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Welcome to the SLED Project!

Presented by: Cheryl Comstock (a.k.a. Ize) Dedicated in honor of Rick Hadley (a.k.a. RADEd) CCCOnline, Telecoop 2007. Welcome to the SLED Project!. Forward.

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Welcome to the SLED Project!

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  1. Presented by: Cheryl Comstock (a.k.a. Ize)Dedicated in honor of Rick Hadley (a.k.a. RADEd) CCCOnline, Telecoop 2007 Welcome to the SLED Project!

  2. Forward I want to thank the Rick Hadley’s family for allowing me to continue my research and present the SLED Project at the 2007 Telecoop conference. As with Second Life, Rick was extremely passionate about using technology and enjoyed working with educators and students in online education. The SLED project is really about the endless possibilities of the social connection between the people and technology in the classroom. Cheryl Comstock, 2007

  3. The SLED (Second Life EDucation) Project website is intended to provide educators with additional information about how to incorporate Second Life (SL) as a virtual teaching tool into 21st century classrooms. Enabling educational activities to be delivered to the learner in their own space and learning environments. Educational news, tutorials and profiles of people & places in Second Life (SL) will be provided.This project is about Students, Faculty and Education, and how we as educators can bring them together for a better socially engaged learning experience Mission Visit: http://rickhadley.com/sled/

  4. 21st Century Learner The 21st Century learner is using more varied forms of interaction with the Instructor, the Content and the Classroom than in previous centuries. Reasons include paradigm shifts in: • Education • New Theories and Practices • Constructivism and Learner Centeredness • Social Connections • Wiki’s • Blog’s • Social Networking - MySpace • Gaming and Simulations – Second Life, World of Warcraft • Technology High Speed Internet High-end Graphics Instantly published Audio and Video

  5. Learning Paradigm • Our faculty and policy makers tend to be digital immigrants, so…We try to promote Collaborative learning Shared Goals and provide Interaction and Feedback, and get Buy-in Building Learning Communities in Cyberspace Effective Strategies for the Online Classroom Rena M. Pallof and Keith Pratt, 1999.

  6. Building Community But…our students tend to be digital natives so… • Students today have found an extension for their learning through various forms of entertainment and new media. • Virtual gaming • Audio • Video • and here is where they go, to find Social Community Building Learning Communities in Cyberspace Effective Strategies for the Online Classroom Rena M. Pallof and Keith Pratt, 1999.

  7. Educational Sites to Visit • SLED Project, Trinovantes (238, 110, 100) • Information Island, Second Life Library, Info Island (183, 161, 33) • International Spaceflight Museum, Spaceport Alpha (36, 71, 22) • Ivory Tower Library of Prim, Natoma (207, 170, 25) • EdTech Island - Boise State University EdTech (113, 201, 25) • Middle Town - Ball State University, Middle Town (198, 190, 31) • New Media Consortium NMC Campus, NMC Campus (189, 51, 26) • NOAA Science on a Sphere and Hol, Meteroa (145, 131, 28) • Virtual Hallucinations, Sedig (26, 45, 22)

  8. Examples of Projects Introduction Poster For new users on EdTech Island Building ProjectFor first-time developers

  9. Conclusion “We expect learners to come to us for content (at best, I would argue they should come to us for interaction around content). Our content should come to them in their own space”. George Siemens, 2007 From:Scholarship in an age of participation, eLearning Resources and News, learning, networks, knowledge, technology, trends.

  10. Resources Pallof, R. M., Pratt, K. (1999). Building Learning Communities in Cyberspace. Effective Strategies for the Online Classroom. (p. 15-17, 61). Siemens, G. (March 27, 2007) Scholarship in an age of participation. eLearning Resources and News. learning, networks, knowledge, technology, trends. Found online http://www.downes.ca/cgi-bin/page.cgi?post=39601 Other Useful Game and Simulation Titles: Aldrich, C. (2005) Learning by Doing. Pfeiffer Publishing Gibson, D., Aldrich C. Prensky, M. (2007) Games and Simulations in Online Learning: Research and Development Frameworks. Information Science Publishing. Idea Group Inc. Hertel, J.P., Millis, B. J. (2002) Using Simulations to Promote Learning in Higher Education. An Introduction. Stylus Publishing. Rosedale, P. (2007) Second Life the Official Guide. Wiley Publishing Inc.

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