Professional Documents
Culture Documents
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Dialogue: Hello and welcome to ISTE Island (International Society of Technology in Education : (ISTE)
)conference, Virtual Worlds in Education. Here is Jennifer Regansfor to tell us about ISTE’s role of virtual
worlds in education. (Jennifer’s Presentation). Thank-you Jennifer; We will hear from our key note speaker
Stephen Bronack; co developer and continued supporter of AET, an in world virtual university where students
attend class as avatars and follows a social constructivist theory for learning. Before I have the honor of
presenting our keynote speaker, lets take a minute to look at the timeline leading to virtual worlds and the
Presence Pedagogy that is the basis for AET.
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Dialogue: Annie OK, created a timeline on virtual worlds on the website Dingo. Early :
literature starting in the early 1900’s there were numerous fictional books written that
began to prophesize the technology that we currently utilize. In 1956, Morton Helg, was
the first to introduce the multisensory virtual experience. His approach was film based,
but the viewer utilized all of their senses during the experience. Wind was blown, sent
was added, there were textures utilized. Much like some of the rides at Disney today. In
1960, The first head mounted devise that used photograph slides followed the same
principals created by Helg. This system included stereo sound and odor generator. In
1966, Ivan Sutherland with the help of his student Bob Sproull created the Sword of Damocles which
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Dialogue: In 1972 the first role playing game, Dungeons and Dragons was born. In :1978,
was the beginning of M.U.D. ; multiuser Dungeon was created by Roy Trubshaw and
Richard Bartle from Essex University. In 1986, the term “virtual reality” was coined by
Jaron Lanier. In 1989 the world wide web was created by Sir Tim Berners-Lee in Geneva
Switzerland who was working in nuclear research. The same year, Sim City was
released; A city building simulation game which was the beginning of SIM games. The
beginning of cave was in 1991. This is a surround screen, surround sound, projection
based virtual reality. It give the illusion of immersion, and the viewer can grab objects.
The viewer wears light weight glasses and walks around within a defined space.
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Dialogue: In 2003, There was created. I is a socializing site with less role playing. : It
allows people to interact in an online society. Each member is given a name and avatar.
Members can change attributes, use There buck as commerce, but items are not
movable. In 2004 Croquet was created. It is an open source software developed
environment.
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Dialogue: Discuss education in Croquet: More dialogue to be added. :
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Dialogue: Active worlds is a free 3D virtual world that runs on a web browser. This: is
the home of AET university. It is also the home of a 1,000 3D virtual worlds. You can
build, shop, explore, make new friends, and play 2D and 3D games.
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Dialogue: Our Keynote speaker Dr. Stephen Bronack is very familiar with Active Worlds.
He has spent the last ten years developing, creating, and teaching in the AET area of
Active world. Dr. Bronack and his team wanted to take DE to a new level by
incorporating a social constructivist approach to learning that is missing from the typical
online experience. The metaphor used in his paper with co authors, Sanders, Cheney,
Riedl, Tashner, and Matzen . Through a constructivist approach, the student is guided
and led by the instructor. Learning is student powered. The instructor is the ship
captain. He or she navigates the ship.
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Dialogue: “In the authors’ words, When navigating a ship, one must wonder who is:
steering whom? The ship reacts to the captain steering, but the captain is
simultaneously reacting to the ship, the wind, the currents, etc. Neither the ship nor the
captain is totally in control: a captain reacts to cues from the ship, the ship reacts to
subtle adjustments made by the captain, and so on. It is a feedback loop that results in
both getting from Point A to Point B. , albeit via a negotiated route. In much the same
way that a captain reacts to cues from the ship, and vie versa, we believe that teaching
is an ongoing, ever adjusting reaction to the students served. Through interactions with
these students, which are made possible through multiple manifestations of presence,
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Dialogue: The first presence pedagogy is the concept of asking questions and correcting
misperception. Here is an example from the So What? Saloon at AET. The idea around
this principle is that the level of questioning used by both students and instructors affects
the level of learning and interaction. At the So what? Saloon, students can click on a
mug or bottle, an question about teaching with computers is discovered. Students then
respond to the question and students can read and respond to what others have written.
This is a place where students are encouraged to question, ponders, and dialogue.
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Dialogue: Learning is a team process, we learn more by working together instead :of by
ourselves. Learning in the AET zone is reciprocal and recursive. Novice learn from
experts and experts learn from novice. There are many intentional interactions that are
created within the wall of AET Zone. Students are expected to interact while in world.
Some interactions are planned and others are pop up through discovery. These helps
lead to a constructivist community where knowledge is scaffold.
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Dialogue: According to Bronack etal. “Distributed learning has three major attributes: (a)
learning communities containing people with varying backgrounds and levels of
expertise, (b) technology which supports communication and productivity within the
community, an © engagement in authentic activity (Winn, 2002). Learning is both about
cognition which relates to the process of learning and knowledge that relates to the
artifacts created while learning. The idea is to pull students to that place where they
stretch their learning beyond their present understanding in order to create new
learning. This is a process revisited over and over again to scaffold the learning within
the community.
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Dialogue: The AET Zone environment is a place where the students are encouraged : to
contribute resources. This allows students to be part of modifying the environment.
Students add reports and multimedia among others. This creates a “living environment”
for students and instructors. The experiences are provided by instructors using
assignments and projects. There are numerous tools such as audio –chats, common
work areas, and artifacts are available in world to provide students with the tools
necessary to contribute to the environment and they take away from what they learn
from their own contributions and also the contributions of others.
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Dialogue: Each member of the community, both instructors and students come into : the
learning environment with different goals. Each person takes away from the learning
environment the same information, but in a way that fits into the their own goals.
Within the community, as each person interacts there is a negotiation of goals among
members. Each person’s goal brings another perspective to how learning is looked at
and how it is approached. This gives new perspective a broader way to look at learning.
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Dialogue: Students have to explore and discover in the AET Zone environment. :
Students are given visual cues to give them hints on where to go in the environment.
This adds to the learning in the environment by encouraging students to be active in the
environment.
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Dialogue: Through reflection, students take their learning to a deeper level. They :
internalize and put the learning into their own perspectives and determine how to use
the knowledge in their current situations. Once they have reflected on the impact of the
knowledge in their own lives, they are able to share that in the learning environment and
it is a continues cycle that deepens the community and learning within the community.
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Dialogue: The AET Zone utilizes the ActiveWorlds server to create their learning :
environment and a course management system that was developed at Appalation State
University called LESOnline. It also includes threaded discussion boards, a voice IP, and
a wiki. According to Bronack etal., AET is designed so “that communication and
collaboration , rather than content delivery, are the key goals.”
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Dialogue: It is my true honor to introduce tonight’s key note speaker; Dr. Bronack is Associate Professor : of
Human Resources Development at Clemson University. He specializes in the application of social learning
technologies such as 3D virtual worlds and web based applications. He believes that learning is a social
process and he uses emerging media and innovative instructional strategies in his strategies. In his words, he
“believes that learning is a self-owned process and teaching is a facilitative art”. In 2001 he co-created AET
Zone with Dr. Riedl at Appalachian State University. As you have seen, AET zone is a 3-dementional world
designed for ASU Instructional Technology program and he was developed a web-based course management
tool called Olie. To tell you more about his accomplishments and creations, I would like to introduce you to
Dr. Stephen Bronack.
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