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24th Annual TCC | Online Conference | April 16-18, 2019

Sustainable Learning, Accessible Technologies, & Diverse Contexts

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virtual worlds

Apr 16 2019

Beyond the School to Prison Pipeline OR; Unravelling the School/Prison Assemblage through Minecraft

Session Description
Cody Lestelle presents a project that was done in collaboration with two other scholars and educational designers from Dr. Peter Leong’s LTEC 652D – Authoring Virtual Learning Environments (Spring 2017). Co-creators of the original Minecraft simulation of the school-to-prison pipeline were Kim Berg and Keahe Davis. Our final design document stated the following as our instructional goal:

“The instructional goal of our project is to educate the learner about the school-to-prison pipeline, its causes and ramifications, and engage them in creating and exploring possible solutions. The school-to-prison pipeline is the phrase used to describe the increasing pattern of children being funneled out of public schools into the juvenile and criminal justice system through changes made to disciplinary policies and practices by public institutions at the local and state level. The policies and practices disproportionately affect youth of color, specifically males. The reasons for this alarming trend include the lack of foresight for whole-child development, ignorance of proactive resiliency practices for children with socio-economic and domestic trauma, and implicit bias among administrators, teachers, parents, and policy makers. By creating this tool for spreading awareness about the school-to-prison pipeline we hope to decrease youth incarceration rates.”

Cody’s presentation of this project will involve a tour of the Minecraft build followed by a portal opening to the AGILE Minecraft Multiversity’s virtual Hawaiian Islands world where participants of the presentation and simulation are invited to imagine and co-create preferred futures beyond the school-prison pipeline/assemblage.

Presenter(s)
Cody Lestelle
Cody Lestelle, University of Hawaiʻi at Mānoa, Honolulu, Oʻahu, Hawaiian Kingdom
Session Type
20-Minute LTEC Student Session
Audience
All Audiences

Please note that this session did not take place.

Written by tcconline2019 · Categorized: 20-Minute LTEC Student Session · Tagged: Alternate Reality Games, Augmented Reality, Minecraft, Multiversity, simulation, virtual worlds

Apr 16 2019

College of Education in Minecraft: Exploration or Educational Technology Tools through Virtual Worlds

Session Description
The presentation aims to showcase the College of Education at the University of Hawaiʻi at Mānoa (UHM) in a virtual worlds settings using Minecraft. The contents of the virtual building are filled with the instructional tools used in the Learning Design and Technology (LTEC) department. The simulation allows the learners to explore the college, complete a set of tasks including an in-game journal scavenger hunt, and also to experiment with Minecraft as an educational tool. Upon going through a formative evaluation, our team realized that virtual world games do have a learning curve and can be quite challenging for students who are unfamiliar with the game mechanics. Despite the shortcomings of virtual world game-based learning, the students were highly motivated and engaged during their lesson.
Presenter(s)
Casey Bales
Casey Bales, University of Hawaii at Manoa, Kapolei, USA
Bio
Mellissa Lochman
Mellissa Lochman, University of Hawaii at Manoa, Waipahu, USA
Bio
Session Type
20-Minute LTEC Student Session
Audience
All Audiences

   WATCH  

A recording of this presentation is available.
Click the button to the right to access the session archive.


Written by tcconline2019 · Categorized: 20-Minute LTEC Student Session · Tagged: Building, collaboration, College of Education, Exploration, Game-Based Learning, Minecraft, Online, virtual worlds

Apr 14 2019

Hitchhiker’s Guide to the Metaverse

Session Description
Join us as we explore learning in the Metaverse. Discover how to visit remote destinations where you do not have an account to attend free conferences, scholarly workshops, social events, and shop. This session is for educators, instructional designers, librarians and administrators who wish to tour the Metaverse or for those who wish to create formal online learning spaces or informal community centers for their online students. We’ll explore free software, how to pack your digital suitcase, and how to share content while on virtual field trips. Questions and ideas are welcome!
Presenter(s)
Cynthia Calongne
Cynthia Calongne, Colorado Technical University, Colorado Springs, CO, USA
Cynthia Calongne is a Professor of Doctoral Studies at Colorado Technical University. Prior to teaching, she served as a software engineer for Air Force Space Command. Since 1995, she researched usability in virtual environments and pioneered 52 university classes held in virtual worlds. In 2017, she received the Thinkerer Award for lifetime achievement from the Virtual Worlds Best Practices in Education, and her team won the $25,000 grand prize at Defense GameTech for their space simulation, the Mars Expedition Strategy Challenge. She collaborated with Will Wright’s team to design Bar Karma, a television series. Under her avatar, Lyr Lobo, she conducts research in virtual world simulation, education, and game design.
Session Type
20-Minute Session
Audience
Novice, Intermediate

   WATCH  

A recording of this presentation is available.
Click the button to the right to access the session archive.


   DOWNLOAD  

Access/download any related materials/handouts
from this session by clicking the button on the right.


Written by tcconline2019 · Categorized: 20-Minute Session · Tagged: AR, education, virtual field trips, virtual worlds, VR

Apr 03 2019

Blue Mars: Contemplative Learning in Space

Session Description
Join us as we explore the design of an online learning game on Mars. Blue Mars is a Virtual Harmony simulation for playing extensible 3D immersive learning games. The concept is based on the Mars Expedition, our $25,000 grand prize winner in the Federal Virtual World Challenge. The first game blends space exploration, security puzzles, and moral, ethical, and survival challenges to develop critical thinking skills, contemplative practices, and values-based leadership. It features open source software, data from NASA, tributes to science fiction, and an extensible design. Blue Mars integrates data analytics, a Web ontology for classifying game behavior, feedback, and an AI mindset.
Presenter(s)
Cynthia Calongne
Cynthia Calongne, Colorado Technical University, Colorado Springs, CO, USA
Cynthia Calongne is a Professor of Doctoral Studies at Colorado Technical University. Prior to teaching, she served as a software engineer for Air Force Space Command. Since 1995, she researched usability in virtual environments and pioneered 52 university classes held in virtual worlds. In 2017, she received the Thinkerer Award for lifetime achievement from the Virtual Worlds Best Practices in Education, and her team won the $25,000 grand prize at Defense GameTech for their space simulation, the Mars Expedition Strategy Challenge. She collaborated with Will Wright’s team to design Bar Karma, a television series. Under her avatar, Lyr Lobo, she conducts research in virtual world simulation, education, and game design.
Session Type
45-Minute Interactive Session
Audience
All Audiences

   WATCH  

A recording of this presentation is available.
Click the button to the right to access the session archive.


   DOWNLOAD  

Access/download any related materials/handouts
from this session by clicking the button on the right.


Written by tcconline2019 · Categorized: 45-Minute Interactive Session · Tagged: critical thinking, game, learning analytics, Mars, ontology, simulation, values, virtual worlds

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Info

TCC Hawaii, LearningTimes, & the Learning Design and Technology (LTEC) Department, College of Education, UH-Manoa, collaborate to produce this event. Volunteer faculty and staff worldwide provide additional support.

TCCHawaii.org, a Hawaii nonprofit corporation, conducts events for educators and graduate students worldwide relating to current and future practices and research in learning technologies and design.

 

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