‏הצגת רשומות עם תוויות e-Learning. הצג את כל הרשומות
‏הצגת רשומות עם תוויות e-Learning. הצג את כל הרשומות

חדשנות בחינוך | בעולם הוירטואלי סקנד לייף



תמונות מכנס קהילת החינוך בסקנד לייף 2008 שבו השתתפתי בסוף השבוע [מצליחים לזהות אותי?-)
הכנס התקיים בטמפה, פלורידה וגם בעולם הוירטואלי סקנד לייף ובו הוצגו מיזמים חינוכיים וטכנולוגיות למידה והוראה חדשניות.
זאת במסגרת ההכנות שלי להעברת סדנה בנושא: שימוש בעולמות וירטואליים בהשכלה הגבוהה בישראל, שתתקיים השבוע במסגרת מיטל – מרכז ידע טכנולוגיות למידה לקידום יישומי אי-לרנינג במסגרת ההשכלה הגבוהה בישראל.

לפרטים נוספים על הסדנה [מיועדת לסגל מיטל בלבד] הקליקו כאן
המעוניינים בסדנאות/ הרצאות בנושא מוזמנים ליצור עימי קשר כאן
-------
הכותב, ד"ר חנן גזית, עומד בראש MetaverSense הפועלת בעולמות וירטואליים ומשחקים דיגיטאליים ומתמחה בייעוץ, הדרכה ופיתוח פרויקטים לקהל לקוחותיה: משקיעים ויזמים, חברות, מוסדות וארגונים במגזר הפרטי והציבורי. ד"ר גזית הינו יועץ לאיגוד העולמות הוירטואליים העולמי AVW ומייסד די.ג.ר.ה ישראל- המרכז הישראלי של הארגון הבינלאומי לחקר משחקים דיגיטאליים. חבר מערכת כתב העת הבינלאומי למשחקים וסימולציות נתמכות מחשב. חוקר ומרצה ב H.I.T - מכון טכנולוגי חולון.

כנס קהילת סקנד לייף/ חינוך 5-7.9.08 | לא צריך לטוס מעל האוקיינוס

במסגרת הכנס השנתי של קהילת סקנד לייף שיפתח ביום שישי הקרוב, ה- 5 לספטמבר בפלורידה יתקיים כנס קהילת אנשי החינוך בסקנד לייף. בכנס יוצגו: משחקים וסימולציות, טיפים לארגון ההוראה והקורסים בסקנד לייף, דוגמאות מוצלחות של שילוב הוראה ולמידה בסקנד לייף ועוד.

לא מתאים לכם לטוס מעל האוקיינוס ולפגוש בדרך לפלורידה את האנה, סופת ההוריקן?
אין בעיה, התחברו מהבית לעולם הוירטואלי סקנד לייף.

ההשתתפות בכינוס קהילת החינוך בסקנד לייף אינה כרוכה בתשלום !

לתוכנית המלאה של כנס קהילת החינוך בסקנד לייף הקליקו כאן

ניתן ליצור עימי קשר בתוך סקנד לייף. מקווה לראותכם.


סדנה בנושא שימוש בעולמות וירטואליים בהשכלה הגבוהה בישראל
באותו עניין, בשבוע הבא תתקיים ברמת אביב, סדנה בנושא שימוש בעולמות וירטואליים בהשכלה הגבוהה במסגרת מיטל – מרכז ידע טכנולוגיות למידה לקידום יישומי אי-לרנינג במסגרת ההשכלה הגבוהה בישראל.

לפרטים נוספים על הסדנה הקליקו כאן

ד"ר חנן גזית די.ג.ר.ה ישראל
SL Avatar Name: Vrider Dancer


מידע נוסף על כנס SLCC ו SLEDcc08 באנגלית:

Second Life Education Community Conference 2008

Official Second Life Community Convention 2008


הכותב, ד"ר חנן גזית, עומד בראש
MetaverSense הפועלת בעולמות וירטואליים ומשחקים דיגיטאליים ומתמחה בייעוץ, הדרכה ופיתוח פרויקטים לקהל לקוחותיה: משקיעים ויזמים, חברות, מוסדות וארגונים במגזר הפרטי והציבורי. ד"ר גזית הינו יועץ לאיגוד העולמות הוירטואליים העולמי AVW ומייסד די.ג.ר.ה ישראל- המרכז הישראלי של הארגון הבינלאומי לחקר משחקים דיגיטאליים. חבר מערכת כתב העת הבינלאומי למשחקים וסימולציות נתמכות מחשב. חוקר ומרצה ב H.I.T - מכון טכנולוגי חולון.

Virtual Worlds in Education Conference @ ECU's Second Life Virtual Campus

Real Education in a Virtual World:
Using Online Virtual Environments for Teaching and Learning

The Virtual Worlds in Education Conference is focused on the uses of virtual worlds for instructional purposes. Examples of instructional activities including novel methods of presentation, simulation, and collaboration will be showcased. Research on using virtual worlds for instruction will be presented.

Hosted and sponsored by: East Carolina University.

East Carolina University (ECU) is a public, coeducational, research intensive university located in Greenville, North Carolina, USA. ECU is the third largest university in North Carolina with an enrollment of over 23,000 students and the fastest-growing campus in the University of North Carolina system.

When: November 10 and 11, 2008

Were: in Second Life on the East Carolina University virtual campus (http://slurl.com/secondlife/ECU%20II/112/107/26)

The conference will be over a 48-hour period. The schedule is designed to accommodate participants in different time zones.

Fee: Registration is free but participation is limited to registered attendees. There is a maximum avatar capacity on the East Carolina University islands; registration will be first-come, first-served.

Call for Proposals
The Virtual Worlds in Education Conference welcomes presentation proposals from individuals, groups and institutions currently making use of virtual worlds for instructional purposes. Examples of established instructional activities and research on virtual worlds for education will be given highest consideration.

Examples of presentation topics include, but are not limited to:
· Reports of research conducted on the use of virtual worlds for instructional purposes
· Educational simulations conducted in-world
· Building and design projects conducted in-world
· Social functions held in-world to promote or support educational activity
· Contests or competitions promoting problem-based learning held in-world

Dead-line: All proposals must be submitted on or before September 11, 2008 using the conference’s online submission system (http://vwec.ecu.edu).

Blind-peer review will be used to evaluate the first 300 proposals received.

A maximum of 80 poster sessions and 32 interactive presentation sessions will be accepted.
Proposal authors will be notified around September 30, 2008. Please note that although there is no registration or participation fee, presenters will be responsible for paying their own file upload fees within the Second Life environment.

I wish to thank Dr. Abbie Brown @ ECU for the invite.


One of the big Q's worth addressing is:
Web3D for Higher Education: Real potential or just an illusion?


Web3D for Higher Education: Real potential or just an illusion? | Dr. Hanan Gazit Lecture at The 6th Annual MEITAL National Conference 6th August 2008

I will present Web3D for Higher Education: Real potential or just an illusion?
at the coming Inter-University Center for e-Learning (IUCEL), 6th Annual MEITAL National Conference, on 6th of August 2008, University of Haifa, Haifa, Israel.

By: Dr. Hanan Gazit

Persentation Introduction
Massively Multiplayer On-line Games (MMOGs), social networked, and three-dimensional virtual worlds (3D), are merging to form the Web3D. The Association of Virtual Worlds recently published a guide which contains over 250 3D virtual worlds operating or currently under development (AVW, 2008), and Forrester Research recent forecast stated that "Web3D will evolve during the next five to seven years from an immature emerging market to a standards-based, interoperable global environment", urging its clients to start experimenting with Web3D despite the infancy of the medium (Driver et al., 2008). My presentation will focus on the Web3D potential for higher education.

The Academia is catching up with the current trend of the industry, as major high tech companies such as IBM, Intel and Sun Micro Systems, to name a few, are developing programs in SL (Gronstedt, 2007). Over 200 colleges and universities around the world are exploring the educational potential of SL (Kelton, 2007). For example, Harvard Law School's CyberOne uses SL for collaborative public law learning (Nesson & Nesson, to appear), while Dubai's Women College uses SL for teaching healthcare and virtual commerce, as well as for cultural exchanges with other academic institutes. Moreover, digital games and virtual worlds can serve as a cognitive bridge between concrete experiences and scientific concepts, enabling students to cope with complex problem solving and high level thinking skills (Dede et al., 2005; Gazit, 2008). Likewise, de Freitas (2006) argued that game-based learning may provide new opportunities for reassessing how people learn and for supporting the development of new immersive spaces, where learners may produce their own materials, share learning experiences and practice skills of the real-world. However, at the same time de Freitas (2006) pointed out the need for conducting empirical studies on game based learning and their potential use in education.

Is it just an illusion?

A careful examination of the Web3D's is needed when considering its use for higher education. First, only a small number of administrators and instructors are experienced in virtual worlds and many others might doubt their academic relevance (Graetz, 2006). Second, setting up a Web3D entity, such as a SL Island, is very time-consuming. Hence, the possibility should be examined to see if the learning outcome can be achieved by using 2D regular websites or alternative 2.O platforms. Third, manipulating 3D objects and orienting in a 3D world can be difficult and frustrating (Gazit et al., 2006; BurigatCorresponding Author Contact Information, a, E-mail The Corresponding Authorand & Chittaro, 2007). Moreover, current technical problems and rendering issues, system sluggishness, and crashes that should be taken into account. Berge (2008) argues that "until educators figure out what to do in 3D virtual environments that cannot be more easily done in real life…educators in these virtual metaverses are relying on novelty and social presence to carry the day" (ibid, p. 30-31).

The question of whether the Web3D has a real educational value or is it just an illusion is waiting to unfold, but there is no doubt about the need for a coherent conceptual framework for studying its advantages and limitations.

References

Association of Virtual Worlds. (2008). The Blue Book A Consumer Guide to Virtual Worlds. 2d Edition. Available On line:http://www.associationofvirtualworlds.com/publishing_blue_book.htm
(Retrieved May 14, 2008)

Berge, Z. L. (2008). Multi-User Virtual Environments for Education and Training? A Critical Review of Second Life, Educational Technology, 27-31. Available On line: http://it.coe.uga.edu/itforum/ETSecLife.pdf
(Retrieved May 14, 2008)

Burigat, S., & Chittaro, L. (2007). Navigation in 3D virtual environments: Effects of user experience and location-pointing navigation aids, International Journal of Human-Computer Studies, 65 (11), 945-958.

De Freitas , S. (2006). Learning in Immersive Worlds: a review of game based Learning. JISC Review report. Available On line: http://www.jisc.ac.uk/eli_outcomes.html (Retrieved May 10, 2008)

Dede, C., Clarke, J., Ketelhut, D. J., Nelson, B., & Bowman, C. (2005). Students’ motivation and learning of Science in a Multi-User Virtual Environment. Presented at the American Educational Research Association Annual Meeting (AERA), (April 2005), (pp.11-15), Montreal, Canada.

Driver, E., Moore, C., Jackson, P., Keitt, T.J., & Schooley, C. (2008). Web3D: The Next Major Internet Wave. Available On line: http://www.forrester.com/Research/Document/Excerpt/0,7211,45257,00.html (Retrieved April 15, 2008)

Gazit, E. (2008). A window on digital games interactions in home settings. In: Ferdig, R. E (Ed.) Handbook of Research on Effective Electronic Gaming in Education, (Vol 1, pp.127-145). IGI Global Press.

Gazit, E., Yair, Y., & Chen, D. (2006). The gain and pain in taking the pilot seat: Learning dynamics in a non immersive virtual solar system, Virtual Reality, 10 (3-4), 271-282.

Graetz, K. A. (2006).The psychology of learning environments. EDUCAUSE Review, 41 (6), 60–75. Available On line: http://www.educause.edu/ir/library/pdf/erm0663.pdf
(Retrieved May 12, 2008)

Gronstedt, A. (2007). Second Life produces real training results. T & D Magazine, 44–49. Available On line: http://www.learningcircuits.org/2007/0807gronstedt.html
(Retrieved May 10, 2008)

Kelton, A. J.(2007).Second Life: Reaching into the virtual world for real-world learning. ECAR Research Bulletin, 17. Available On line:http://www.educause.edu/ir/librar y/pdf/ecarso/erb/ERB0717.pdf
(Retrieved April 12, 2008)

Nesson, R., & Nesson, C. (to appear). In the Virtual Classroom: An Ethnographic Argument for Education in Virtual Worlds. Space and Culture. Sage Publications. 2008. Available On line: http://www.eecs.harvard.edu/~shieber/Biblio/Papers/Nesson-2006-IPS.pdf (Retrieved May 10, 2008)



About The 6th Annual MEITAL National Conference

The MEITAL 2008 conference, in memory of the late Prof. Nechemia Levzion, will take place this year at the University of Haifa on Wednesday, August 6th, 2008. The conference will focus on the achievements and challenges in e-learning in higher education and on future development avenues.
The conference is a multi-participant, national gathering that is held once a year at one of the academic institutions that are members of MEITAL. The conference comprises a unique experience for a formal and informal professional meeting of all those involved in e-learning and e-teaching in higher education. It will include lectures dealing with the integration of e-learning in academic teaching in Israel, an exhibition of posters and presentations, round tables covering various areas of interest and specialization, workshops and more. The conference will provide diverse opportunities for social and professional encounters in a pleasant, relaxed atmosphere. Members of the academic staff and others interested in e-learning in higher education institutions in Israel are invited to participate!

The conference's Program Committee is headed by Dr. Dani Ben-Zvi,
Head of the e-learning Center at the University of Haifa.