Artifical Intelligence (AI) in computing.
2 years ago at ALT-C
few people were using 3D virtual worlds in teaching, and the main conference
themes revolved around Web 2.0 tools and how we could possibly use these.
However that was the year that I detected a buzz and many whispers about this
thing called Second Life. Like many I'd signed up for an SL account the
previous year, when it first hit the headlines, but had not done a lot in
there. It was highly intriguing to hear that year what had been happening, what
all the really early adopters in H.E. had been doing.
This year there is a
noticeable difference, with several sessions on Virtual Worlds, mirroring the
general trend in UK HE of most universities now having some presence in SL or
other 3D virtual worlds.
We are now beginning
to see some real solid teaching scenarios appearing, beyond the pilot project
stage, however pilots are still seen as important as we are still exploring
what we can do with these worlds, and we cannot yet know their limits as they
are still very much in development (though some are calling for an end to
pilots and a start to some real teaching. But to me they are technology
killers. This is an emerging technology and will be for many years to come. We
are not there yet!). There is still much discussion about the technical issues,
and institutional barriers this year at the conference. I think most places now
are aware of issues and whilst we haven't solved them all we have discovered
the more obvious ones are and sharing work rounds.
But it could be seen
from the presentations given that many different disciplines are now exploring
3D Virtual Worlds. Some concentrated on the technology - 'bots, haptic
feedback, tool kits, and integrating mobile & cross world devices; whilst
others explored the cognitive - e.g. simulations, drill & practice, etc.
About half the presentations though looked more at the affective or soft
skills, (particularly in the arts & social sciences), and are more
concerned with issues such as identity, gender, networking, and the very social
aspects of such worlds. There was
discussion around whether or not the the SL expericne can feel like a 'real'
experience ('Yes', but it depends on the student, the scenario, the design and
the willingness of all participants to allow it to feel real.) Another question
asked was does such a visual medium always benefit or can it kill imagination
and creativity ("Which one is *your* Hurcule Poiroit or your Mr
D'arcy?").
Another strong strand
that emerged is that of staff and teachers and how we 'train' staff about these
worlds. Do they need to become immersed in order to understand the environment
and be able to use it effectively for teaching?
Games based learning
emerged, I feel, as 'the next big thing'. With the introduction of 3D virtual
worlds, who many see as being game-like, this is perhaps a natural progression.
Again there is much historical work in this field, but it is being re-visitied
because it seems that many of the processes of game play can potentially be
used in virtual worlds to help structure learning and teaching.
These are all trends
that can also be seen emerging across Europe as well as in the UK (I recently
attended ICWL VW Workshop http://www.iicm.tugraz.at/ViWo/ViWo2009Workshop).
For the abstracts of
the sessions I attended in SL, please see the links here:
Second life processes
- 3 short paper(s)
300
Bioscience and forensic science students get a Second Life®
Rose Heaney,
Stephanie Henderson-Begg, Olivia Corcoran
317
A fusion of mobile technology and Second Life in a learning environment to
support the transition from school to university
Jane Magill, E
Magill, B Canavan, A Devlin, M Pomerantz, J Trinder:
308
Dreams into [virtual] reality
Kate Boardman:
Visual redesign - 3
short paper(s)
155
Designing Engaging Visualisations to Support History Learning
Nic Earle, Shelley
Hales
163
A Case of High Engagement: Applying immersive online gaming to History research
skills.
Alex Moseley
313
Moving in 3D: The X, Y, Z of learning through doing in immersive, virtual
environments
Helen Farley,
Caroline Steel
Second life
technologies - 3 short paper(s)
75
Designing game-based learning activities in Second Life
Maria Toro-Troconis,
Martyn Partridge
206
If we dream it, will they come? The self-efficacy of students new to Second
Life Learning
David Moffat, Kathryn
Trinder
251
Virtual Reality: designing learning environments in Second Life
Fay Cross
Guest post by: Kathy
Trinder and Linda Creanor, Caledonian Academy, Glasgow Caledonian University