| 
  • If you are citizen of an European Union member nation, you may not use this service unless you are at least 16 years old.

  • You already know Dokkio is an AI-powered assistant to organize & manage your digital files & messages. Very soon, Dokkio will support Outlook as well as One Drive. Check it out today!

View
 

Virtual Worlds Initiatives

Page history last edited by Heidi Trotta 15 years, 2 months ago

 

" There’s nothing intrinsically educational about Second Life. ..., it’s what you do with it — technologies don’t have an inevitable consequence; it’s based on the choices we make on the ground, within our own societies, for how we use these technologies." ...... Henry Jenkins

 

 

 

Second Life Curriculum Project

Co-Authored the development of a Second Life curriculum based on NMC Second Life Workshops

Other contributors/authors/co-conspirators:  Rachel Smith, Christopher Holden and Beth (NMC)

Winter 2008 - Present 

 

Endangered Ecosytems - The Salt-Water Marsh

FIG Submission - April, 2008

ENV 1019NA/AA and ERTH 1019NA (Professor Martha Schoene)

BIOL 2341 AA (Professor Marian Glenn)

Faculty Member:  Marian Glenn and Martha Schoene

Instructional Designer:  Heidi Trotta

Website/Blog 

 

Applications for the New Media Consortium Learning Prize

Endangered Ecosystems - The Salt Water Marsh (Part 1 - The Physical Environment)

Endangered Ecosystems - Hidden Secrets of the Salt Water Marsh (Part 2 - A Case-Based Scenario)  - awarded, Summer 2008

New Media Consortium, June 2008

 

Abstract:

Students come into college with pre-assumptions on how things work. When faced

with complex problems, students jump to conclusions based on what they can

physically see and their past experience. Based on real world contexts, case-based

learning has been used effectively to help students become team-oriented problem

solvers. Virtual worlds offer the tools and affordances to build graphically rich,

interactive learning environments. In order to better support the educational

community, this proposal seeks to develop a set of tools, inspired by the popular

games Myst and Nancy Drew, to allow for the development for interactive case-based

learning scenarios.

 

Virtual Worlds in K-12    (postponed, summer 2009)EDST6307 SA    

 

Faculty Member:  Rosemary Skeele

Instructional Designer:  Heidi Trotta

Fall 2008, Spring 2009

 

Abstract:

Staying current with the ever-evolving technologies available for teaching is important, but discovering how they can be used to improve learning is a bigger challenge and of greater consequence. The effective infusion and the development of best practices for new and emerging technologies to support teaching and learning in the K-8 classroom is the goal of EDST3700/6307- Integrating Curriculum and Technology. Developing virtual world activities and resources for the K-8 environment using virtual worlds and a SMART Board meets our course objectives. This would be a new adventure for Seton Hall and the College of Education. The technology fosters constructivist learning, collaborative or individual projects, integration of software applications, and “unintentional” learning enabling learners to acquire knowledge while completing a desired task. The grant project will be shared with other teachers through the development of a video about the project.

 

Biohazard Training Using Virtual Worlds

PSMA 8511VU Topics in Health Management 

Faculty Member:  Annie Hewitt

Instructional Designer:  Heidi Trotta

Spring 2008

 

Abstract:

Graduate students participated in a risk communication scenario to practice emergency management roles and behaviors using the Play-2-Train environment in Second Life. This project was funded and supported through a 2007 Faculty Innovation Grant. 

 

Exploring Literary Texts Using Virtual Worlds

(course number)

Faculty Member:  Mary Balkun

Instructional Designers:  Heidi Trotta and Mary Zedeck

Fall, 2007

 

Abstract: 

Mary Balkun, Senior English Faculty member, was awarded a 2007 Faculty Innovation Grant to recreate the House of Seven Gables in Second Life for her Gothic Literature. Students explored literary texts through the co-creation of objects, symbols and learning activities that had cultural, historical and literary significance in the novel, providing interesting insights into character analysis and themes in the novel. 

 

Supporting Virtual Teams Using Second Life

 - A Case Study in Emerging Best Practice

PSYC1216 NA  - Industrial/Organizational Psychology (face-2-face class)

Faculty Member:  Danielle Mirliss

Instructional Designer:  Heidi Trotta

 

Abstract: 

 

 

Comments (0)

You don't have permission to comment on this page.