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Coach, project manager, Agile certified, process consultation, software development, social media, virtual world mtg & event mgmt. What that really means is that I've worked for many years as a project manager in multiple industries, have led and facilitated groups and teams both in project and educational environments, have designed educational material and delivered numerous seminars
Just coming down from the Virtual Worlds Best Practice in Education conference. Held Friday, Saturday, Sunday Second Life time there was a great range of sessions, largely in traditional conference settings over several sims. What a helluva lot of planning and effort went into this. Even more impressive considering they had 16 weeks to pull it off.
Catherine Dutton, Instructional Coordinator, Instructional Support Services, Texas Woman's University
This was a fantastic session that covered a topic near and dear to my heart – how to arm educators with the skills they need to get started in virtual worlds.
Catherine shared what she learned from a course she helped to develop for her university.
Developed October 2007 – Last session completed November 2008
It was in April 2008 when our Head of the Department asked us to develop specifications of our department’s presence in Second Life.
We searched for literature sources but the key papers or pointers came from our very generous colleagues on the SLED List.
The papers, particularly, Jennings and Collins, 2007, offered useful insights in terms of how the learning spaces in Second Life are designed but there weren’t any papers or reports that captured experiences of students, educators and designers Or any guidelines – eg do’s and dont’s of how learning spaces should be designed…
So the question that we started with in our research is: How should 3D learning spaces be designed for learner engagement?
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