Spring+Gathering+Notes

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I. General Overview of SL
 * Access to experts in remote locations is one big advantage to virtual learning. Learning communities unlimited by distance, time zones, and schedules can be very powerful. And learning within the context of a group is motivating, with shared ideas and support making the difference in really understanding and applying what is learned ( [|http://www.techlearning.com/article/8090)]
 * "Participating via my customized avatar identity within a rich 3-D landscape has provided me opportunities to meet, network, and collaborate with outstanding educators in a global professional learning community. I have developed meaningful, substantive relationships that carry just as much significance to me as their “real world” counterparts" (Peggy Sheehy, SL: Maggie Marat [|http://www.techlearning.com/article/15148)].


 * There is a place for Teens. Teen Second Life AKA the Teen Grid.
 * for 13 to
 * is possible to have an island on the teen grid -- as a teacher.
 * Strict for kids saftey -- who can have access -- people are vetted -- just like teacher new hires.
 * Dimond High teen grid with Wade's class

I really like the slideshow idea. []
 * Ramapo Island, founded by Maggie Marat/Peggy Sheehy
 * DigiTeen (CoolCat Teacher's project) Maybe this whole section be condensed -- to 10 min max -- //(We did not use this...CoolCat is good but busy we found out.)//
 * can put communities in this and testimonials -- and talk about the tg and mg --
 * there is also open sim and several other muve's -- i will just mention and have link in diigo

what were your thoughts about how we should teach the class? i like the basic outline on the wiki but i think it may need just a tiny bit of tweaking....also we should probably discuss each of the agenda items so that I know as much as you do in regards as to what we are presenting Okay, I had not thought that we'd use the agenda/outline but more as a place to start for us... :) that sounds great How does technology help you think? We are not looking at teaching how to use a specific platform or application.  Do we want to show this video too? "Did you know?" We'll have to download it ahead of time...the latest version too.  Definitions from Mary and Thérèse's powerpoint:
 * Virtual Worlds: Online communities (typically synchronous) that use 3D computer generated simulations to create environments where avatars interact
 * Avatar: Virtual representation of you
 * Gaming: An online environment where your avatar progresses towards a goal through challenges

Examples of Virtual Worlds: Chinese Language site [] In Zon, a new player assumes an avatar who arrives as a tourist in Customs at the Beijing Airport. With little more than some traveler’s checks, a passport, a backpack, and the clothes on their back, the player must first pass through Customs, then navigate the Airport on the way to their Hotel. Throughout each new scene, players are presented with various learning tasks and ongoing assessments that teach them about specific Chinese language concepts and cultural information about the context of the scene.
 * Whyville [|http://www.whyville.net]
 * Virtual Alaska (from slideshare:) [] Virtual Alaska is in Second Life on one of the two islands created by NOAA

Benefits in Virtual Worlds
 * Connections: Isolation is not the point
 * Value is based on your thoughts
 * Practice skills in a “safe” environment
 * Limitless opportunities to create and problem solve
 * Develop social skills, and ability to collaboration and cooperate

Challenges in Virtual Worlds:
 * Gamer attitude
 * Feeling vulnerable (sex/cruel/rude)
 * Learning how to navigate
 * Sense of time is not the same
 * Some language and time zone barriers

More info on Virtual Worlds: [|http://www.whyville.net] (blocked in ASD) [|http://www.dizzywood.com] (blocked in ASD) [|http://www.handipoints.com] [|http://teen.secondlife.com] (13-18yrs old) [|http://secondlife.com] (over 18 yrs old) [] NOAA Islands in Second Life include: (where Virtual Alaska is located)
 * Meteora: []
 * Okeanos: []