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Mining the Craft... Teachers and students share their work and play in Minecraft. ISTE 2015 Conference highlights and articles by several presenters are also featured in this June 2015 issue of VEJ.

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Page 1: VEJ June 2015

JUNE 2015

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Hello Everyone! I am getting

excited, are you? As I write this, there are only a few more days before we converge in Philadelphia for ISTE2015. It has been four years since ISTE held its last conference

in Philadelphia – which, by the way, is also when the first issue of the Virtual Education Journal was published with pre-conference highlights about ISTE 2011. Just before I sat down today to write this editorial, I caught up with Scott Merrick in Second Life. Scott was busy setting up the ISTE VEN (Virtual Environment Network) Maker’s Space where conference attendees will be able to interact live with people virtually from anywhere around the world and within the metaverse. Check out the last two articles in this issue and be sure to join the fun! As Scott and I talked we realized it has been four years since we humbly started VEJ as a way to document the work and tell the stories of the early trailblazers and pioneers traveling into the unknown territories of virtual worlds. Second Life is still the permanent home of ISTE VEN Headquarters and VEJ Headquarters. Over the course of the past four years, however, the nomads among us have continued to move on into other virtual environments, exploring, putting down stakes, and building communities. We aren’t as close as we once were living together in Second Life, yet, oddly, our paths keep intersecting and we still remain connected even as we venture further and further into opensims and other worlds. The first VEJ Issue (May 2011) has a story called “Welcome to VSTE” inviting people to checkout VSTE Island. Interestingly, this issue of VEJ has two articles about VSTE: VSTE Island Has A New Look; and Virginia Teachers Get Busy in Minecraft- A Photo Album. Be sure to take a look, as it is fun to compare where we were four years ago with where we are now. In fact, I invite you to peruse all of the VEJ issues to see just how far we have come – including those tumultuously painful days of downsizing we thought we would never survive! Looking back at where we’ve been, and forward to all the new, exciting, and challenging directions our real and virtual lives are taking, makes me even more committed and proud to serve as the editor of VEJ! In this issue, we ask, “Where have all the children gone?” They are “Mining The Craft” and their teachers are not far behind. We have some great stories about how students and teachers are using Minecraft and other virtual environments to learn with and from each other. We are excited to bring you an article by Dr. Chris Dede from Harvard as well as Part 2 of Boise State’s EDTECH 532 Educational Games & Simulations. We also catch-up on Draxtor’s latest projects and have the latest information and schedules for ISTE2015 VEM and GSN activities and sessions. You can attend either in real life or virtually at the VEN Maker’s Space. Discover Lan Parties and enjoy Gammo’s Mini Adventure in Minecraft by Bluebarker Lowtide. This issue of VEJ has something for everyone! Whether you are in Philadelphia, hanging out at the VEN Maker’s Space, or both, please be sure to stop by and say hello to BJ Gearbox and me at the VEJ table. We would love to hear what you are doing and find out from you what we can do to make VEJ even better! Most of all, we would love to have you share your stories about your work with our readers in future issues of VEJ. Be sure to check out our website and learn how you can write for VEJ.

Remember, VEJ is only as good as we all make it! Thanks to everyone who contributed to this issue of VEJ (including two fifth grade students from Connecticut) who share with us what it means and what they do and/or learn when they “Mine The Craft.” After all, isn’t that why we are all here?

We know you will want to devour this issue – so don’t wait, take your first byte! You will discover, like always, VEJ is “Out of this World!”

Keep Smiling J

Roxie Neiro (SL), Rosie Vojtek (RL) Cover art by Noah Constantine, 5th grade student in Connecticut. Design Editor – BJ Gearbox.

In  This  Issue    • Mining  The  Craft  by  Noah  Constantine  and  

Nathan  Berube  • I  Found  A  Diamond:  Minecraft  Club  –  First  

Year  Reflections,  an  Interview  with  Kim  Harrison  by  Bluebarker  Lowtide    

• Immersive  Authentic  Simulations:  Complementing  Virtual  Worlds  with  Augmented  Realities  by  Dr.  Chris  Dede  

• Minecraft:  (Games-­‐Based)  Learning  Internationally!  by  David  W.  Deeds  

• Catching-­‐Up  With  Draxtor  Despres!  by  Roxie  Neiro  

• Using  Virtual  Worlds  To  Improve  Student  Learning  and  Creativity  by  Dr.  William  Schmachtenberg  

• The  2015  SAIL4Life  12  Meter  Race  Regatta    by  Roxie  Neiro  

• Virginia  Teachers  Get  Busy  in  Minecraft:  A  Photo  Album  by  Beth  S.  O’Connell  

• 2015  EDU:  Simvalley  Offers  Free  Land  by  Selby  Evans  

• Gammo’s  Mini  Adventure  in  Minecraft:  Exploring  New  Frontiers  by  Bluebarker  Lowtide  

• A  Found  Treasure  –  Trish  Cloud  by  Laura  Briggs  

• VSTE  Book  Club  by  Bluebarker  Lowtide  • Woot  Lan  Party!  Wait  …  What’s  a  Lan?  By  

Chris  Luchs  • Check  it  Out  –  VSTE  Island  Has  A  New  Look!    • Machinima,  Gaming,  and  the  English  

Language  Arts  Teacher  by  Lee  Ann  Tysseling,  Ph.D  

• The  International  Art  of  Greeting  by  Any1Gynoid  

• Digital  Games  and  Virtual  Environments  Are  Not  the  Same  Thing  by  Tanya  Martin  

•  EdTech  532  Educational  Games  &  Simulations  Part  2  by  Dr.  Chris  Haskell  

• Moving  Toward  ISTE2015  by  Scott  Merrick  • Come  Play  With  US  –  ISTE2015  VEN  Maker  

Space!  • Write  for  VEJ  

VEJ          Vol.  4  Issue  2  Virtual  Education  Journal  

June  2014  

To  Read  VEJ  online  visit:  http://www.virtualeducationjournal.com/ For  more  information  about  ISTE  SIGVE/VEN  or  to  join  the  fun,  visit:  http://sigve.iste.wikispaces.net/ Follow us on Twitter @VEJournal or #VEJournal

©Vej  is  an  Edovation  Publication  

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  The  Urban  Dictionary  defines  “Mining  The  Craft”  as  “the  act  of  playing  Minecraft.”  We  asked  a  couple  of  fifth  grade  friends,  Noah  Constantine  (his  picture  is  on  the  cover  of  this  issue  of  VEJ)  and  Nathan  Berube,  from  Bristol,  Connecticut,  about  their  “play”  in  the  world  of  Minecraft.  Here  is  what  they  told  us.        

     

Mining  the  Craft  

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Mining  The  Craft     By  Noah  Constantine    

Minecraft  is  changing  learning  forever.  It  is  helping  kids  change  their  attitude  towards  school.  Some  kids  are  really  into  this  new  game.    They  can  help  each  other  and  make  things  together,  improving  teamwork.  This  is  something  that  is  needed  in  schools.    

 Minecraft  has  power.  It  can  bring  people  together  to  create  something  

unique.  An  example  of  that  is  my  friend,  Nathan  Berube,  and  I  play  Minecraft  on  Xbox.  We  create  different  worlds  together.  We  have  survival  worlds  and  creative  worlds  that  we  play  on.    

 We  also  play  on  pocket  

edition.  I  have  a  custom  superman  skin  and  he  has  a  dragon  skin.  This  is  how  we  make  Minecraft  our  own  game.    

 We  each  have  different  

building  styles  and  both  prefer  different  things  in  Minecraft.  But  no  matter  what,  we  always  can  work  together  in  a  survival  world  to  find  resources  or  in  a  creative  world  making  awesome  buildings.    

    Some  people  are  spreading  their  love  of  Minecraft  by  making  YouTube  videos  and  even  whole  instagram  accounts  dedicated  to  Minecraft  and  their  creations.  There  are  YouTubers,  like  Popularmmos,  who  make  videos  about  them  exploring  Minecraft.  They  make  a  community  for  Minecraft.  They  are  sharing  “how  to’s.”    They  are  making  the  community  a  great  place  by  inspiring  kids  to  do  things  and  to  dream.      

Because  as  we  all  know,  the  only  limit  in  Minecraft  is  world  height!  

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Mining  The  Craft     By  Nathan  Berube    

My  friend  Noah  and  I  enjoy  playing  Minecraft  on  Xbox.  Noah  likes  to  build  while  I  love  adventuring  through  the  worlds  that  I  build.  We  both  can  play  together  and  still  take  part  in  what  we  like  most  about  Minecraft.    

When  not  playing  we  like  watching  Youtubers  such  as  Popularmmos  and  Gaming  with  Jen.  These  are  two  gamers  that  build  with  each  other  and  battle  zombies.  They  also  play  challenges.  

 My  friends  &  family  

like  to  fight  monsters  in  an  arena  that  I  built  and  sometimes  we  go  into  different  dimensions  to  fight  bosses,  like  the  “Wither  and  Ender  Dragon.”    

Noah  and  I  built  a  huge  tower  and  a  deep  mine  so  that  we  could  try  and  find  diamonds  in  the  world  we  built.    Unfortunately,  we  only  found  iron  so  we  weren't  as  strong  as  we  expected.  I  ended  up  losing  all  of  my  building  materials  &  food  to  a  zombie.    

Just  Tuesday  we  built  a  huge  castle  with  no  entrances.    You  have  climb  the  walls  and  go  in  through  the  roof.  We  built  a  big  mansion  together  and  a  Hunger  Games  map  with  just  the  two  of  us.  When  playing  with  friends  or  alone  there  are  many  things  you  can  do  when  on  Minecraft.      

Minecraft  lets  you  get  creative  while  stimulating  and  entertaining  your  mind.  The  possibilities  are  endless  in  the  Minecraft  world.    

[Pictures  from  Noah  Constantine.]  

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A  few  VSTE  VE  PLN  members  in  front  of  the  Parthenon  that  YosemiteWahWah  built.  

 

I  Found  a  Diamond:    Minecraft  Club  -­‐  First  Year  Reflections  

 An  Interview  with  Kim  Harrison    

By:  Bluebarker  Lowtide  (sl)  Vasili  A.  Giannoutsos  (rl)    

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This  interview  is  with  Kim  Harrison,  an  Instructional  Technology  Specialist  in  a  Virginia  School  District.  She  helps  with  computers,  software,  updates,  student  digital  literacy  and  technology  education  integration  with  teachers  at  her  school.  She  is  the  Current  Chair  for  the  Virginia’s  Society  for  Technology  in  Education’s  Virtual  Environments  Professional  Learning  Network  as  well  as  a  member  of  the  Inevitable  Betrayal  Educator’s  Guild  in  World  of  Warcraft  and  avid  Server  Hostess  of  VSTE’s  Minecraft  Server.  She  is  in  one  virtual  world  one  day  and  another  the  next.  

 

Bluebarker:  Hello  and  thank  you  for  joining  us  today  for  this  interview.  This  issue  of  VEJ  revolves  around  all  things  Minecraft,  so  in  your  own  words,  how  would  you  describe  Minecraft  to  someone  who  has  never  used  it  before?  

 

Kim  Harrison:  Well,  Minecraft  is  a  sand  box  tool  for  ages  3  –  100.  It’s  a  very  simple  virtual  environment  (VE)  where  you  can  break  and  build  things.  Everything  is  in  the  form  of  a  cube  and  you  click  to  punch  and  build.  Kids  can  build  anything  from  houses  to  art,  to  castles  to  complex  machines;  you  can  build  from  the  most  simple  to  the  most  complex.  

 

Bluebarker:  What  are  your  views  on  seeing  how  both  kids  and  adults  have  used  Minecraft?  

 

Kim  Harrison:  I  have  most  commonly  seen  that  kids  are  not  afraid  of  breaking  things,  which  seems  as  though  they  don’t  feel  like  they  are  responsible,  but  they  are  fearless.  They  jump  in  and  explore.  I  have  seen  kids  play  together  and  they  are  not  afraid  to  ask  questions  and  advance  readily  through  different  skill  levels.  Adults,  on  the  other  hand,  are  afraid  to  go  in  the  first  time.  They  seem  afraid  to  step  in  and  give  it  a  try.  Then  there  are  others  who  have  the  mindset  that  it  is  just  a  game  and  not  worth  their  time.  Believe  me  I’ve  heard  them  all,  from  “I  don’t  

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have  enough  time”  to  “I  don’t  think  my  computer  can  do  that.”  And  you  know,  it  may  take  some  of  us  longer  to  learn  while  we  try  and  look  for  a  purpose  and  have  a  plan  but  we  should  be  facing  this  like  the  kids  .  .  .  just  jump  in  and  see  how  far  you  can  go.  Kids  are  always  testing  the  limits  and  saying,  “I  bet  I  could  do  this  better.”    

 

Bluebarker:  What  would  you  say  is  the  main  difference  between  the  kids  and  the  adults  in  Minecraft?  

 

Kim  Harrison:  I  feel  the  kids  have  fun  playing  and  lose  themselves  in  Minecraft.  I  don’t  see  that  with  most  adults.  

 

Bluebarker:  Do  you  think  Minecraft  is  easy?  

 

Kim  Harrison:  I  think  Minecraft  is  easy  to  learn  initially,  especially  for  kids.  I  have  grandchildren  who,  when  they  were  in  kindergarten  and  given  an  iPad,  figured  out  on  their  own  how  to  work  it  and  how  to  test  things  out.  If  something  didn’t  work  they  could  just  press  the  home  button  and  they  could  start  over.  On  the  other  hand  there  have  been  some  things  I  have  seen  that  overwhelmed  me,  which  I  wouldn’t  know  where  to  start  if  I  had  to  recreate  them.  But  that’s  also  the  beauty  of  it  .  .  .    like  a  deck  of  cards;  you  can  play  anything  from  a  simple  game  of  Go  Fish  to  Tournament  Bridge.  There  is  always  more  to  learn.  

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 Three  of  my  club  members  at  school  gathered  for  a  selfie  in  front  of  the  

Jamestown  build  they  were  working  on.    

 

Bluebarker:  So,  what  would  you  say  is  your  favorite  thing  about  Minecraft?  

 

Kim  Harrison:  One  of  the  things  I  like  most  about  Minecraft  and  Virtual  Worlds  in  general  is  there  are  other  people  involved.  For  me,  the  social  component  makes  a  real  difference  between  the  kind  of  world  you  are  in  and  whether  you  want  to  be  in  it  or  not.  

 

Bluebarker:  You  recently  held  a  Minecraft  Club  for  your  elementary  school,  could  you  tell  us  some  of  the  challenges  you  had  with  getting  that  approved?  

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Kim  Harrison:  Yes,  first  of  all,  I  had  to  wait  for  a  Principal  that  could  support  me  in  this.  Having  a  Superintendent  that  was  pro-­‐technology  was  a  plus,  too.  My  current  principal  likes  technology,  likes  afterschool  activities,  and  has  a  son  who  plays  Minecraft,  so  she  understood  it.    

Next,  in  my  district  I  had  to  set  up  a  ticket  in  order  to  get  permission  to  install  new  software.  Knowing  MinecraftEDU  would  not  be  readily  accepted,  I  decided  to  follow  this  ticket  to  see  where  it  was  as  it  progressed  through  the  system.  I  could  see  who  had  it  from  week  to  week  and  send  them  a  friendly  email  asking  them  what  they  needed  from  me  to  keep  the  ticket  moving  to  the  right  person.  I  was  talking  with  engineers  and  network  specialists  who  were  feeling  at  first  it  would  make  our  network  unstable  and  allow  intrusions  through  some  kind  of  gap  in  the  system.  I  didn’t  know  specifically  what  kind  of  jargon  they  were  referring  to,  but  I  had  to  try  to  influence  them  to  side  with  me.  When  looking  for  help  from  MinecraftEDU  I  found  Joel  Levin  very  responsive  to  Tweets.    He  is  the  Head  of  Teacher  Gaming  for  Minecraft  EDU  (http://services.minecraftedu.com/wiki/What_is_MinecraftEdu  ).  He  was  able  to  supply  answers  to  questions  members  of  the  department  of  technology  had.    

When  my  ticket  to  install  MinecraftEDU  landed  on  Ramesh  Kapoor,  the  Chief  Information  Officer’s  desk,  I  wrote  him  an  email,  too.  I  felt  he  championed  my  cause  and  encouraged  others  to  make  this  happen  for  our  students.  Without  these  two  folks,  I  don’t  know  how  successful  I  would  have  been  and  it  might  have  taken  another  year  to  get  this  settled.  I  had  started  this  process  at  the  beginning  of  the  school  year  in  September  and  didn’t  get  the  approval  until  November.  It  took  until  January  to  get  the  appropriate  hardware  in  place  and  software  installed.  My  husband  and  I  had  to  come  in  over  the  Winter  Break  to  move  computers  with  better  graphics  cards  into  the  computer  lab.  In  January  the  department  of  technology  did  the  installs  for  us  –  one  server  and  ten  clients.    

 

Bluebarker:  Only  ten?  How  many  students  wanted  to  be  in  the  Minecraft  Club?  

 

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Kim  Harrison:  We  expected  all  students  would  be  interested  in  participating  in  the  club  but  we  only  purchased  ten  licenses.  It  was  not  an  easy  task  choosing  the  students.  We  thought  about  inviting  20  students  to  be  in  the  club  having  pairs  share  a  computer,  but  we  decided  ten  students  would  have  a  better  experience.  We  managed  to  come  to  a  solution  of  sorts  to  narrowing  the  candidate  pool  to  5th  graders.  I  created  a  Google  form  for  parents  to  apply  for  their  children  and  set  a  deadline.  After  the  deadline,  I  used  a  random  number  generator  to  select  ten  of  the  students  and  contacted  their  parents.  In  the  end  everything  did  manage  to  turn  out  okay  and  they  were  really  a  great  group  of  kids.  

 

Bluebarker:  How  long  did  your  club  last?  

 

Kim  Harrison:  It  met  every  Tuesday  from  February  to  April.  We  had  to  stop  then  so  we  could  focus  on  SOL  reviewing  and  testing.  

 

 

 

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Bluebarker:  That  seemed  like  a  lot  of  time  to  work  on  this.  Was  this  worth  it?  

 

Kim  Harrison:  Yes,  I  really,  really  wanted  to  do  this.  This  was  the  first  year  it  was  even  possible.  And  in  fact,  it  was  really  the  first  in  my  area  to  do  this  so  I  was  really  excited.  Everything  lined  up  perfectly  and  I  couldn’t  have  asked  for  a  more  exciting  opportunity.  

 

Bluebarker:  How  well  do  you  think  the  kids  responded  to  the  Minecraft  Club?  

 

 

Kim  Harrison:  Well,  they  loved  it!  Not  all  the  kids  who  were  in  the  club  were  allowed  to  use  Minecraft  at  home  because  they  didn’t  have  the  right  devices  or  they  had  limited  screen  time.  Most  of  them  hadn’t  done  Multiplayer  before.    They  enjoyed  that  they  could  see  someone  doing  something  and  they  could  stand  

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nearby  and  watch  and  learn  or  talk  about  it  across  the  room.  It  was  enjoyable  to  see  them  interact  and  learn  in  this  informal  setting.  

 

Bluebarker:  Did  you  have  them  complete  any  projects  in  there  or  was  it  a  free-­‐for-­‐all?  

 

Kim  Harrison:  Some  of  each.  I  had  them  set  their  own  rules  and  govern  themselves.  First  we  did  the  tutorial  built  into  MinecraftEDU.  Then  they  were  assigned  a  project  where  they  each  had  their  own  plot  of  land  and  they  had  to  build  a  house  with  a  specific  area  and  size.  They  had  to  plan  it  on  graph  paper  and  then  build  it  inworld.  (shared  link:  http://blogs.vbschools.com/KimsKaleidoscope/2015/02/10/minecraftedu-­‐club-­‐day-­‐2/  )    Finally  I  asked  them  to  agree  on  a  large  community-­‐building  project  that  they  could  make  to  show  the  educational  value  of  MinecraftEDU.  They  built  a  model  of  Jamestown.  They  brainstormed  what  was  needed  and  broke  into  subgroups  to  carry  it  out.    

 

Bluebarker:  What  are  your  plans  for  the  future  of  this  Minecraft  Club  at  your  School?  

 

Kim  Harrison:  I  expect  to  do  this  again  next  year,  but  we  are  trying  to  incorporate  Minecraft  into  the  classroom  and  get  a  class  set  to  be  able  to  use  it  for  instruction.  There  are  several  Instructional  Technology  Specialists  and  Teaching  and  Learning  Coordinators  in  our  district  that  would  really  like  to  use  it  in  various  content  areas.    

 

Bluebarker:  How  about  your  vision  for  how  Minecraft  can  be  used  in  the  future  of  Education?  

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Kim  Harrison:  Well,  every  child  should  have  a  rudimentary  understanding  of  what  it  was  and  how  to  use  it.  It  would  be  the  gateway  to  digital  literacy  and  digital  citizenship  for  very  young  students.  We  could  give  them  a  choice  to  explain  a  book,  science  concept  or  show  a  math  problem  in  whatever  way  they’d  like:  show  it  on  the  board,  built  it  in  Minecraft,  describe  it  with  ChatterBox,  present  it  with  PowerPoint,  etc.    Minecraft  would  simply  be  one-­‐tool  students  have  to  show  what  they  know.  I  would  also  really  like  to  see  some  projects  become  standard  in  the  curriculum,  such  as  building  examples  of  ancient  architecture  from  the  civilizations  we  study.        

   

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Experiences  such  as  internships  in  21st  century  workplace  settings  offer  potential  benefits  for  student  motivation,  academic  learning,  and  mastery  of  skills  for  the  global,  knowledge-­‐based,  innovation-­‐centered  economy  (Dede,  2012).  However,  providing  extended,  mentored  real-­‐world  activities  outside  classrooms  is  difficult,  particularly  for  younger  students.  Moreover,  internship/apprenticeship  models  are  hard,  if  not  impossible,  to  bring  to  scale,  partly  because  the  number  of  workplace  sites  willing  to  accept  mentoring  responsibilities  for  students  is  limited,  and  partly  because  teachers  accustomed  to  conventional  classrooms  often  struggle  to  adapt  to  this  form  of  education.  Fortunately,  virtual  worlds  and  augmented  realities  now  offer  ways  for  students  to  experience  simulated  internships  without  leaving  classrooms.  

 

Two  types  of  immersive  media  underlie  a  growing  number  of  formal  and  informal  learning  experiences:  

• Multiuser  virtual  environments  (MUVEs,  or  “Virtual  Worlds”)  offer  students  an  engaging  “Alice  in  Wonderland”  experience  in  which  their  digital  avatars  in  a  graphical,  virtual  context  actively  participate  in  experiences  with  the  avatars  of  other  participants  and  with  computerized  agents  (Ketelhut  et  al.,  2010).    

• Augmented  reality  (AR)  enables  students  to  interact—via  mobile  wireless  devices—with  virtual  information,  visualizations,  and  simulations  superimposed  on  real-­‐world  physical  landscapes.  This  type  of  immersion  infuses  digital  resources  throughout  the  real  world,  augmenting  students’  experiences  and  interactions  (Klopfer,  2008).  

 Immersive  Authentic  Simulations:  

Complementing  Virtual  Worlds  with  Augmented  Realities    

Chris  Dede,  Harvard  University    

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By  immersing  students  in  authentic  simulations,  MUVEs  and  AR  promote  two  deeper-­‐learning  strategies,  apprenticeship-­‐based  learning  and  learning  for  transfer,  that  are  very  important  for  education.  

 

EcoMUVE  as  an  example  of  multi-­‐user  virtual  environments  

The  EcoMUVE  middle  grades  curriculum  teaches  scientific  concepts  about  ecosystems  while  engaging  students  in  scientific  inquiry  (both  collaborative  and  individual)  and  helping  them  learn  complex  causality  (http://ecomuve.gse.harvard.edu).  The  curriculum  consists  of  two  MUVE-­‐based  modules,  allowing  students  to  explore  realistic,  3-­‐dimensional  pond  and  forest  ecosystems.  Each  module  consists  of  ten  45-­‐minute  lessons  and  includes  a  complex  scenario  in  which  ecological  change  is  caused  by  the  interplay  of  multiple  factors  (Metcalf  et  al.,  2013).  Students  assume  the  role  of  scientists,  investigating  research  questions  by  exploring  the  virtual  environment  and  collecting  and  analyzing  data  from  a  variety  of  sources  over  time  (Figures  1,  2).  In  the  pond  module,  for  example,  students  can  explore  the  pond  and  the  surrounding  area,  even  venturing  under  the  water;  see  realistic  organisms  in  their  natural  habitats;  and  collect  water,  weather,  and  population  data.  Students  visit  the  pond  over  a  number  of  virtual  "days"  and  eventually  make  the  surprising  discovery  that,  on  a  day  in  late  summer,  many  fish  in  the  pond  have  died.  Students  are  then  challenged  to  figure  out  what  happened—they  travel  backward  and  forward  in  time  to  gather  information  to  solve  the  mystery  and  understand  the  complex  causality  of  the  pond  ecosystem.  

   

Figure  1.  Students  can  collect  pond  and  weather  data          Figure  2.  Summarizing  and  interpreting  data  

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The  EcoMUVE  curriculum  uses  a  “jigsaw”  pedagogy,  in  which  students  have  access  to  differing  information  and  experiences;  they  must  combine  their  knowledge  in  order  to  understand  what  is  causing  the  changes  they  see.  Working  in  teams  of  four,  students  are  given  roles  that  embody  specific  areas  of  expertise  (naturalist,  microscopic  specialist,  water  chemist,  private  investigator)  and  that  influence  how  they  participate  and  solve  problems.  Using  the  differing  methods  of  their  roles,  students  collect  data,  share  it  with  teammates  via  tables  and  graphs  that  they  create  within  the  simulation,  and  then  work  collaboratively  to  analyze  the  combined  data  and  figure  out  how  a  variety  of  inter-­‐connected  parts  come  together  to  produce  the  larger  ecosystem  dynamics.  The  module  culminates  with  each  team  creating  an  evidence-­‐based  concept  map—representing  their  understanding  of  the  causal  relationships  at  work  in  the  ecosystem—which  they  present  to  the  class.    

 

EcoMOBILE  as  an  example  of  augmented  realities  

Designed  to  complement  EcoMUVE,  the  EcoMOBILE  project  explores  the  potential  of  augmented  reality  (as  well  as  the  use  of  data  collection  “probeware,”  such  as  a  digital  tool  that  measures  the  amount  of  dissolved  oxygen  in  water,  to  support  learning  in  environmental  science  education  (http://ecomobile.gse.harvard.edu).  The  EcoMOBILE  curriculum  is  a  blend  of  the  EcoMUVE  learning  experiences  with  the  use  of  digital  tools  that  enhance  students’  real-­‐world  activities,  as  illustrated  by  a  3-­‐day  project  that  has  been  field-­‐tested  successfully  (Kamarainen  et  al.,  2013):  During  one  class  period,  a  group  of  middle  school  students  participated  in  an  EcoMUVE  learning  quest,  completing  a  5–10  minute  on-­‐line  simulation  in  which  they  learned  about  dissolved  oxygen,  turbidity,  and  pH.  The  following  day,  the  students  went  on  a  field  trip  to  a  nearby  pond,  in  order  to  study  the  relationship  between  biological  and  non-­‐biological  factors  in  the  ecosystem,  practice  data  collection  and  interpretation,  and  learn  about  the  functional  roles  (producer,  consumer,  decomposer)  of  organisms  in  the  life  of  the  pond.  

 

At  a  number  of  spots  around  the  pond,  students’  handheld  devices  showed  them  visual  representations—overlaid  onto  the  real  environment—of  the  natural  processes  at  work  in  the  real  environment,  as  well  as  interactive  media  including  relevant  text,  images,  audio,  video,  3D  models,  and  multiple-­‐choice  and  open-­‐ended  questions.  Students  also  collected  water  measurements  using  Vernier  

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probes  (Figures  3,  4).  On  the  next  school  day  after  the  field  trip,  back  in  the  classroom,  students  compiled  all  of  the  measurements  of  temperature,  dissolved  oxygen,  pH,  and  turbidity  that  had  been  taken  during  the  field  trip.  They  looked  at  the  range,  mean,  and  variations  in  the  measurements  and  discussed  the  implications  for  whether  the  pond  was  healthy  for  fish  and  other  organisms.  They  talked  about  potential  reasons  why  variation  may  have  occurred,  how  these  measurements  may  have  been  affected  by  environmental  conditions,  and  how  to  explain  outliers  in  the  data.  Our  research  shows  that  virtual  worlds  and  augmented  realities  are  powerful  complements  to  enable  learning  partnerships  for  real-­‐world,  authentic  tasks.  

 

   Figure  3.  Handheld  device  delivering  information            Figure  4.  Collecting  data  on  turbidity    

 

Summary  

Overall,  immersive  media  can  be  used  in  a  number  of  ways  to  promote  deeper  learning,  such  as  by  facilitating  case-­‐based  instruction,  peer-­‐to-­‐peer  collaborative  activities,  simulated  apprenticeships,  and  the  development  of  inquiry  skills  (Dede,  2014).  Simulations  allow  students  to  learn  skills  under  controlled  conditions  that  may  be  difficult  to  replicate  in  the  real  world  (Dawley  &  Dede,  2013),  but  which  convey  some  degree  of  authenticity,  allowing  what  is  learned  in  one  setting  to  transfer  to  the  other.  And  Augmented  Realities  embed  learning  in  the  real  world,  giving  students  a  deeper  understanding  of  the  immediate  environment  (Dunleavy  &  Dede,  2013).  On  their  own,  each  of  these  approaches  has  important  benefits  for  students;  and  blending  them  together  presents  even  greater  opportunities  for  deeper  learning,  student  collaboration  and  partnerships  on  authentic  real-­‐world  tasks.  

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References  

Dawley,  L.,  &  Dede,  C.  (2013).  Situated  learning  in  virtual  worlds  and  immersive  simulations.  In  J.M.  Spector,    M.D  Merrill,  J.  Elen,  &  M.J.  Bishop  (Eds.),  The  handbook  of  research  on  educational  communications  and  technology  (4th  ed.),  pp.  723-­‐734.    New  York:  Springer.  

Dede,  C.  (2014).  The  role  of  technology  in  deeper  learning.  New  York,  NY:  Jobs  for  the  Future.  http://www.studentsatthecenter.org/topics/role-­‐digital-­‐technologies-­‐deeper-­‐learning  

Dede,  C.  (2012).  Interweaving  assessments  into  immersive  authentic  simulations:  Design  strategies  for  diagnostic  and  instructional  insights  (Commissioned  White  Paper  for  the  ETS  Invitational  Research  Symposium  on  Technology  Enhanced  Assessments).  Princeton,  NJ:  Educational  Testing  Service.    http://www.k12center.org/rsc/pdf/session4-­‐dede-­‐paper-­‐tea2012.pdf  

Dunleavy,  M.,  and  Dede,  C.  (2013).  Augmented  reality  teaching  and  learning.  In  J.M.  Spector,    M.D  Merrill,  J.  Elen,  &  M.J.  Bishop  (Eds.),  The  handbook  of  research  on  educational  communications  and  technology  (4th  ed.),  pp.  735-­‐745.    New  York:  Springer.  

Kamarainen,  A.M.,  Metcalf,  S.,  Grotzer,  T.,  Browne,  A.,  Mazzuca,  D.,  Tutwiler,  M.S.,  &  Dede,  C.  (2013).  EcoMOBILE:  Integrating  augmented  reality  and  probeware  with  environmental  education  field  trips.  Computers  &  Education.  Available  online  14  March  2013    

Ketelhut,  D.  J.,  Nelson,  B.  C.,  Clarke,  J.,  &  Dede,  C.  (2010).  A  multi-­‐user  virtual  environment  for  building  and  assessing  higher  order  inquiry  skills  in  science.  British  Journal  of  Educational  Technology,  41(1),  56–68.  

Klopfer,  E.  (2008).  Augmented  learning:  Research  and  design  of  mobile  educational  games.  Cambridge,  MA:  MIT  Press.  

Metcalf,  S.,  Kamarainen,  A.,  Grotzer,  T.,  &  Dede,  C.  (2013).  Teacher  perceptions  of  the  practicality  and  effectiveness  of  immersive  ecological  simulations  as  classroom  curricula.  International  Journal  of  Virtual  and  Personal  Learning  Environments,  4(3),  66-­‐77  

   

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Minecraft:  (Games-­‐Based)  Learning  Internationally!  

By  David  W.  Deeds,    Technology  Integration  Coach,    American  School  of  Guatemala  

 

 

Back  in  2012,  I  was  the  IT  Manager  for  Changchun  American  International  School  in  China.  We  wanted  to  expand  our  games-­‐based  teaching/learning,  with  real  games,  for  a  much-­‐needed  change.  You  know  what  I  mean.  Kids  know  when  you’re  trying  to  sneak  one  of  those  so-­‐called  “educational  diversions”  into  the  mix!  Those  “games”  are  like  sugar-­‐free  soda…they  always  leave  a  funny  taste  in  your  mouth.    

I  had  been  experimenting  with  Minecraft  (OK,  OK,  I  had  been  playing  it  along  with  my  students!)  since  it  came  out  in  2009.  But,  I  just  couldn’t  figure  out  a  way  to  use  it  long-­‐term  in  the  classroom.  And  we  did  try,  however,  we  never  got  

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past  one  or  two-­‐day  lab  exercises.  Great  for  midterm  breaks,  though.  I’m  hardly  a  control  freak,  but  having  kids  log  in  and  then  never  seeing  them  again  just  didn’t  have  that  same  teaching-­‐learning  “feel”  to  it!  I  would  ask  students  about  this,  and  the  consensus  was  that  they  preferred  something…anything…that  kept  them  working  together,  collaborating  as  a  group.  

Outside  the  classroom,  I  had  the  usual  problems  trying  to  sell  a  virtual  learning  environment  to  the  powers-­‐that-­‐be.  “What  if  they  meet  TOP?”  I  had  started  abbreviating  “That  Objectionable  Person”  to  “TOP”  in  order  to  save  myself  

time.    I  had  already  successfully  pitched  (and  was  using)  both  Second  Life  and  OpenSimulator,  however,  it  was  the  fact  that  this  is  indeed  a  “game  game”  that  required  yet  more  justification.  This  has  always  been  weird  to  me.  Do  parents  nowadays  keep  their  kids  locked  in  basements  so  they  won’t  meet  anybody  in  Real  Life…?  

Finally,  I  managed  to  convince  everybody  but  myself.  Even  if  I  ran  my  own  server  behind  our  firewall,  Minecraft  still  lacked  some  sense  of…oh,  I  don’t  know…”structure”  is  as  good  a  word  as  any…that  I  liked  to  have  for  my  lessons  as  

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an  IT  Teacher.  I’m  just  funny  that  way.  Cool,  yet  anal  retentive…I  think  it’s  a  fascinating  mix,  although  for  reasons  unknown  others  don’t  share  this  opinion.    

 

Then  I  discovered  MinecraftEdu,  and  I  knew  we  

had  found  the  answer.  If  you’re  having  difficulty  convincing  skeptical  administrators,  parents,  etc.,  on  the  concept  of  using  Minecraft,  this  just  might  be  your  solution  too.  Every  teacher  becomes  a  network/system  administrator,  in  total  control  of  who  gets  in  (and,  as  I’ve  mentioned,  this  is  important  to  some  folks!).  You  also  have  the  ability  to  turn  features  on  and  off,  give  assignments,  etc.  Freezing  students  is  not  only  practical,  it’s  a  hilarious  way  to  annoy  them!    

 

OK,  so…as  our  Middle  School  IT  Teacher  and  I  were  installing  MinecraftEdu  in  a  computer  lab,  he  said:  “You  know,  I’ve  never  played  Minecraft  before.”  I  told  him:  “Don’t  worry.  Every  teenage  boy  is  going  to  be  your  subject  matter  expert.”    

 

Talk  about  the  gift  of  prophecy!  We  had  two  kids  in  particular  we  couldn’t  get  to  shut  up.  I’d  send  them  to  see  the  MS  IT  Teacher  and  he’d  send  them  back  to  see  me.  I’d  finally  have  to  say  “Guys,  let’s  save  it  for  our  next  class.”  I  seldom  if  ever  

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had  to  answer  any  questions  in  the  lab.  Not  that  I  was  lazy…I  was  just  letting  students  be  in  charge  of  their  own  learning  experience!  That’s  my  story,  anyway,  and  I’m  sticking  with  it.    

 

 

With  me  so  far?  I’ve  already  written  my  dissertation,  so  I  don’t  need  to  impress  you  with  why  I  think  Games-­‐Based  Learning  is  so  great.  It  works,  and  everybody  has  fun.  Hard  to  beat  that!  If  you’re  having  trouble  selling  GBL  at  your  school,  try  it  with  MinecraftEdu.  It  has  lots  of  nifty  features.  And  if  you’re  hesitant  to  try  Minecraft  because  you  don’t  have  a  clue  about  it,  go  ahead  and  rely  on  your  students.    

Now  then…I’m  not  sure  why,  at  least  not  yet…saving  the  research  for  my  next  ebook,  I  guess…but  things  really  took  off  at  my  next  school  in  Mexico.  With  9th  and  10th  graders,  as  part  of  our  newly  created  Computer  Workshops.  The  guys  went  crazy  from  Day  One,  as  expected…the  gals  were  hesitant  at  first.  Until  I  suggested  a  Boys  vs.  Girls  Design  Contest.  Then  it  got  serious…maybe  a  little  too  

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much  so.  Remember  those  features  you  can  turn  on  and  off  using  MinecraftEdu?  Well,  ensure  that  “TNT”  is  something  that’s  not  available!  I  got  tired  of  having  to  enforce  things  via  switches.  I  wanted  to  see  if  my  students  could  exercise  self-­‐control.  No,  they  could  not!  Amusing  anecdote  follows.    

 

 

The  girls  had  created  a  magnificent  structure…and  the  boys  blew  it  to  smithereens.  Tempers  flared…I  even  had  parents  trying  to  contact  me  because  the  assumption  was  that  the  gals  would  fail  the  assignment!    

I  reassured  everybody  that  no  student  of  mine  has  ever  failed  a  class  (if  one  can’t  succeed  according  to  a  certain  set  of  criteria…I  just  change  the  criteria!)  and  we  carried  on  with  business  as  usual.  Or,  so  I  thought.  I  should  have  known  something  was  going  on…there  was  a  group  of  girls  who  were  just  too  quiet.  Here’s  what  they  were  up  to…while  some  were  providing  a  “cover  story”  by  building  above  ground,  others  were  stealthily  digging  a  tunnel  across  the  map.  A  tunnel  underneath  the  boys’  latest  masterpiece,  that  is.  This  went  on  for  weeks.    

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The  guys  were  just  putting  the  finishing  touches  on  their  design  when  BOOM!  Everything  was  in  ruins.  To  their  credit,  the  guys  were  good  sports  about  it.  Justice  is  justice,  after  all.  I  

gave  the  gals  the  highest  marks  possible  for  project  planning!    

 

Here  in  Guatemala,  I’ve  been  using  MinecraftEdu  only  in  my  Games-­‐Based  Learning  Club  so  far,  and  only  because  firewall  issues  prevented  us  from  starting  with  OpenSimulator.  Next  year,  we  will  be  using  Minecraft…at  least  in  Elementary  and  Middle  School…maybe  in  High  School,  too.  I  want  to  introduce  it  as  a  means  of  getting  interdisciplinary  efforts  started,  such  as  combining  IT  and  Art  course  assignments.  It’s  great  for  introducing  Project-­‐Based  Learning,  too!    

Write  to  me:  [email protected].    

   

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We  interviewed  Draxtor  Despres  in  the  February  2014  issue  of  VEJ  (http://issuu.com/edovation/docs/vej_february_2014_2_10_14).  As  I  stated  in  the  introduction  of  that  interview,  Draxtor  is  the  quintessential  digital  anthropologist  (i.e.,  someone  who  studies  and  archives  the  relationships  and  cultures  that  develop  and  exist  from  humans  and  their  use  of  digital  technology).    If  you  are  not  familiar  with  Draxtor’s  work,  be  sure  to  read  the  first  interview  we  did  in  the  February  2014  issue  of  VEJ.      

 

Much  has  transpired  in  the  exponentially  changing  digital  world  since  our  

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last  interview.  I  was  excited  to  catch-­‐up  with  Draxtor  to  learn  about  his  latest  projects,  his  thoughts  about  Second  Life,  and  his  predictions  about  the  future.  

 

Roxie:  Since  we  last  talked  to  you,  what  projects  and/or  stories  have  you  been  working  on  or  completed?    

 

Draxtor:  I  am  doing  the  Drax  Files  World  Makers  every  five  weeks.  There’s  always  something  going  on.  It’s  always  either  in  production  or  we  are  pre-­‐producing  and  scheduling  new  people  –  so  it  really  never  ends.  As  they  say,  after  the  game  is  before  the  game.  So  the  minute  something  comes  out  publically,  it  means  I  am  on  to  the  next  thing  –  laying  things  out  –  the  story  and  trying  to  find  more  guests.  So  there’s  always  a  challenge.  The  latest  few  stories  were  pretty  exciting,  mainly  all  from  Paris  in  the  fashion  world  like  Nylon  Pinkney.  These  are  people  who  are  well  known.  I  try  to  have  a  balance  between  well-­‐known  people  and  maybe  not  so  well  known,  and  not  so  high  profile.    

 

 

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Draxtor:    Maylee  Oh,  [Draxfiles  World  Makers  Episode  30]  for  example,  is  talented  in  so  many  avenues  that  I  think  that  it  can  also  be  kind  of  intimidating.  She’s  a  good  illustrator.  She  makes  fashion.    She’s  financially  successful  in  Second  Life,  so,  it  is  always  for  me  –  I  am  very  conscious  of  making  sure  that  I  am  on  the  side  of  the  –  I  am  not  trying  to  give  a  plug  for  the  people  who  already  have  a  platform.  But,  I  wanted  to  pursue  her  story,  because  it  is  compelling  and  she  is  quite  humble  and  she  started  from  very  humble  beginnings.  So,  it’s  another  thing,  where  I  think  that  her  work  is  very  polished,  and  like  I  said,  it  can  be  intimidating,  it  can  also  be  invigorating  –  saying,  “Hey,  she  started  from  nothing,  maybe  I  can  do  this!”            

 

Roxie:  Are  you  doing  work  in  other  virtual  worlds  or  3-­‐D  games?  If  so,  what?  

 

Draxtor:  No,  not  really.  I  am  not  a  gamer.  I  am  not  really  interested  in  games.  My  son  is  a  gamer.  That’s  great.  I  don’t  understand  the  appeal  of  games  to  be  quite  honest.  I  read  books,  I  read  paper  books,  and  I  am  in  Second  Life.  Those  are  my  two  things.  I  hardly  watch  any  movies  any  more.  I  watch  documentaries  –  political  documentaries,  documentaries  on  social  issues.  But  I  am  very  conscious  of  the  time  I  have.  .  .  the  limited  time,  so  this  is  of  interest  to  me.  So  the  wandering  and  exploring  in  Second  Life,  the  exploration  and  communication  with  other  people  is  to  me  way  more  satisfying  than  a  3D  game,  where  up  top  I  get  pushed  down  sort  of  a  narrative  that  I  have  to  follow.  I  am  just  not  interested  in  that.  High  Fidelity,  I’ve  checked  out.  And,  I  will  do  a  podcast  on  High  Fidelity  which  is  Philip  Rosedale’s  new  virtual  world.    

 

Roxie:  I  bet  that  will  be  a  very  interesting  podcast!  When  I  think  of  you,  I  think  of  you  as  the  quintessential  digital  anthropologist.  Do  you  agree?  Why  or  why  not?  How  do  you  best  describe  your  work?  

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Draxtor:  Well,  Digital  Anthropologist,  Oh,  gosh,  I  don’t  even  know  what  the  official  definition  of  anthropologist  is?  So,  that’s  why  I  would  caution  it.  I  would  like  to  call  myself  an  “Advocacy  Journalist”  as  opposed  to,  let’s  say,  an  investigative  journalist  who  goes  in  and  investigates  and  then  either  exposes  wrong  doings  or  is  very  much  neutral,  I  guess,  and  changes  –  you  know,  doesn’t  go  in  with  a  preconceived  narrative.  I  have  to  admit,  I  go  in  with  an  opinion.  When  I  do  the  videos,  my  opinion  is  that  creativity  is  an  amazing  force  that  can  heal  people  and  bring  people  together.  That  is  what  I  want  to  bring  out.  So,  I  don’t  probe  people  when  I  interview  them  or  force  them  to  say  stuff  that  I  need  for  the  story.  [Laughing]  They  say  that  stuff!  Right?  So,  that  is  actually  quite  easy  in  the  sense  that  I  always  get  the  material  that  I  need.  I  mean,  it’s  very  labor  intensive  to  put  it  together,  but  we  in  Second  Life,  we  have  an  overlap  in  the  sort  of  opinion  about  what  makes  us  tick  –  and,  what  makes  us  tick  is  the  awe  of  a  world  where  people  can  express  themselves  freely.  And,  to  me,  that’s  what  I  would  call  advocacy  journalism.  I  journal.  I  document  what  people  do.  But,  I  have  a  point  of  view  and  that  point  of  view  is  shining  through.  Maybe  I  am  a  little  bit  of  a  sociologist  as  well.  For  a  sociologist  observes  social  structures  and  then  might  be  quite  critical.  I  am  not  critical  in  that  sense.  I  could  do  any  number  of  critical  exposé’s in  second  life.  There’s  plenty  of  things  that  are  not  all  fine  and  dandy.  There  is  addiction.  There  is  abuse.    It  would  be  very  interesting  to  do  something  long  term,  to  explore  those  things.  But,  this  is  a  hobby.  I  decided  to  do  this,  to  dedicate  my  time  to  this.      

Roxie:  The  last  time  you  talked  with  us,  you  said  that  you  are  not  just  a  “parachute  journalist  –  you  live  there.”  Living  in  virtual  worlds,  what  have  you  gleaned?  What  have  you  learned?  What  are  the  take-­‐aways.  .  .  that  is  the  lessons  of  living  in  virtual  worlds  that  all  of  us  could  benefit  from?    

 

Draxtor:  Yes,  I  live  there.  Living  in  virtual  worlds  .  .  .  The  takeaway  is  that  it  can  co-­‐

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exist.  That’s  the  main  thing.  You  can  co-­‐exist  in  a  virtual  world  and  in  the  so-­‐called  real  world.  That’s  the  most  important  thing  that  I  try  to  get  across  to  the  critics.  I  think  we  need  to  also  understand  that  we  do  not  have  to  be  defensive  about  saying  that  we  live  there.  You  know  there  are  plenty  of  people  who  live  in  [laughing]  I  don’t  know  .  .  .  they  live  at  home  with  their  daytime  television  .  .  .  I  am  not  going  to  make  a  judgment  here.  A  Reality  television  of  the  most  terrible  sort  .  .  .  we  live  in  a  beautiful  world.  We  should  be  very,  very  proud  of  that.  There  was  a  recent  article  in  Atlas  Obscura  about  Second  Life.  About  a  guy  who  came  in,  an  outside  journalist,  who  was  guided  by  our  own  Ziki  Questi.  He  wanted  to  be  in  there  longer  –  not  parachuting  in  and  out  and  then  writing  some  stuff.  He  wanted  to  really  walk  around  and  see  stuff.  That  was  such  a  breath  of  fresh  air  when  it  comes  to  outside  journalists.      

 

Roxie:  Since  we  last  talked,  what  are  some  of  the  most  creative  pioneers  doing  in  virtual  worlds?  Who  should  we  be  watching?    

 

Draxtor:  I  don’t  know.  I  know  one  percent  of  Second  Life.  I  sometimes  feel  I  don’t  know  anything.  I  do  a  weekly  podcast  and  I  learn,  you  know,  there’s  Harry  Potter  role-­‐play.  They  make  Quidditch  Games.  There  are  any  number  of  educational  projects  that  I  don’t  know  anything  about  because  of  the  vastness  of  it.  Sometimes  when  I  talk  to  Linden  Lab  folks,  they  have  a  hard  time  keeping  track  of  what’s  happening.  I  would  always  be  watching  people  who  used  the  latest  tools  from  Linden  Lab,  for  example,  the  experience  tools  that  allow  a  little  more  control  over  interactivity  and  gameplay.  Although  I  said,  I  am  not  a  gamer  at  the  onset,  the  experience  keys  feature,  I  think,  is  marvelous  to  also  make  educational  content  that  is  interactive  and  engages  you.  So,  I  think  there  

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are  a  handful  of  people  who  work  on  that  stuff.  I  do  want  to  say  that  Loki  Eliot  is  a  great  content  creator  in  Second  Life.  He  must  either  be  independently  wealthy  or  he  lives  on  an  endowment  of  some  kind  [laughing]  because  he  has  –  it  is  so  great  that  he  can  spend  so  much  time  creating  stuff.  And  it’s  like  almost  the  minute  Linden  Lab  comes  out  with  a  feature,  he  implements  it  in  something.    

 

Roxie:  I  love  “The  Drax  Files  World  Teasers:  Loki’s  Airship  Battle”.  I  think  this  is  a  great  example  of  the  kind  of  creation  you  are  talking  about.    I  also  found  his  Loki  –Digital  Mischief  Maker  blog  very  interesting.  The  theme  for  this  issue  is  “Mining  

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The  Craft”.    In  the  last  interview  we  did  with  you,  you  talked  about  playing  Minecraft  with  your  son.  Maybe  we  should  interview  him!  What  are  some  of  the  projects  he,  you,  or  the  both  of  you  have  done  in  Minecraft?  What  have  you  learned  from  your  projects?    

 

Draxtor:  Yeah,  you  can  ask  him.  You  can  send  him  some  questions.  He  is  on  the  podcasts  all  the  time.  I  will  ask  him.  Listen  to  the  podcasts.  His  assessment  of  virtual  reality  is  actually  quite  interesting.  He’s  out  of  Minecraft.  He’s  not  interested  any  more.  He  is  11.  He  hasn’t  been  doing  things  for  over  a  year  in  Minecraft.  He  is  not  interested.  He  plays  violin.  He  plays  drums.  He’s  in  the  jazz  band.  And  he  plays  outdoors.  Isn’t  that  weird,  huh?  Most  kids  who  everybody  says  are  just  glued  to  their  phones  –  it’s  not  happening.  He  thinks  his  daddy’s  a  loser  –  NO!  [laughing]  I  am  very  proud  of  him!  He  is  excited  about  some  games.  But,  I  have  no  idea  why  Minecraft  doesn’t  appeal  to  him  anymore.  I  think  he  thinks  it’s  for  kids.  But,  what  worries  me  a  little  bit  is  that  Minecraft  does  provide  this  creativity,  and  this  outlet  to  make  things,  and  I  want  him  to  learn  a  little  bit  of  coding.  But,  he’s  really  not  interested  in  actually  interacting  with  the  computer  that  much.  So,  that  is  very  interesting.  He  plays  violin  at  a  really  high  level  and  just  started  drums  a  year  ago.  He  is  already  in  the  Jazz  Band!  He  has  a  real  talent  and  he’s  just  in  that  avenue!    

 

Roxie:  Which  also  sounds  like  a  great  place  to  be!  It  sounds  like  he  is  very  talented!  From  your  experiences  how  can  educators,  especially  elementary  and  middle  school  teachers,  use  Minecraft  as  a  catalyst  and  motivator  to  engage  students  in  learning?    

 

Draxtor:  Minecraft  is  interesting  because  it  gives  you  a  sense  of  belonging  –  because  you  get  a  place  right  away.  So,  that  is  important.  You  get  land.  I  think,  this  needs  to  change  in  Second  Life.  The  motivator  –  I  would  ask  you  to  listen  to  Podcast  #68  where  we  have  Mirek  Hancl  from  Germany  talking  for  45  minutes  

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about  how  Minecraft  works  in  the  classroom.  It’s  amazing  what  he  does.  I  defer  to  him.  He  has  the  expertise.  I  don’t.    

 

Roxie:  Students  are  already  learning  and  using  21st  century  skills  primarily  outside  of  school  (i.e.,  problem-­‐solving,  collaboration,  critical  thinking,  entrepreneurship,  communication,  maker  spaces,  coding).  What  technologies  can  educators  use,  and  how  can  teachers  harness  digital  technologies,  especially  virtual  worlds  and  virtual  realities  to  engage  and  instruct  these  21st  century  skills?    

 

Draxtor:  The  problem-­‐solving  –  Mirek  Hancl  talks  about  that  stuff.  Problem-­‐solving,  collaboration,  critical  thinking.  That’s  how  he  uses  Minecraft.  He  has  tremendous  knowledge  and  success  with  that  approach.  He  teaches  at  a  German  high  school.  Listen  to  Episode  #  68  of  the  Drax  Files  Podcast.    

 

Roxie:  Yes,  it  is  very  interesting  to  listen  to  him  talk  about  how  he  uses  Minecraft  with  his  6th  to  12th  grade  Computer  Science  and  Chemistry  students.  I  just  want  to  let  our  readers  know  that  when  they  listen  to  the  podcast,  the  conversation  with  Mirek  Hancl  begins  35:00  minutes  into  The  Drax  Files  Radio  Hour  #68  podcast.  

 

Draxtor:    I  think  that  what  we’re  missing  here  is  –  broadly  speaking  we  use  technology  for  testing  and  for  keeping  kids  in  line  rather  than  unleashing  their  creativity.  That’s  all  I  can  say.  I  am  a  broken  record  on  that.  It  is  really  depressing  how  administrators,  because  they  are  so  forced  to  deliver  scores,  test  scores  and  stuff  that  they  buy  into  this  crap  of  testing  software  versus  unleashing  the  creativity.  It’s  really  sad.  It  makes  kids  less  of  critical  thinkers  and  problem-­‐solvers.  It  turns  them  into  convenient  sheep,  right?  It’s  the  obsession  with  this  data  and  the  drilling,  killing  thing.    

 

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Roxie:  Agreed.  [Sigh]  You  are  talking  to  the  choir  here!    Changing  the  subject  .  .  .  As  you  know,  the  power  of  Virtual  Reality  headsets  and  motion  control  technologies  (e.g.,  Oculus  Rift,  Google  cardboard,  HTC  Vive,  LEAP  Motion)  is  extremely  exciting  and  has  the  potential  to  revolutionize  how  people  experience  video  games  and  virtual  environments  such  as  Second  Life.  What  and  how  are  you  using  these  new  innovations?  What  is  your  prediction  for  their  use  in  the  near  future?  

 

Draxtor:  Yeah,  it’s  exciting.  I  don’t  know.  I  have  been  to  all  of  these  conferences.  I  am  kind  of  skeptical  that  they  will  be  in  the  household  everywhere,  as  some  people  say.  Chris  Collins  from  High  Fidelity  says  that.  But,  I  don’t  know.  I  think  they  might  go  the  way  of  the  3D  television.  Maybe,  I  don’t  know.  Right  now  there  is  a  lot  of  hype  around  it.  The  gamers  all  love  it.  There  is  no  doubt  about  it.  They  will  get  their  hands  on  all  of  this,  but  if  the  general  population  will  do  that,  I  am  not  so  sure.  There  needs  to  be  really,  really  hands  on,  educational  uses.    There  is  also  a  lot  of  skepticism  among  teachers  and  among  parents,  too,  about  letting  games  in  the  classroom.  That’s  a  much  broader  issue  that  I  don’t  think  can  be  solved  with  headsets.  There’s  tons  of  skepticism.  It  is  the  same  skepticism  that  happened  in  Second  Life.  That  is  why  Second  Life  was  never  broadly  adopted.  I  think  the  reason  why  Second  Life  was  never  broadly  adopted  in  the  educational  realm  is  not  because  of  the  bad  press  or  anything.  But,  because  there  is  just  a  complete  division  between  educators  like  anywhere  else.  People  who  are  open  to  new  ideas  and  people,  who  are,  “No,  you  are  going  to  sit  down  and  you  read  this  book  until  your  eyes  bleed.”  [laughing]  Screw  experiential  education,  right?  I  think  that  is  the  case.  It’s  based  on  my  anecdotal  evidence  when  I  talk  to  teachers.    

 

Roxie:  What  other  future  technological  advances  or  trends  do  you  see  on  the  horizon  that  will  be  changing  the  landscape  of  possibilities?    

 

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Draxtor:  I  like  to  see  virtual  worlds  and  the  freedom  to  create  being  adopted,  but  it  goes  back  to  having  this  in  conjunction  with  very  basic  traditional  values  of  well-­‐trained  teachers.  I  think  we  first  need  to  train  teachers  well.    

We  need  to  pay  them  good  salaries  and  we  need  to  bring  class  sizes  down.  It  is  not  working.  No  technology  will  fix  that.  Those  are  long  standing  issues.  If  you  use  technology  as  a  Band-­‐Aid  to  taper  over  this  stuff  it  will  never  get  any  better  in  this  country.  Other  countries  have  solved  that.    

My  country  and  some  of  the  Scandinavian  countries  –  how  have  they  solved  it?  Very  simple.  Funding  education.  Putting  your  money  where  the  mouth  is.    

 

Roxie:  What  projects  and  stories  are  you  currently  working  on  or  hoping  to  work  on  in  the  future?  

 

Draxtor:  I’m  working  on  tons  of  stuff.  The  series  goes  on.  The  podcast  goes  on.  Linden  Lab  just  started  the,  “What  Does  Second  Life  Mean  To  Me”  project  that  I  am  involved  with.  I  did  three  videos.    

 

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Roxie:  I  love  the  video  you  did,  “What  Second  Life  Means  to  me  –  Draxtor  Despres”  that  is  in  the  Featured  News  on  the  Video  Share  Project  page.  Simply  beautiful  the  way  you  explain  how  anyone  can  use  Second  Life  to  create.  Not  only  do  you  tell  the  stories  of  these  people  so  well,  but  you  do  it  in  a  very  creative  way!  So,  in  the  next  5  years,  how  do  you  see  your  work  evolving?    

 

Draxtor:  Oh,  boy!  [Laughing]  I  have  to  keep  with  the  times.  It  is  a  constant  struggle  to  stay  relevant.  But,  what  will  stay  relevant  are  stories  and  I  think  I  have  a  knack  for  storytelling  of  a  particular  kind.  And,  I  think  that  will  never  get  old,  because  people  are  interesting.  People  will  never  cease  to  interest  me.  And  I  think  other  people  will  also  be  interested  in  other  people.  Right?  So  it  is  just  like  a  book.  Right?  The  book  is  not  dead.  The  book  is  very  much  alive.  And  it  is  printed  on  

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paper  and  there  are  letters  on  the  paper,  and,  you  know,  a  good  novel  –  you  can  take  everything  away  from  me,  but  don’t  take  away  a  good,  good,  thick  one  thousand  page  long  novel!    

 

Roxie:  [Laughing]  There  is  nothing  better!  What  do  you  hope  your  digital  footprints,  your  legacy  will  be?  

 

Draxtor:  That  is  a  good  question.  I  mean,  I  like  to,  I  enjoy  thinking  about  that.    At  some  point  people  will  look  around  –  you  know,  we  will  all  have  complete  virtual  reality  everywhere,  with  contact  lenses  where  we  can  switch  to  a  different  world  –  an  overlay  or  a  complete  immersion,  or  whatever.  Then  people  will  unearth  the  beginnings  of  this  technology  and  they  will  stumble  across  my  series  and  they  will  go,  “WOW,  look  at  that  –  what  they  did  back  then!”  [Laughing]  And  so,  that’s  cool!  That’s  cool  to  know  that  at  least  for  a  little  while  I  was  able  to  document  it  and  keep  it  alive  in  that  sense  –  documented  that  history,  so  that  it  won’t  be  lost.  

 

Roxie:  And  that  is  so  important.  It  is  what  we,  the  Virtual  Education  Journal  are  attempting  to  do  as  well  –  archiving  the  important  work  educators  and  early  adapters  are  doing  in  virtual  environments.    So,  last  question,  is  there  anything  else  you  would  like  to  tell  our  readers  that  I  didn’t  ask  about  your  current  work?  

 

Draxtor:  No.  .  .  .  I  do  a  lot  of  music,  which  is  very  important  to  me.  I  am  working  on  a  piece  for  a  short  film  with  the  Bavarian  State  Opera.  The  music  is  from  them.  It  was  recorded  at  the  Opera,  which  is  very  exciting.  Like  I  always  say,  these  projects,  they  pay  the  rent.  And  they’re  exciting.  But,  they  are  well  funded.  And  these  are  professionals  who  do  it  full-­‐time.  So  it  is  exciting  that  I  am  involved  with  that.  And  that  I  can  express  myself  in  these  projects  as  well.  The  project  is  called,  “Opera  On  Acid”  by  the  way.  But,  again,  the  difference  between  Second  Life  and  a  project  like  “Opera  On  Acid”  is  that,  Second  Life  is  opening  up  and  leveling  the  

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playing  field  for  everyone  to  be  at  the  table  to  create.  And  that  is  philosophically  huge  to  me.  I  am  very  vis-­‐à-­‐vis,  you  know,  vis-­‐à-­‐vis,  someone  who  has  $100,000  to  do  a  film.  Yeah,  they  started  from  somewhere  also,  but,  yeah,  what  can  I  say?  It  is  more  exciting  to  me  when  someone  who  has  never  been  told  they  can  be  great  designers,  that  they  start  stuff,  and  they  get  a  satisfaction  from  it  –  that’s  actually  the  90  second  “What  Second  Life  Means  To  Me”  videos  that  are  all  about.    

 

Roxie:  You  are  right,  Draxtor!  So  right!    I  know  you  are  very  busy.  We  greatly  appreciate  the  time  you  spent  talking  with  me  about  your  current  work.  Thank  you  so  much!  

 

[Note:  You  can  find  all  73  Drax  Files  Radio  Hour  Shows  on  the  archive  pages  at  http://draxfiles.com/.    Also  checkout  the  Drax  Files  World  Makers  Episodes  on  Youtube.  Subscribe  to  Draxtor  Despres  at  https://www.youtube.com/user/draxtordespres  .  You  can  also  follow  Draxtor  on  Facebook  and  @draxtor  on  twitter.]    

   

ISTE 2015 Machinima Fest

It's Machinima mania at the ISTE (International Society for Technology in Education) conference this year! Machinima - it’s a portmanteau of the words machine and cinema. It is the screencapturing and editing of 3D games and virtual environments. Here is an example of one of the past winners. Lego Universe- Crumple’s Pet Skunk Tutorial http://www.youtube.com/watch?v=llf1zfk4nmQ See the learning happening there.

At the 2015 ISTE Conference in Philadelphia, we will be announcing the winners of the 2015 EduMachinima Fest on Monday, June 29, 5:30–6:30 pm EDT (Eastern Daylight Time)  

 

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One  of  the  main  standards  created  by  ISTE  is  to  promote  student  learning  and  creativity  though  face-­‐to-­‐face  and  virtual  environments.  Certainly,  teachers  traditionally  use  face-­‐to-­‐face  lectures,  labs,  and  other  activities  to  promote  learning.  But,  I  rarely  see  virtual  environments  used  for  this  purpose.    

In  my  presentation  at  the  annual  ISTE  conference,  I  can  show  you  how  to  put  your  educational  content  into  a  virtual  world  and  use  it  with  your  students.  One  of  the  most  popular  tools  for  creating  virtual  worlds  is  Unity  3D.  I  have  found  that  students  love  to  create  beautiful  landscapes  in  Unity  3D  with  the  terrain  tool,  and  then  texture  them  by  simply  painting  the  graphics  on  the  landscape.  As  a  teacher  you  may  feel  you  do  not  have  the  time  or  the  interest  to  create  a  virtual  world.  For  this  purpose,  Mariah  Boone,  one  of  my  students  created  a  tropical  island  for  you  to  explore.  

Using  Virtual  Worlds  To  

Improve  Student  Learning  and  Creativity    

 By  Dr.  William  Schmachtenberg  

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As  you  navigate  around  the  island  you  will  find  shells  that  you  can  click  on.  The  shells  bring  up  questions  that  test  your  knowledge  of  a  certain  subject.  Teachers  can  import  their  content  into  this  simulation  with  an  easy  to  use  template  for  the  questions,  answers,  and  feedback  if  the  students  get  it  wrong.  Once  the  content  is  entered,  Unity  3D  can  create  software  that  runs  on  pcs,  macs,  or  even  an  internet  website.    

 

For  students  who  have  trouble  finding  the  shells,  an  in-­‐game  GPS  system  helps  them  locate  shells  they  are  having  trouble  finding.  The  green  square  

represent  shells  that  have  not  been  found.  The  red  triangle  shows  the  orientation  and  position  of  the  student  in-­‐game.  As  shells  are  found  they  are  removed  from  the  GPS  display.  

 

 During  the  ISTE  conference,  I  will  have  a  computer  available  for  teachers  to  use  to  create  their  own  tropical  islands.  Educators  can  

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also  download  Unity  3D  and  the  project  files  needed  to  create  their  own  tropical  island  simulations  from  this  website:  www.evwllc.co.  

 

  Creating  virtual  environments  for  mobile  devices  is  more  difficult.  Science  Island  available  on  the  Apple  App  Store  is  a  free  app  that  allows  you  to  explore  a  tropical  island  on  your  iPhone  or  iPad.  As  the  name  suggests  the  shells  contain  questions  about  20  topics  in  science.  For  those  of  you  who  want  to  explore  inside  the  volcano  and  answer  questions  about  geology,  you  should  try  Geology  Island  2.  

 

This  app  contains  40  shells  and  a  range  of  topics  including  rocks,  volcanoes,  and  plate  tectonics.    

Or  perhaps  you  would  like  to  explore  the  murky  depths  of  the  oceans.  Ocean  explorer  designed  for  iPad,  iPod,  and  the  iPhone  allows  you  to  do  just  that!  

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Search  for  20  different  animals  and  test  your  knowledge  of  the  oceans.  There  is  a  sonar  display  that  can  help  you  find  the  animals,  and  after  you  are  done,  search  for  a  World  War  II  submarine.  

 

Another  app  is  called  3D  Fossil  Explorer.    

 

As  the  name  suggests  you  can  search  for  20  fossils  in  a  simulation  based  on  the  classic  geology  of  the  Appalachian  Mountains  in  Virginia.  As  you  click  the  fossil,  you  will  be  asked  questions  that  help  you  understand  how  to  identify  the  common  fossils  found  in  nature.  On  screen  guides  provide  a  wealth  of  information  on  the  topic  of  paleontology.    

 

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As  the  name  suggests  you  can  search  for  20  fossils  in  a  simulation  based  on  the  classic  geology  of  the  Appalachian  Mountains  in  Virginia.  As  you  click  the  fossil,  you  will  be  asked  questions  that  help  you  understand  how  to  identify  the  common  fossils  found  in  nature.  On  screen  guides  provide  a  wealth  of  information  on  the  topic  of  paleontology.    

 

Establishing  a  colony  on  Mars  is  currently  only  a  dream,  but  in  Mars  Colony  2,  you  can  explore  how  a  functioning  Mars  Colony  would  actually  work.  

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In  this  simulation,  explorers  can  terraform  the  atmosphere,  study  the  moons  of  Mars,  and  even  do  a  virtual  field  trip  on  the  surface  of  the  red  planet.  

 

Finally,  there  is  3D  Weather  Adventure.  

 

In  this  app,  students  can  vary  meteorological  variables  such  as  Humidity,  Temperature,  Dew  Point,  and  Air  pressure  by  means  of  slider  controls.  When  the  controls  are  properly  set,  fog,  rain,  snow,  and  even  a  tornado  can  be  produced!  Don’t  worry  if  you  are  not  a  meteorological  expert,  as  Panni  your  virtual  guide  is  there  to  help.  

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All  of  these  apps  will  be  on  display  at  the  Educational  Virtual  Worlds  table,  Tuesday  morning.  Come  visit  us  and  check  them  out  on  iPads  that  will  be  available  at  the  table.  You  can  also  get  more  information  on  these  apps  at  www.evwllc.co  

 

 

[You  can  contact  Dr.  William  Schmachtenberg  at  [email protected].  This  article  is  Reprinted  with  permission  from  “Mobile  Mini-­‐Magazine”  editor  Laura  Briggs  ]  

 

   

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Sailing Away

THE  2015  SAIL4LIFE  12-­‐METER  RACE  REGATTA  June  21-­‐22,  2015  

This was more than just a boat race. This was a fundraiser to benefit cancer research through the Relay For Life in SL.

Read all about here: http://www.virtualworldsailing.com/index.php?/topic/751-sail4life-twelve-meter-regatta-june-20-21/  

If  you  are  looking  for  something  fun  to  do  on  a  summer  afternoon,  you  may  want  to  become  a  spectator  at  one  of  the  many  boat  races  in  Second  Life.  Or,  you  may  want  to  even  adventure  onto  a  sailboat  of  your  own  and  learn  how  to  sail.    For  more  information,  visit  The  Virtual  World  of  Sailing  for  a  calendar  of  events  and  places  you  can  go  to  rent  a  boat  or  learn  to  sail!    Then  kickback  and  ENJOY!  

 

   

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Virginia  Teachers  Get  Busy  in  Minecraft:  A  Photo  Album  

 by  Beth  S.  O’Connell  

 

Seeing  the  need  for  more  student-­‐friendly  virtual  worlds,  the  VSTE  Virtual  Environments  PLN  decided  to  host  a  Minecraft  server  so  teachers  could  learn  to  use  the  immensely  popular  game  and  virtual  world.  (VSTE  is  the  Virginia  Society  for  Technology  in  Education,  an  ISTE  affiliate;  the  VE  PLN  is  a  Professional  Learning  Network  within  VSTE.)    

 

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We  meet  there  one  Monday  a  month,  and  teachers  are  welcome  to  go  play  there  any  time  they’d  like.  The  VSTE  Minecraft  server  is  private,  so  teachers  must  be  whitelisted  (added  to  a  pre-­‐approved  list)  to  enter.  VSTE  pays  $100  per  year  to  host  the  server,  and  teachers  are  expected  to  pay  their  own  one-­‐time  fee  of  $26.95  for  a  Minecraft  account  from  Mojang.    

 The  server  is  in  Creative  Mode  so  teachers  can  play  without  worrying  about  

monsters.  Everything  is  a  work  in  progress;  it’s  fun  to  check  in  and  see  what  new  things  have  sprung  up  since  the  last  visit!    

   Near  the  spawn  point  are  colorful  signs  with  coordinates  for  some  of  the  notable  landmarks.    

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 WitchyRichy’s  house  includes  a  hedge  maze(middle  of  photo)  designed  after  the  historic  one  at  the  Governor’s  Mansion  in  Williamsburg.    

   Next  to  the  spawn  point  is  K4sons’  House,  one  of  the  first  buildings  on  this  server.  

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 There  are  two  locations  for  Redstone  Experiments;  this  is  the  one  on  the  sign.  

 Grid’s  Overlook  shows  some  creative  landscaping.  

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 Loren  has  used  redstone  technology  to  create  an  amazing  train  network  

throughout  the  grid.  This  is  Junction  Train  Station,  one  of  many.  

 MIne-­‐Kar-­‐Nak  Station  is  It's  in  the  desert  and  Egyptian,  so  the  name  is  a  play  on  

"Minecar"  and  "Karnak."  

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 If  you  were  wondering  why  you  couldn’t  get  a  train  car  promptly,  it  may  have  

been  occupied  by  a  chicken…  

or  a  horse!  

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 Redstone  rails  look  especially  dramatic  in  the  evening  light.  

 Many  of  VSTE’s  conferences  are  held  at  the  historic  Hotel  Roanoke,  re-­‐created  

here.  

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 Another  frequent  conference  location  is  the  Virginia  Beach  Convention  Center,  

shown  here.    

 Minecraft  can  be  surprisingly  beautiful,  as  in  this  view  of  the  Parthenon  at  sunset.  

This  was  a  collaborative  build  begun  by  YosemiteWahWah.    

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 There  are  two  more  levels  underneath  the  Parthenon.  

 The  VSTE  VE  PLN  got  its  start  in  Second  Life.  To  the  left  is  the  Book  &  Tankard  Pub,  by  Beth  Ghostraven,  next  to  BluebarkerSL’s  castle.  Maps  can  be  made  to  help  us  find  our  way  around.  

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 The  pub  has  all  the  comforts  of  home,  including  a  pet  dog.  

 

 Mr  Zwaa’s  Redstone  area  includes  a  huge  digital  clock.  

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 The  clock  is  powered  by  a  complex  system  of  redstone  pistons.  

   

 WitchyRichy’s  roller  coaster  features  a  magnificent  lava  slide  in  the  background.        

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The  best  part  about  the  VSTE  VE  PLN  Minecraft  server  is,  of  course,  the  people.  Interacting  together  in  this  environment  helps  us  all  realize  the  value  of  play  and  collaboration  in  learning.  A  recent  Minecraft  Monday  found  us  taming  dogs  and  riding  horses,  and  dealing  with  an  overpopulation  of  chickens.        

The  logical  next  step  is  to  take  this  into  our  schools  and  involve  students  in  the  many  educational  possibilities  that  virtual  environments  like  Minecraft  offer.  To  this  end,  the  VSTE  VE  PLN  will  be  hosting  a  summer  Book  Club  in  Second  Life,  reading  the  book  Minecraft  in  the  Classroom:  Ideas,  inspiration,  and  student  projects  for  teachers,  by  Colin  Gallagher.  We’ll  meet  in  Second  Life  on  the  newly  redesigned  VSTE  Island  on  July  13  and  27,  and  August  10.    

 

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 Please  contact  Beth  O’Connell  ([email protected])  or  Kim  

Harrison  ([email protected])  for  more  information  about  the  Book  Club,  or  about  joining  the  VSTE  VE  PLN  Minecraft  server.      

GSNetwork Alive  

 Join  the  Fun  at  ISTE  2015  in  Philadelphia  Sunday  June  27th  –  Wednesday  July  1st.      For  more  information  and  schedule  visit  http://patriciacloud.wix.com/gsnetworkalive  

GSNetwork  Alive  

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2015 EDU:  

Simvalley offers free land, 1024 sqm, Free sim for awhile. Help Island: BeatThis

Educators: If you are looking into the Hypergrid as a place to try using virtual worlds for instruction, Simvalley is an educator-friendly grid that offers free land and good entry level on-boarding for incoming students.

Arrival point Click image to enlarge

• Paste the line below into your world map next to the Find button, Find. Enter • sv.simvalley.nl:8002 • (I get script warning errors at the arrival point and ignore them.) • Problems may be due to server location in Europe and low bandwidth • Every new citizen gets 1024 sqm. free land (for now) • Educators can rent a sim (65,000 sqm / 15,000 prims) till 1-1-2016 for FREE! • Owned by BUSINESS INSPIRE • Web site: Simvalley • These pages are sometimes unavailable (time out error). • Problems may be due to server location in Europe and low bandwidth. For more information contact Selby Evans at http://virtualoutworlding.blogspot.com/ and ThinkererSelby Evans in Second Life.

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A Found Treasure

Trish Cloud GSN Award Winner and

Game-based Learning Facilitator  

by  Laura  Briggs,  ISTE  GSN  Officer    The  ISTE  Games  and  Simulations  Network  would  like  to  congratulate  our  Games  and  Simulations  Excellence  Award  winner,  Trish  Cloud.    Trish  Cloud  continues  her  efforts  in  excellence  in  advocacy  as  she  shares  experiences  and  resources  with  other  educators  who  are  looking  into  implementing  games  and  simulations  in  their  classrooms.  She  demonstrates  excellence  in  collaboration  by  inspiring  and  encouraging  others  to  create  and  become  involved  in  GSN  projects  and  initiatives.  Trish  continues  her  contributions  

for  excellence  in  communication  and  innovation  by  advancing  the  use  of  games  and  simulations  in  education  through  unique  projects  and  student  involvement  as  well  as  contributing  innovative  ideas  in  multiple  social  media  venues.  Trish  also  leads  excellence  in  mentorship  and  professional  development  as  she  leads  sessions  and  shares  many  resources  to  help  others  learn  about  games  and  simulations.  Trish  is  a  very  active  participant  with  the  GSN  and  has  participated  in  and  supported  many  

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network  events  and  the  ISTE  Conference  for  many  years  of  service.    Trish  Cloud  actively  engages  students  in  using  a  variety  of  games  for  learning  as  the  Technology  Associate  at  Grand  Oak  Elementary,  including  Minecraft,  Oregon  Trail,  coding  games,  and  more.  Students  explore  these  games  in  after  school  clubs,  but  Trish  pushes  their  use  out  into  the  classroom  as  well.  She  supports  the  development  of  Minecraft  Clubs  by  others  in  her  district  through  the  Minecraft  in  CMS  website.      Trish  shares  her  experiences  with  the  broader  educational  community  through  presenting  at  NCTIES  and  ISTE  conferences  and  a  multitude  of  online  venues:  the  GSN  Metagame  Book  Club,  Connected  Educator  Month  events,  the  Minecraft  and  More  Unsymposium,  the  Virtual  Education  Journal,  etc.    She  actively  promotes  events  as  the  Social  Media  Maven  of  the  Metagame  Book  Club  and  her  work  on  the  Communications  Committee  for  GSN.  In  GamesMOOC  tweetchats,  she  has  collected  all  resources  mentioned  into  PearlTrees.  She  frequently  shares  new  developments  in  the  world  of  gaming  and  education  through  Twitter,  the  Inevitable  Betrayal  educator’s  guild  Google+  community,  Facebook,  and  more.  Trish  Cloud  has  earned  this  Excellence  Award  through  her  extensive  use  of  games  with  students  and  the  many  ways  that  she  promotes  game-­‐based  learning  in  the  educational  community.    We  interviewed  Trish  about  the  engaging  opportunities  she  provides  for  students  using  Minecraft  in  education.    Laura  Briggs:  How  do  you  use  Minecraft  with  students?      Trish  Cloud:  Funny,  as  I  sit  and  type  this  I  have  kindergartners  in  the  room  playing  Minecraft.  It  is  the  last  week  of  school  and  all  classes  are  getting  to  play  for  their  last  Technology  class.  Needless  to  say  all  of  the  kiddos  want  to  come  to  Technology  this  week.      

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During  school  hours  I  (or  other  teachers  in  my  building  using  iPads)  have  used  Minecraft  with  grades  2-­‐5.  I  know  3-­‐5  have  used  it  for  Mathematics  and  Science.  I  have  used  it  with  2nd    graders  building  communities  they  had  already  planned  out  in  class.  Fifth  grade  students  have  completed  Social  Studies  assignments  that  took  place  in  Colonial  Williamsburg  and  re-­‐enacted  the  Battle  of  Bunker  Hill.  Our  Math  Facilitator  has  created  a  fraction  lesson  incorporating  MinecraftEdu.    Laura  Briggs:  What  challenges  have  you  faced  in  using  Minecraft  at  school  and  how  have  these  challenges  turned  into  successes?    Trish  Cloud:  The  first  big  challenge  was  actually  getting  the  administration  to  allow  me  to  do  this.  So  I  started  by  asking  to  start  a  club.  The  next  challenge  was  funding.  So,  I  had  students  sign  up  to  be  in  the  club  and  asked  for  10.00  per  student  to  offset  the  cost.  I  started  with  60  iPads,  so  with  that  many  kids  contributing,  I  had  enough  to  buy  30  licenses  of  MinecraftEdu  and  60  Minecraft  PE.  Once  we  had  everything  installed  I  had  30  on  desktops  and  15-­‐20  on  ipads.  And  by  going  about  it  this  way  it  gave  other  schools  in  our  district  the  plan  of  how  they  could  get  Minecraft.  Some  now  get  funding  this  way  while  others  have  gone  the  route  of  getting  grants.    One  of  the  negatives,  which  at  times  could  be  a  positive,  has  been  the  server  issue.  Our  district  would  not  allow  a  server  to  be  set  up  in  a  school  as  that  was  something  our  district  was  getting  away  from  and  they  weren’t  going  to  re-­‐go  down  the  local  server  path  again.  So,  for  the  past  couple  of  years  I  have  been  running  servers  off  desktops  while  the  students  played.  This  could  be  a  problem  in  a  couple  of  ways:  (a)  it  required  starting  anywhere  from  two  to  fifteen  servers;  (b)    all  the  students  could  not  be  in  the  same  world  at  the  same  time;  and  (c)  I  had  to  have  the  exact  same  mods  on  all  computers  hooking  up  to  the  same  server.      Our  district  has  been  thinking  of  solving  this  issue  with  a  cloud-­‐based  server  but  finding  one  that  would  not  violate  the  district  security  and  get  allowed  in  through  ports  was  our  largest  stepping  stone.  MinecraftEdu  is  presently  running  a  beta  of  their  cloud-­‐based  server  and  we  were  able  to  get  on  board  with  that.  We  now  

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have  2  schools  connected  to  the  same  server.  It  requires  the  school  to  send  in  specific  logins  for  each  student  that  would  be  using  MinecraftEdu  so  that  is  a  bit  of  work.  And  at  the  present  time  no  more  than  30  students  can  be  in  game  together  at  one  time.  But  all  in  all,  it’s  working  out  well  now  and  it  cuts  down  on  the  work  the  teacher  has  to  do  to  get  the  students  started.  They  simply  login  and  go.    Laura  Briggs:  For  a  teacher  wanting  to  use  Minecraft  for  engaging  students,  what  advice  would  you  give?    Trish  Cloud:  Remember  with  the  little  ones  a  lot  of  them  have  never  played  Minecraft  on  a  desktop.  In  fact  more  often  than  not,  the  only  way  they  have  played  in  on  an  iPad  if  at  all.  Be  patient  and  have  some  older  kids  come  around  and  be  guides-­‐at-­‐the-­‐side.  Have  the  older  kids  show  them  how  to  move  around,  fly,  move  inventory  to  the  hotbar,  break  blocks,  and  place  blocks.      Keep  it  simple.  Minecraft  builds  can  get  out  of  control  easily.  Kids  get  lost  in  the  details  and  what  you  thought  was  going  to  be  a  simple  build  ends  up  taking  far  too  long.  Give  clear  instructions  on  how  long  they  have  to  build.  Keep  them  on  track  by  checking  on  them  frequently.  From  the  beginning  establish  firm  guidelines  for  what  your  expectations  are  for  their  behavior.      Write  your  rules  down  and  go  over  them  before  class  starts.      

• No  trolls!    • Respect  each  other's  work  and  their  

vision  of  what  they  are  building  even  if  you  don't  agree.    

• We  create,  we  do  not  destroy.  • No  bad  language  in  real  life  or  in  game.  

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• Good  behavior  in  class  during  the  day  is  required  or  you  will  be  suspended  from  the  club.  

• No  messing  with  other  people’s  inventory.  • No  spawning  animals  or  mobs  without  the  teacher’s  permission  (this  rule  is  

for  me  more  than  anything.  If  I  don’t  try  to  curtail  it  I  could  end  up  with  500  cows  roaming  around  the  server  and  they  start  to  bother  the  other  players).  

   Laura  Briggs:  What  are  some  Minecraft  activities/challenges  you  have  used  with  students  for  Social  Studies,  Science,  Math  and  Language  Arts?    Trish  Cloud:  Students  have  worked  in  the  classes  on  individual  projects  their  teachers  have  designed  using  Minecraft  PE  on  their  personal  devices.  They  have  brought  them  in  via  BYOT.  I  know  teachers  have  done  projects  in  Math,  Science,  and  Social  Studies.      In  Technology,  using  MinecraftEdu,  we  have  done  lessons  on  Colonial  Williamsburg  and  a  recreation  of  the  Battle  of  Bunker  Hill.  Between  my  class  and  our  Media  class  we  did  a  joint  project  on  colleges.  Each  teacher  in  the  school  listed  where  they  went  to  college.  Our  5th  graders  selected  a  school  and  researched  where  the  school  is  located,  entrance  requirements,  what  majors  were  offered,  what  kind  of  extracurricular  activities  they  offered,  dorms,  etc.  They  needed  to  interview  the  staff  member  who  attended  that  school  and  put  all  this  information  in  a  presentation  format.  Some  students  chose  to  build  their  school  in  Minecraft  and  give  a  short  tour  of  the  campus.      Our  Math  Facilitator  developed  a  lesson  and  rubric  for  a  fraction  lesson  for  5th  grade.  I  had  some  5th  graders  build  it  to  test  it  out.  Only  problem,  they  built  way  too  big  (see  hints  up  above  “keep  it  simple),  and  it  was  hard  for  them  to  get  the  fractions  they  needed.  It  looked  fantastic,  but  too  big.  We  will  try  again  this  fall.    

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Our  second  graders  study  communities.  At  the  end  of  their  community  unit,  they  come  downstairs  and  for  2  or  3  weeks  in  Technology  they  build  a  community  they  have  designed  in  class.  The  community  is  built  by  a  team  of  town  planners  headed  up  by  a  mayor.        Laura  Briggs:  So  why  do  you  do  this  work?    Trish  Cloud:    I  never  thought  of  myself  as  much  of  “techy”,  but  when  I  was  placed  in  the  job  it  sort  of  “clicked”  -­‐  passion  discovered!  Since  then,  I  have  dove  head  first  into  all  things  geeky;  hardware,  software,  coding,  games,  all  of  it.”    Laura  Briggs:  We  have  definitely  discovered  a  treasure  in  Trish  Cloud.  The  Games  and  Simulations  is  proud  of  the  great  work  Trish  Cloud  continues  to  do  as  she  engages  students  and  teachers  in  using  games  and  simulations  for  fun,  innovative  learning!      

 

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Woot  LAN  Party!    Wait  …    

What’s  a  LAN?    

Chris Luchs (RL) Abacus Capalini (SL)

     

On  June  29th,  the  Games  and  Simulations  Network  will  host  a  LAN  Party  for  ISTE  members  and  their  families.  One  of  the  most  common  questions  fielded  is  what  is  a  LAN  Party?    

 

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For  those  of  you  that  LAN  is  a  new  term  for,  Wikipedia  has  a  good  write  up  at  http://en.wikipedia.org/wiki/LAN_party.  LAN  Parties  or  Local  Area  Network  Parties,  started  in  the  late  90s  and  early  2000s  and  consisted  of  invited  players  bringing  their  own  computers,  cabling,  modems  and  routers  and  then  connecting  all  of  them  in  a  single  cable  only  network.  They  were  the  only  real  way  to  allow  for  social  gaming  prior  to  the  advent  of  affordable  broadband.  These  events  typically  focused  on  either  console  games  or  computer  games.  They  were  one  of  the  first  methods  of  incorporating  multiplayer  functionality  and  allow  synchronous  communication  for  games  that  did  not  allow  multiplayer  or  did  not  have  VOIP  capabilities.  Some  LAN  Parties  were  also  used  to  reduce  latency  in  the  game  due  to  the  proximity  and  computing  power  of  all  the  computers.  LAN  parties  ranged  in  size  from  a  few  friends  to  over  22  thousand  (http://kotaku.com/worlds-­‐biggest-­‐lan-­‐party-­‐had-­‐over-­‐22-­‐000-­‐computers-­‐loo-­‐1664913524)  at  the  November  Dream  Hack  (http://www.dreamhack.se),  which  is  the  largest  such  event.  In  addition,  T.L.  Taylor  and  E.  Witkowski  provide  an  interesting  review  of  Dream  Hack  and  their  analysis  in  This  is  How  we  Play  It:  What  a  Mega-­‐Lan  Can  Teach  us  about  Games  (http://tltaylor.com/wp-­‐content/uploads/2010/06/TaylorWitkowski-­‐ThisIsHowWePlayIt.pdf).          

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 The  most  common  games  used  in  LAN  Parties  were  Counter  Strike,  World  

of  Warcraft  III,  Starcraft  and  more  recently  League  of  Legends  and  Dota  2.  These  games  lend  themselves  to  the  player  versus  player  (PvP)  mode  that  most  LAN  parties  focused  on.    PvP  is  exactly  how  the  name  sounds.  It  describes  gaming  that  pits  one  player  or  a  team  of  players  against  another  player  or  team.  The  interaction  is  one  where  players  compete  based  on  their  skill,  knowledge  of  fight  maps,  and  gear.  The  LAN  Party  was  the  gamers  solution  to  poor  internet  connection,  lack  of  VOIP,  and  latency  issues  that  were  common  during  the  90s  and  2000s.  There  were  many  how  to  guides  like  http://www.lanpartyguide.com/lansetup.html  where  interested  players  could  go  and  learn  how  to  set  up,  support  and  run  LAN  Parties.      

The  best  games  that  lend  themselves  to  LAN  play  are  those  without  progression.  Progression  is  in  the  majority  of  games  and  manifests  itself  when  players  have  to  reach  a  certain  level  or  achievement  to  get  a  specific  gear  set  or  weapon.  Progression  has  a  negative  impact  on  LAN  players  because  not  all  players  will  have  the  same  access/resources  so  it  does  not  allow  a  level  playing  field.  Ben  Kuchera  provides  an  excellent  explanation  of  the  overall  effect  progression  has  had  on  LAN  parties  and  the  current  state  of  small  local  LAN  parties  at  http://www.polygon.com/2015/1/29/7944755/lan-­‐party-­‐gaming-­‐call-­‐of-­‐duty.  LAN  Parties  are  still  around  as  the  attendance  to  DreamHack  and  its  worldwide  events  demonstrate.  However,  small  LAN  parties  have  virtually  disappeared  due  to  access  to  high-­‐speed  internet  and  crisp  VOIP  technologies  like  Mumble  and  Ventrilo.  In  their  heyday,  LAN  parties  provided  access  to  social  gaming,  taught  computer-­‐networking  skills  to  players,  and  provided  opportunities  for  gamers  to  really  understand  how  their  computers  and  networks  worked.      

However  in  the  spirit  of  LAN  Parties  everywhere  the  Games  and  Simulations  Network  offers  our  LAN  Party  themed  event.  So  if  you  are  at  ISTE  2015,  please  feel  free  to  drop  by  Marriott  307  and  check  us  out.  We  will  have  tables  for  World  of  Warcraft,  Dungeons  and  Dragons,  Interactive  Fiction,  and  more;  we’ll  even  have  a  mini-­‐game  jam  session!  Feel  free  to  bring  your  own  computing  device  and  socialize  with  other  players!  There  may  even  be  some  Guild  Recruitment  going  on.  :D      Come  celebrate  all  games  digital,  tabletop,  cards,  and  more!  This  is  entirely  social  but  you  will  see  evidence  of  people  successfully  mixing  business  (learning)  with  pleasure  (fun,  flow  and  fiero)!  

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We'll  also  have  a  game  arcade  and  Machinima  pod  in  Answerables.  Peter  Cameron  will  be  on  site  to  show  you  all  about  it.    

Devon  Young  will  be  there  at  the  beginning  of  the  LAN  party  so  we  can  take  a  peak  at  Classcraft.    For  people  who  would  just  like  to  play  and  chat  a  bit....      Mini  Game  Jam  -­‐  Matt  Farber  

The  Mobile  Mini  Game  Jam  table  will  feature  several  hands-­‐on  opportunities  to  create  and  test  paper-­‐based  and  digital  games.    One  example  will  be  Floors,  from  Pixel  Press.    Visitors  will  be  given  special  graph  paper  to  imagine  and  draw  game  levels.    After  scanned  in  with  an  iPad  camera,  participants  will  see  the  result:  a  side-­‐scrolling  (think:  Super  Mario  Bros.)  video  game  that  springs  to  life  page  to  the  mobile  device!    Bloxels,  the  latest  Kickstarter  from  Pixel  Press—not  available  until  October—will  be  demoed,  too!    Other  jam  activities  include  the  Grow-­‐A-­‐Game  app  and  the  “What’s  Your  Game  Plan?”  card  game.  

 

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Gadgets  and  More  -­‐  Come  Cool  Hunting  with  Marie  Bjerede  and  Laura  Briggs  Laura  has  you  playing  with  coding  games,  programming  robots  and  VR  cardboard.  Come  try  these  out  for  yourself  and  see  how  you  can  engage  even  the  youngest  students!    In  addition  to  VR  Cardboard  headsets,  mobile  devices  with  games  and  apps  for  programming  robots  will  be  available  for  you  to  play  and  explore.    Marie  will  show  you  the  latest  gadgets  and  wearables  sure  to  please  the  tween  set.    Sit  down,  play  and  chat  about  the  latest  trends  at  Maker  Faires,  robotics  clubs  and  wearable  fashions.  

 For  people  who  would  like  to  play  something  specific  or  watch  game  play  (lurking  is  always  allowed  and  encouraged)....    Minecraft  -­‐  Trish  Cloud  

Trish,  who  normally  plays  Minecraft  with  the  K-­‐5  set,  would  like  to  expand  her  and  your  Minecraft  horizons.  So  bring  your  i-­‐Pad  or  a  laptop,  it  doesn't  matter.  Sit  down  and  let's  play...show  me  your  world  and  we'll  show  you  ours.  

 World  of  Warcraft  (WoW)  -­‐  Chris  Luchs  

Guild  master  of  Inevitable  Betrayal,  an  educators'  gaming  guild  will  lead  whoever  wants  to  go  through  a  Boss  fight.  Even  if  you  didn't  bring  your  laptop  or  have  WoW  downloaded  take  a  seat  and  tell  us  about  your  experiences  in  WoW,  MMOs  or  eSports.  

   Dungeons  &  Dragons  (D  &  D)  -­‐  Russell  Brandon  

Yes,  this  is  the  original!  Table  top,  dice  rolling,  role-­‐play  game  that  inspired  all  of  the  other  sword  and  sorcery  video  games.    Russell  will  be  your  Dungeon  Master  (DM)  and  play  the  lead  storyteller  and  referee.  Bring  your  die  and  character  sheets  (we'll  have  extra  if  you  don't  have  them  or  know  what  they  are).  You  and  your  fellow  adventurers  will  be  going  on  a  quest.  D  &  D  Basic  Rules  

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Lastly,  cosplay,  or  wearing  something  game  related,  is  never  required  but  always  encouraged.    

 

 

   

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Check  It  Out:    

VSTE Island Has A New Look! VSTE  Island  is  ready!  A  complete  redesign  has  created  beautiful  new  spaces  for  learning  and  sharing.    

Come  tour  the  island,  and  celebrate  the  real  beginning  of  summer  with  us!    

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Even  if  you  work  year-­‐round,  the  kids  are  gone,  and  the  pace  slows  a  bit.  DJ  Rocky  will  be  spinning  tunes  .  .  .  and  we  always  have  a  good  time  together!      Visit  us  at:  http://maps.secondlife.com/secondlife/VSTE%20Island/62/104/22    

 

 

 

 

 

 

 

 

   

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I  expect  that  all  readers  of  this  journal  are  convinced  of  the  value  of  technology  integration  in  teaching  and  learning.  Yet,  too  often,  classroom  teachers  hesitate  to  include  the  more  engaging  games  and  virtual  environments  in  their  regular  teaching  activities.    Sometimes  this  can  be  because  they  are  not  comfortable  with  the  games  and  software  themselves.    However,  recently  I’m  hearing  that  the  pressures  of  the  new  Common  Core  (CCSS)  assessments  are  making  them  feel  that  there  is  not  time  to  include  these  “fun”  things  in  the  classroom.      

 

I  am  going  to  offer  some  ideas  for  using  a  combination  of  these  technologies  with  literacy  development.    My  goal  is  to  provide  you  with  some  specific  ideas  for  persuading  English  language  arts,  reading,  and  special  education  teachers  (from  now  on  all  three  of  these  will  be  referred  to  as  language  arts  teachers)  that  there  are  ways  to  fold  literacy  development  into  machinima.    (And,  encourage  you  to  come  visit  Machinima  Fest  at  ISTE.)  

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 Anyone  working  with  school-­‐aged  children  is  aware  of  their  fascination  with  a  number  of  computer  games,  particularly  MineCraft.    It  is  possible  to  use  this  passionate  play  in  combination  with  literacy  instruction  to  create  powerful  learning  experiences  that  advance  students’  literacy  development  based  on  their  knowledge  of  games  and  the  creation  of  machinima.    However,  without  carefully  planned  scaffolding,  modeling,  and  instruction  the  opportunities  for  learning  are  diminished.  

 

https://youtu.be/gt5XHvJPLvk  

As  technology  specialists  you  are  well  aware  of  the  instructional  routines  and  scaffolds  necessary  for  effective  machinima  development  (or  at  least  those  necessary  for  creating  digital  movies).    Children  and  adolescents  are  already  making  their  own  movies  and  posting  them  on  YouTube.    There  are  some  great  opportunities  for  literacy  development  that  can  be  combined  with  moviemaking.    I  will  briefly  list  a  few  that  you  can  use  in  convincing  language  arts  teachers  to  collaborate  with  you:  

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1. Comprehension  and  Text  structure:    One  of  the  most  important  skills  in  reading  comprehension  is  noticing  and  making  use  of  text  structures.    In  creation  of  machinima  students  can  develop  and  refine  these  skills.    Additionally  they  can  learn  the  more  “branching”  structures  that  often  are  part  of  digital  content.    One  of  the  differences  between  print  and  digital  reading/writing  skills  is  that  digital  text  structures  are  often  different  from  the  linear  text  structures  of  print.    Introducing  story  mapping  (using  digital  application  like  C-­‐map,  Popplet,  Inspiration,  or  MindMeister  or  traditional  paper  outlines  or  “spider  webs”  (graphic  organizers)  will  help  speed  up  the  creating  of  a  good  organizational  structure  of  the  machinima  as  well  as  help  students  acquire  and  refine  this  essential  comprehension  skill.  

2. Writing  Informational  Text:    Machinima  includes  “how  to”  videos  and  informational  videos.    Helping  students  learn  to  write  the  text  supporting  these  videos  will  help  them  as  they  also  compose  the  “print”  forms  of  writing  needed  for  school,  the  real  world,  and  CCSS.        

3. Writing  Dialogue:    Good  dialogue  is  one  of  the  most  challenging  tasks  in  narrative  writing  (both  fiction  and  imaginative  nonfiction).    The  machinima  format  helps  provide  a  scaffold  for  developing  writers.    Their  familiarity  with  television  and  video  dialogues  will  help  them  feel  a  bit  more  comfortable  as  they  begin  composing  their  original  works.  

4. Word  Choice:    Whether  or  not  the  machinima  includes  spoken  tracks,  most  machinima  includes  some  text,  even  if  it  is  limited  to  titles  and  credits.    The  language  arts  teacher  can  use  these  opportunities  to  help  students  refine  their  word  choice  skills  (a  part  of  the  Six  +  1-­‐Traits  writing  process)  and  expand  their  vocabularies.    Finding  just  the  right  word  is  an  essential  skill.  

5. Transitions:    Moving  between  scenes  and  the  more  subtle  transitions  in  dialogue  is  a  composing  skill  that  the  language  arts  teacher  can  also  fold  into  machinima  creation.    These  are  also  directly  related  to  the  text  structure  skills  mentioned  earlier.      

6. Speaking  (Communication)  and  Group  Work:    These  skills  are  part  of  CCSS.    I  am  a  strong  supporter  of  including  these  skills  and  strategies  as  a  part  of  all  classrooms  but  particularly  in  language  arts.    

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Unfortunately,  I  think  they  have  been  left  out  of  the  current  CCSS  assessments.    I  do  know,  however,  that  these  are  language  arts  skills  that  are  essential  for  success  in  life.    I  include  them  in  curriculum  and  instruction  because  of  their  importance  even  if  they  are  not  going  to  appear  on  the  test.      

 https://youtu.be/Vs09zz_izuM    

We  will  be  discussing  these  and  other  ideas  at  the  Machinima  Fest  in  a  few  weeks  at  ISTE.    I  hope  you’ll  join  us  Monday  June  29th  at  5:30  pm  in  Philadelphia.    You  can  also  visit  our  website  to  preview  this  year’s  award  structure  and  view  the  2014  winning  machinima  entries  at:  https://machinima4meremortals.wordpress.com/  

Lee Ann Tysseling, Ph.D. Department of Literacy, Masters in Literacy Program Boise State University    

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The International Art of Greeting By Any1 Gynoid

 

   

 

How  much   of  what  we   do   in   Second   Life   (SL)   is   say   “Hello”?   I’ve   studied  multiple  SL  groups,  and  up  to  42%  of  lines  of  chat  are  various  kinds  of  hellos,  with  larger   groups   devoting   the   most   chat   to   greetings.   The   frequency   of   greeting  varies  by  group,  but  a  typical  group  of  20  avatars  devotes  about  ¼  of  its  chat  lines  to  greeting,  with  more  intense  greeting  early  in  the  hour  of  an  activity.  

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Why   is   greeting   so   important   to   our  second  lives?  Greeting  is  an  acknowledgement  of   presence   and   group   acceptance.   Traversing  Maslow’s   Hierarchy   of   Needs   (bottom   up),  avatar   users   have   few   in-­‐world   physiological  needs.   In   most   regions,   safety   needs   are  neither   a   concern.   Love   and   belonging  constitute   the   base   of   our   in-­‐world   Maslow’s  pyramid,   and   greeting   is   a   key  mechanism   for  satisfying  this  need.  

 

 

Since   studying   this   frequent   SL   activity,   I   have   noticed   extensive   use   of  informal  vernacular  greetings  rather  than  formal  textbook-­‐style  greetings.  Let  us  review   a   few   examples   of   how   love   and   belonging   can   be   expressed   in   English  vernacular  common  to  SL.  

   

 

Formally,  a  user  might  greet  with  “Hello   Ms.   Jane   Doe”,   but   this   is   very  uncommon,   something   I   have   not  witnessed  in  chat  logs.  More  common  is  “Hi   Jane”  or   “Hiya   Jane”  or  even   “Hugs  Jane,”   conveying   a   sense   of   warm   and  friendly   recognition.   Even   friendlier  forms   of   greeting   include   “Hiya   Jane  Hugglezzzz!”   or   “Hi   Jane   GTSY!”   (great  

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to   see   you).   I   call   these   forms   tag   line   greetings.   One   can   push   tag   lines   even  further,  such  as  this  double  tag  line  construction:  “Hiya  Jane!  Hugs!  Cheers  Love!”  

 

 

 

Most   fascinating   are   how   vernaculars   are   used   in   natural   language  communities  in  SL.  I  first  noticed  these  peculiar  vernacular  greetings  in  a  German-­‐speaking  group   in  SL.  Users  were  greeting  each  other  with  “huhu”  and  “moin”…  which  I  discovered  are  vernacular  forms  of  hello.  Further,  “huhu”  can  be  extended  with  “huhu  du”  and  even  “huhu  du  du”,  a  double  tag  line  indicating  endearment.  Another   curious   German   vernacular   used   in   SL   are   the   suffixes   “-­‐chen”   and   “-­‐maus”  which  translate  to  little  dog  and  little  mouse.  A  greeting  “huhu  Janechen”  or  “huhu  Janemaus”  could  confer  a  special  sense  of  belonging  and  familiarity.  

   

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Native  speakers  appear  to  know  these  forms  implicitly.  In  French-­‐speaking  groups,   I   noticed   the   phrases   “kikou”   and   “coucou”   seemingly   interchangeable  friendly   forms   of   hello.   According   to   psychologists,   we  meet   each   other   at   the  level  of  fantasy  in  virtual  worlds.  The  common  use  of  these  phrases  may  indicate  an  assumed  level  of  familiarity  and  friendliness  rarely  encountered  in  real  life.  

 

In  this  short  article,  I  introduced  you  to  the  important  ritual  of  greetings  in  SL.  A  practice  specialized  in  SL  language  communities,  which  we  can  readily  learn  

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just  by  visiting  and  witnessing.  A  much  more  informal  and  diverse  version  of  this  article   appears   in   the   new   SL  magazine   Enigmatic  Minds   as   “The   Art   of   Hello”.  Also,   I   invite   you   to   a   series   of   classes   on   this   subject   at   New   Citizens   Inc;   see  invitations  on  SLED  and  education-­‐related  SL  groups.  

   

 

 

 

 

 

 

 

 

 

 

For  our  Virtual  Education  Journal  (VEJ)  readers,  I  encourage  educators  to  explore  diverse  language  communities  in  SL.  SL  is  a  world  resource  for  inter-­‐cultural  engagement.  Other  VEJ  readers  may  have  a  research  interest  in  these  matters.  Public  SL  chat  logs  are  an  open  source  of  research  data  that  could  yield  key  insights  into  human  social  behavior.  VEJ  researchers  could  even  answer  some  very  big  questions  about  human  interaction,  such  as  psychologist  Eric  Berne’s  classic  question,  “What  do  you  say  after  you  say  hello?”  

 

Any1  Gynoid  (display  name  Maggie  Mae  Bhaktiguru)  is  an  instructor  at  New  Citizens  Inc  in  Second  Life,  and  a  feature  writer  for  Enigmatic  Minds  SL  Magazine.  

   

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Digital Learning Games and Virtual Environments are sometimes confused. Having played in both, I have found them both to be engaging, motivational, and full of potential. Though they sometimes have some similar characteristics, they are really quite different.

The obvious similarity is that they are both played on a digital device. The biggest difference is that games have a win-loss scenario and virtual environments are an open-ended place to “play”. Despite the fact that we can use the word “play” for both, the ways and means do not look the same. A game has objective/s, rules, and a feedback mechanism to let players know how they are doing. Conversely a virtual environment is an open ended "sandbox". There are no objectives or any criteria that are established in game. A game can be created within a virtual environment, in which case players are playing a game within an environment but the environment is not the game.

 Wow  is  a  Massive  Multiplayer  Online  Game  that  provides  constant  feedback  on  actions  the  player  is  taking.    Addons  provide  a  view  of  how  other  players  on  the  team  are  doing.    The  data  can  be  used  to  strategize  and  improve  play.  

Digital  Games  and  Virtual  Environments  Are  Not  the  Same  Thing  

 By  Tanya  Martin  

PD  Chair  for  ISTE  Games    &  Simulations  Network  

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   Second  Life  provides  a  sandbox  environment  where  players  can  build  in  items  in  3D.    Here  participants  are  attending  a  class  on  making  avatar  hair.  

The popular “sandbox genre” game Minecraft has characteristics of both game and virtual environment, depending on which mode is being used. The creative mode puts people into a virtual environment where they can freely create, limited only by their imaginations and the parameters of the software.

In survival mode Minecraft becomes a game and the players now need to strategize, and work to survive against the obstacles built into the game. They may not survive, and that is the win loss scenario inherent in a game. The learning that occurs in each of these environments is distinct and a skilled instructor will know when to employ a virtual environment and when to use a game instead.

Minecraft  day  -­‐  In  Creative  Mode  Minecraft  is  a  virtual  Environment  offering  a  sandbox  to  play,  communicate  and  create.  

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MInecraft  night  In  Survival  mode  -­‐  MInecraft  becomes  a  game  with  perils  and  plans  of  avoiding  the  pitfalls.  

 

WoW  Auction  House:    Buying  and  selling  gear  in  a  game  provides  authentic  opportunity  to  study  economics,  mathematics  and  commerce.  

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The charts below describe some of the distinctions as well as similarities between Digital Games and Virtual Environments, as they relate to teaching and learning. They are observable differences that I have experienced.

Social  Interaction  in  Digital  Games  and  Virtual  Environments    

  Communication   Collaboration  Digital  Games   Learner/player  interacts  with  technology  

programmed  scenario  or  with  other  players  in  a  multiplayer  game.    Communication  occurs  throughout  the  game.  Social  interaction  is  prevalent  in  a  multiplayer  game  providing  opportunities  for  practicing  Digital  citizenship.    

Learner/player  can  accomplish  tasks  playing  solo  or  in  groups,  depending  on  the  game  structure.    Collaboration  is  most  common  and  often  required  in  a  multiplayer  game  providing  opportunities  for  deep  thinking,  sharing  strategies  and  teaming  to  accomplish  set  objectives.    The  rules  associated  with  games  provide  parameters  in  which  players/learners  must  collaborate.    Dealing  with  colleagues  from  different  time-­‐zones  adds  a  dimension  to  collaboration  that  contributes  to  a  future  work  environment  that  is  becoming  more  commonplace.    

Virtual  Environments  

Learner  may/may  not  communicate  with  others.    Learner  reads  instructions  in  the  virtual  environment  or  accompanying  websites/forums  and  may  have  external  communication.  Social  interaction  is  not  required  but  is  often  employed  as  the  learner  participates  in  a  virtual  environment.  

Collaboration  is  not  required  but  can  be  useful  as  participants  determine  and  work  on  tasks.    Collaborative  tasks  can  be  developed  and  the  limitations  of  the  software  generate  some  parameters.  

 

 

Creativity  and  Problem  Solving  in  Digital  Games    and  Virtual  Environments  

    Creativity   Problem  Solving  Digital  Games   Creativity  is  typically  associated  with  the  way  in  

which  a  player/learner  addresses  a  problem/scenario  that  is  set  up  as  part  of  the  game.  Creativity  in  a  game  is  also  exhibited  via  creation  of  machinima  and  writing/storytelling  that  extends  beyond  the  game.  

Problem  solving  is  inherent  in  a  game  as  there  is  a  set  of  problems/objectives  that  need  to  be  solved  with  multiple  methods  of  accomplishment.  Increasing  difficulty  in  objective  accomplishment  and  failure  as  a  part  of  the  learning  are  inherent  in  digital  games.  Players  must  deal  with  consequences.  

Virtual  Environments  

A  virtual  environment  provides  a  “sandbox”  for  creativity.    Learners  are  free  to  use  their  imaginations  to  create  3-­‐dimensional  models,  add  audio,  produce  machinima,  and  even  develop  games  within  a  virtual  environment.  

Problem  solving  in  a  virtual  environment  is  typically  associated  with  problems  that  occur  in  interacting  with  the  software.  So  navigating  the  software  and  developing  within  the  environment  provides  opportunity  for  problem  solving.  

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Skill  and  Content  Knowledge  in  Digital  Games    and  Virtual  Environments  

  Skill  Building   Content  Knowledge  Building  Digital  Games   Every  game  has  a  user  interface  that  must  be  

learned  to  navigate  in  order  to  be  successful  with  the  game.    The  skills  needed  to  set  up  audio,  locate  forums  and  use  metrics  are  commonly  used  as  well.    Additionally,  besides  the  skills  of  communication,  collaboration,  and  problem  solving,  the  3Rs  come  into  play  in  a  natural  way.    The  player  must  read  and  respond  to  others  as  he/she  progresses  through  the  game.    Computation  and  natural  use  of  algebraic  thinking  revolve  around  attempting  to  meet  objectives.  

The  content  knowledge  of  a  digital  game  would  depend  on  the  game.    There  are  games  being  designed  that  focus  on  particular  content  areas  and  others  that,  though  not  focused  on  a  specific  content,  can  be  used  through  metaphor  and  creativity  to  teach  academic  concepts  in  a  scenario  immersed  format.  

Virtual  Environments  

Virtual  Environments  require  a  software  download  and  a  user  interface  that  is  required  to  navigate  and  create.    Digital  skills  associated  with  chat,  social  media,  audio  and  3-­‐D  rendering/building  are  also  a  large  part  of  virtual  environments.      

The  content  knowledge  imparted  in  a  virtual  world  would  depend  on  the  way  that  the  virtual  environment  is  being  used.    It  is  important  to  note  that  often  the  learner  “builds”  their  knowledge  based  on  research  done  in  other  places.    Often  what  is  developed  in  a  virtual  environment  is  a  result  of  the  research  and  learning  done  in  another  place  or  dimension.      

Games and Virtual Environments are two powerful ways to engage and motivate students to be better prepared for college and careers.

 

Second  Life  western  place:    

Building  historic  locations  in  a  virtual  world  provide  students  an  opportunity  to  research,  build,  and  role-­‐play  as  they  learn.  

   

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When  last  we  left  Episode  One  of  a  Boise  State  University’s  EDTECH  532  Educational  Games  and  Simulations  course  [see  April  2015  VEJ,  page  30  –  34  http://issuu.com/edovation/docs/vej_april_2015/1]  our  characters  had  just  selected  their  roles  and  were  ready  to  face  their  first  problem.    

VEJ  is  excited  to  run  Episode  Two  in  this  issue  in  serial  form.  You  will  be  viewing  the  actual  screenshots  and  the  dialog  captured  from  chat  in  thier  classroom  space  in  Second  Life.  It  documents  the  entire  16-­‐week  course  in  splendid  detail.    

  Stay  tuned  for  Episode  Three  in  the  next  issue  of  VEJ!    Enjoy!    

 

EDTECH 532 Educational Games & Simulations

Part 2

Chris Haskell, Ed. D Clinical Assistant Professor Dept. of Educational Technology Boise State University SL: Dalai Haskell Skype: dalaihaskell AIM: haskellboise

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ISTE  2015  

Moving  Toward  ISTE  2015  By  Scott  Merrick  

 Just  a  note  to  note  we're  getting  into  some  pretty  darned  interesting  stuff  

for  the  Virtual  Environment’s  Playground  at  ISTE  2015  in  Philadelphia  June  27  –  July  1,  2015.  

 New  this  year,  we're  giving  up  half  our  playground  so  that  the  Games  and  

Simulations  Network,  a  group  of  friends  we  care  about,  can  have  their  own  playground.  So  essentially  the  two  presentation  areas  and  six  ongoing  presentation  tables  that  constitute  an  ISTE  Playground  will  be  reduced  to  one  of  the  former  and  3  of  the  latter  for  each  network.

Andy  networks  whilst  Kae  presents  at  ISTE  2012  Virtual  Environments  Network  

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We  don't  mind.  We're  focused  on  bringing  the  best  of  the  best  to  bear  for  our  ISTE  colleagues,  all  of  them.  Our  Second  Life  Playground  was  one  of  the  very  first  ever  at  NECC,  oh  those  many  years  ago,  and  it's  looked  rather  different  every  year  since  morphing  into  the  SIGVE  Playground  and  now  the  Virtual  Environments  Playground.  The  fact  that  the  conference  organizers  this  year  did  not  have  space  to  offer  G&S  their  own  full  playground  attests  to  the  popularity  of  the  format:  Open  ongoing  themed  sharing  stations  for  the  duration  of  the  event,  with  one-­‐to-­‐many  scheduled  more  traditional  presentations.  

So,  all  that  said,  here's  what  we'll  look  like  on  Tuesday,  June  30,  from  2:00  pm  until  we  meet  for  our  annual  Birds-­‐of-­‐a-­‐Feather  meeting  at  the  Pennsylvania  Conference  Center  in  downtown  Philadelphia.  

 

Virtual Environments Network Playground Presentations at ISTE 2015

2:00  -­‐  2:45  -­‐-­‐  Islands  of  Enlightenment  in  OpenSimulator!  

Andy  Wheelock  &  Mary  Howard  

2:45  -­‐  3:30  -­‐-­‐  Dream  Realizations:  SubQuan  Math  in  Second  Life!  

R  &  C  Patterson,  moderated  by  Scott  Merrick  

3:30  -­‐  4:15  -­‐-­‐  AW3DU:  Quest  Atlantis  LIVES  AGAIN!  

Rick  Noll,  with  special  guests!  

4:15  -­‐  5:00  -­‐-­‐  Minecraft  Learning:  The  Best  of  the  Best!  

Marianne  Malmstrom-­‐-­‐aka  Knowclue  Kidd  

5:00  -­‐  5:30  pm  VEN  Birds  of  a  Feather   Hope  to  see  everyone  there!  

You can see the VEN Playground schedule at https://sway.com/nP67Bb_dx_-MGplE .

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How  about  the  ongoing  presentation  tables?  Got  that  for  you,  too!    

At  one  table  we'll  have  Laura  Briggs  sharing  Google  Cardboard  and  the  Virtual  Reality  platform  "Biome  for  Kids."  At  another  our  stellar,  Rosie  and  Bob  Vojtek,  will  be  sharing  their  fine  work  at  the  hot-­‐off-­‐the-­‐virtual-­‐presses  Virtual  Education  Journal;  and  at  the  third  (or  is  it  the  first?),  our  Marianne  Malmstrom  and  crew  will  be  sharing  the  best  of  the  best  in  Minecraft.  All  will  be  network  and  Internet  connected  for  guest  appearances  and  virtual  fly-­‐throughs  and  these  folks  know  their  stuff.  Come  learn  from  them.  Or  come  teach  them:  IT'S  A  DIALOGUE!    

One  last  plug  here,  and  it's  for  those  educators  who  cannot,  for  whatever  reason,  attend  in  person  this  year.  We're  planning  to  connect  as  fully  as  we  can  in  Second  Life.  Throughout  the  week,  beginning  Sunday,  June  28,  as  many  of  us  who  are  there  as  can  will  be  sharing  on-­‐site  happenings  in  SL,  at  the  ISTE  VEN  Maker  Space.  Visit  as  often  as  you  like,  and  learn  from  the  immensely  sharing,  deeply  caring,  learning  opportunities  that  comprise  The  Virtual  Environments  Network  at  ISTE  2015.  

Want  to  keep  up  with  both  Playgrounds  and  have  access  to  scheduling  and  presentation  details  for  both  in  a  LIVE  document  that  at  any  given  time  will  reflect  adjustments?  Check  out  the  Google  Doc  that  does  just  that!    

Note:  Be  sure  to  stop  by  the  ISTE15  VEN  Playground  and  say  “HI”  to  Roxie  Neiro  &  BJ  Gearbox.  Learn  how  you  can  write  for  VEJ!  

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Come Play With Us

ISTE2015 VEN Maker Space!

June 27 – July 1, 2015

The ISTE Virtual Environments Network have already created a space for everyone to gather whether we're physically at ISTE 2015 in Philadelphia or we are home in our pajamas at our laptops, in Sydney or Kyoto, it matters not. Watch this one-minute Maker Space intro (by Scott Merrick June 22, 2015 blog entry), then meet us in Second Life at http://maps.secondlife.com/secondlife/Eduisland%202/132/168/201 for the fun, and, yes, the games! Visit http://tinyurl.com/scottiste2015 for Scott Merrick’s best guesses (schedule of events) about whereabouts at any given time.

Scott Merrick busy getting everything set up for ISTE2015 in Second Life VEN Maker’s Space.

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Write  for  VEJ  We  are  especially  interested  in  how  educators  are  using  virtual  environments  and/or  

digital  game  environments  to  motivate  students  from  early  education  through  college.  What’s  working?  Not  working?  What  are  the  best  practices  when  using  virtual  environments  and/or  digital  game  environments  for  instruction  as  a  teaching  tool?  How  can  teachers/administrators  harness  the  power  of  these  environments  to  motivate  students?  How  can  these  environments  be  used  to  promote  local  and  state  standards  and  curricula  including  the  common  core  standards?  How  are  virtual  and  game  environments/worlds  being  used  in  teacher  prep  programs?  How  can  we  best  promote  the  effective  use  of  virtual  and  digital  game  environments  to  enhance  and  engage  teachers  and  students  in  quality  learning  experiences.  

Please  submit  articles,  approximately  500  –  1800  words  (in  Cambria  14pt).    Please  include  pictures  and  graphics  with  the  highest  resolution  possible  (using  png,  tiff,  jpeg)  to:  [email protected].  Be  sure  to  put  “VEJ”  in  subject  line.    

If  you  have  questions,  email    [email protected]    or  give  Roxie  Neiro  (sl)  a  notecard  in  second  life.  You  can  find  more  information  and  see  previous  issues  of  VEJ  at  www.virtualeducationjournal.com    

Be  sure  to  visit  us  at  http://maps.secondlife.com/secondlife/EduIsland%209/21/39/22  in  Second  Life,  our  website  at  http://virtualeducationjournal.com/,  and  follow  us  on  twitter  @VEJournal  and  #VEJournal.    To  learn  more  about  ISTE  SIGVE  events  visit  http://sigve.weebly.com/.      

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