Second Life Ruminations Week 3

Okay so this is my third week blog post and reflection on things that are in my head about our class, virtual worlds, and Second Life in particular. To start off, I have a funny story (okay, at least I think it’s funny).
So we’re in this highly technologic class, and meeting twice a week in a virtual environment, and on Thursday morning after Wednesday night’s class I fly to the big Island for a four-day vacation at Kona Village resort, which is the antithesis of technology. No TVs, no radios, no telephones, no air conditioning, No room service, no locks on the doors, all of the Hale (units) are individual, separated by considerable distance, with dirt pathways leading to the main beach and eating area. the entire resort is enveloped in serene silence — the sound of the ocean, birds in the trees, nothing else. Info here They do have free Internet access only in the business office available 24 hours a day, so I would go over late at night with my laptop and work on my assignments from there. To say the difference is stark between our Wednesday class, and this little slice of heaven on earth with no technology (how many times have you gone four days without carrying your cell phone or laptop with you?) Is putting it mildly. So one of the humorous things that happened, was me walking by the pool one day then glancing over it and seeing the heads of people in their lounge chairs and bobbing in the pool and waiting for the picture to rez better so I could see their name and title above their heads… I am not making this up it actually went through my head for a couple of seconds! I wonder if anyone else in our class has had the experience in real world.
Producers vs Consumers
So anyhow, my thinking on class this week, is on producers versus consumers. One of the goals that I’ve had for my staff as we have adopted a broad range of technologies on our campus, has been to evolve teacher thinking from assuming premade content and activities with technology to developing activities with their student’s that make them producers. For example, it is one thing to have students view a lesson in a science class or concept being taught through a video or YouTube. It is an entirely different thing to have students create instructional videos that they can use to teach others. From a standpoint of cognitive hierarchy, is an entirely different thing to teach a lesson, design the scope, storyboard the concept, shoot, arranged talent, edit, and manage the resource than it is to be just a consumer of someone else’s. It’s very reminiscent for me that early in my modeling physics training at Arizona State University in 1995, that when the complaint came that students doing physics — really doing physics as a community of scientific researchers, was painfully slow and challenging. When the complaint was raised that we could cover the material faster by just telling the students about it, one of our mentors, Larry Dukerich, reminded us that the definition for “cover” was “to obscure from view”.
So where does this fit in with Second Life? The last two weeks in our class we are taking time each meeting to learn how to construct objects — a purse which contained objects, the media station, selecting and editing clothing, etc. None of these are particularly easy, certainly not intuitive to do. So it’s been bothering me, that if I were going to convince a teacher to use Second Life, they would almost certainly need to start and maybe stay, for that matter, as a consumer. By that I mean, they might go to sites that already have been made: a tour of a virtual gallery, flying inside the cell, sitting in and participating in a Socratic dialogue on algebra, you get the idea…
But my main stripe is to have teachers and students create things, not just consume them. Thus, the inherent tension for me, because the amount of time it takes to understand how to build objects in Second Life, makes this an almost impossibility for most students in classes.
Does that mean Second Life can’t be a powerful learning environment for teachers and students? I don’t think so, but I do need to rethink my approach to looking at it. I need to think of this as more of a social space than a laboratory space. Perhaps, at least for now, a powerful aspect of Second Life for me as a technology director, is its ability to be used as a social format. Teachers could meet here with students and teleport to interesting places together — to experience and learn as a community. Perhaps a teacher might take students to an MIT lecture, or arrange an expert to comment and demonstrates something to a class. Powerful? Surely. Best use of the environment? Not really, but until the tools or the students own prior knowledge allow easier construction we are still looking at Second Life as a consumer environment, not a producer environment.
And that’s the way it is… for now

Second Life Ruminations Week 2 addendum

My friend Dean who is also taking the class had a really interesting post that I wanted to ruminate on a little more… his post included the following paragraph

A couple of observations…co-presence or ambient awareness – the sense of being there and connected, is really evident when we’re in Second Life. I mean it literally seems we’re meeting face-to-face when we’re in class and meeting with our groups. I wonder if it’s because, subconsciously, we know that someone is controlling each avatar we see in class? It was funny when Mark, Cheryl and I met a few nights ago in Second Life. At the end of our meeting both Mark and I complemented Cheryl’s dress- her Second Life dress. It was a beautiful dress! The lines are getting blurred. Are we beginning to interact with avatars in Second Life or are they merely a window to the person behind the avatar? That would be an interesting study – to see who we begin to associate more with when we’re in a virtual world, avatars or the people who create and control them? In our minds, do we acknowledge a difference or are one in the same? Is Techtiki and Dean the same? Do people in class think that Techtiki and Dean are the same, think the same, act the same, etc.? I think the methods of communication impact our perceptions. I believe it’s easier to represent yourself differently if you only use local chat and IM. It’s harder to do so when you use audio. Not sure if I’m making sense, but I’d like to follow this train of thought throughout the class and see how I feel at the end. Stay tuned….

Link back to his blog here: http://abbahawaii.com/techtiki/

my response is below:

Hi Dean
I enjoyed reading what you wrote about the Blurred line in the virtual world and reality. I agree with you that there is a level of comfort and interaction that is happening now is that is surprising. I think you pose a particularly intriguing question about identity — in world and real world. It is one thing in Second Life when we are using this class with an instructor. In that case, we take an extension of our identity, but not really a new one.
I am quite certain that there is a large percentage of Second Life participants that “jump the fence” and take on a new identity — explore new ways of communicating, expressing, being. At one level I find this a little off putting, as interactions in Second Life ought to be the real thing. In this sense it is like going to a costume party, where people take on the identities of the characters they are dressed as. I guess I would think of this as a novelty, but I wouldn’t expect to come back to the party over and over again and interact with same fake identity each time. Maybe it’s the social nature in me, but I expect my interactions to be with the “real person”. But maybe that’s an indication of my age and my expectation or interaction.

Second Life Ruminations week 2

Second Life, hype cycles, and reality

So,I’ve been thinking alot this week about what I might write about for this blog post about my current feelings about Second Life. Some of the activities we did this week included visiting interesting Second Life sights and rating them using the SaLamander wiki’s learner engagement rating like experiential, role-play, diagnostic, etc. more info here:http://www.eduisland.net/salamanderwiki/index.php?title=Main_Page

we also spent time learning more about creating objects in Second Life — working with prims, editing and creating scenery, wearing and designing clothes.

we also completed a project in groups of three where we chose a general theme, and then found 15 resources both in world and out of world and gave brief descriptions of these, to help novice and regular users of Second Life to navigate their world better.

So while all this was happening, in the back of my mind I’m thinking about where Second Life is in adoption. One of the articles we read in the first week (Jennings and Collins) used Everett Rogers’ Diffusion of Innovations research to map out technology use and contrasted Early Adopters to Early Majority. They quote an article from Moore that defines behavior differences between these two groups. A few examples:
early adopters favor of revolutionary change, early majority favor evolutionary change
early adopters are visionary, early majority are pragmatic
early adopters are willing to experiment, early majority want proven applications
and probably most importantly:
early adopters are generally self-sufficient, whereas early majority may need significant support

so for those that understand Gartner’s hype cycle, there is a problem inherent in the current place where Second Life is and its future. (original source here: http://www.gartner.com/it/products/research/methodologies/research_hype.jsp)

For those unfamiliar with the curve – a quick pic and summary:

2008 Gartner Hype Cycle

When technologies are first introduced, there is usually a period of inflated expectations: excitement around the new technology. This is where your early adopters would jump on board and get excited. Over some timeframe, there is a period of disillusionment where the process of getting it from a small percentage (5 or 10%) to a larger adoptance is hung up on a variety of factors: ease of interface, cost, flexibility, inflated expectations, applicability, etc.
As larger awareness and usability occurs, it becomes more adopted and it eventually becomes mainstream reaching the plateau of productivity. What is interesting about this curve is that it is not time-dependent. Technologies like augmented reality and mobile robots have been in the first phase of adopting for more than a decade. Other technologies like GPS climbed into fairly high adoptance in just a few years. So where is Second Life here? In this 2008 graphic, Public virtual worlds are in the trough of disillusionment. Some writing and thinking by Gartner indicate it may well be five or 10 more years before these become more mainstream.
…of course, the important question is why?
For a technology to move past disillusionment, there needs to be a crystallization of utility and need that begins to drive more use. We are still at the point in Second Life where a combination of factors keep the utility and need at a minimum.
As many of us have found in traveling virtual worlds, although there is an excitement and engagement in well-designed ones, this is still far from the universal experience. Just as importantly, the requirements to participate, both from a technology and usability standpoint, are still not nearly high enough engage more than a small percentage of technology users.
So what does that mean I think about Second Life at this point? This reminds me a lot of the early days of the World Wide Web. I remember coming back from a 1993 conference having seen the first version of NASA’s demonstration of the Dead Sea Scrolls via a web browser and told our school library and what a transformative experience it was to see artifacts through a graphical interface using the Mosaic web browser. Her response surprised me — I remember her saying that although viewing through a browser might be an interesting experience, users would still need to know protocols like telnet and FTP in order to use the Internet as a learning tool.
I guess that summarizes how I feel about Second Life at this point. I see the promise of an engaging and immersive environment, but realistically see more years (five?) before it begins to climb up slope of enlightenment.
Caveat: of course, when I started playing with Twitter a year ago, I could’ve never imagined it would evolve into the worldwide phenomena it has become in such a short time. Of course, Twitter had some things going for it that enable the quick adoptance. it has a platform that uses SMS, which had just become a mainstream tool, not just for adolescents, but for adults. The ease of use made it much quicker to be adopted as well.
So, maybe there is a seminal moment waiting for the immersive virtual worlds that will push it up the curve — uniform interface between environments? Easier entry point for beginners? Less traffic and bandwidth demand participation? Who knows? Time will tell…

second life ruminations #2

This is a reflection on the assigned reading:

Handbook_Research_Edu_Comm_Tech_Chp17_VirtualReality
McLellan

“Virtual reality (VR) can be defined
as a class of computer-controlled multisensor y communication
technologies that allow more intuitive interactions with data
and involve human senses in new ways”

This article starts with an overview of definitions of virtual reality and some really thinking about what immersive virtual environments are about. It then walks through the history of virtual worlds from the 1980s. .

one of the drawbacks of this article, is that it was published before the emergence of real Second Life and MUVE developments in the early 2000s, therefore although it serves as a historical reference and an interesting discussion of the different ways that virtual worlds have been envisioned and developed, it doesn’t address current development issues. For example, the huge chasm between what gamers live on a daily basis and immersive virtual worlds, and the development of multiuser experiences, and watch was understood at the end of the last decade.

Thurman and Matoon – propose three dimensions which to view the development of virtual reality
1. Provocative idea about Verity dimension — does the virtual worlds make reality, or does it encompass abstract and novel ideas that don’t correspond to reality? Another way of thinking of the development of virtual worlds…

integration dimension — how well the human is brought into the environment
interface dimension — scale ranging from natural to artificial

“To summarize, we will be examining 10 types of virtual re-
ality: (1) Immersive first-person, (2) Augmented reality (a vari-
ation of immersive reality), (3) Through the window, (4) Mir-
ror world, (5) Waldo World (Virtual characters), (6) Chamber
world, (7) Cab simulator environment, (8) Cyberspace, (9) the
VisionDome, and (10) the Experience Learning System.”

aside from Mark — the recent release of the Microsoft gaming experience has potential to elevate the sense of immersion higher by making natural body movements correspond to what’s happening in the immersive world.

There was some discussion of blog mentioned reality, and a recent TED lecture that had a demonstration of a small device that projects information onto objects as it senses them was a powerful indication of how real-time sensory feedback will in the short future allow a human cloud computer interface that will be a new way of thinking of augmented reality. I’ll try to post the link for that lecture when I get back online

It’s interesting to read about their sports augmented reality stories here, as this article predates the release on the Nintendo Wii platforms, I think it would have been provocative to see how the authors would have addressed the development of that tool in the schema.

The authors also talk about Azuma’s research and medical applications of augmented reality refer to the link here-
http://www.cs.unc.edu/∼azuma/azuma-AR.html

interesting points being made when the author talks about in your worlds: first of all, the obvious interest in the gaming world example given is shooting hoops. But more importantly, and mentioned secondarily surprisingly, is the observation that players in the mirror worlds since they stand apart from the world itself can have social interaction and therefore an opportunity for a more interactive environment. This precluded the nature of multiuser virtual environments as the most notable example of the importance of social learning and the real draw for users of being in such a world. It is somewhat surprising that as late as 2001 that the nature of social interaction in immersive worlds would turn out to be such an important draw for users (for example Second Life is more about the social interaction that it is about just the information). Sometimes we focus so much on the technology, that we miss the implication in the human setting entirely.

An interesting aside about the cab environment is that in 1997 I had an opportunity to “land the space shuttle” in the virtual motion simulator at NASA Ames research Center. The simulator, which had 6° of freedom in a 10 story tall building gave one a truce sense of motion and interface, and was used as a high fidelity way to train astronauts on the conditions of landing the Space shuttle. it is amazing to me now 10 years later and more staff the simulators have become so common, that pilots of Jets never trained in real jets anymore, but use simulators. As is often quoted, the first time a pilot lands a actual 747, she has a full complement of passengers aboard – a little unnerving, for sure, but a testimony to the fidelity and veracity of these simulators

The Virtual Reality and Education Lab (VREL) East Carolina
University, in Greenville, North Carolina is one organization that
provides leadership in promoting education in the schools (Auld
& Pantelidis, 1994; Pantelidis, 1993, 1994). The Web site for
VREL is http://www.soe.ecu.edu/vr/vrel.htm

Good idea from article:
It will be important to articulate a research agenda specif-
ically relating to virtual reality and education. Fennington and
Loge (1992) identify the following issues: (1) How is learning
in virtual reality different from that of a traditional educational
environment? (2) What do we know about multisensor y learn-
ing that will be of value in determining the effectiveness of this
technology? (3) How are learning styles enhanced or changed
by VR? and (4) What kinds of research will be needed to as-
sist instructional designers in developing effective VR learning
environments?

the authors talk a bit about “affordances” – in understanding the research of virtual worlds. good quote
Although a virtual world may differ from the real world, virtual objects and environments must provide some measure of the affordances of the objects and environments depicted (standing in for the real-world) in order to support natural vision (perceptualization) more fully.

interesting perspectives from a couple of authors about thinking our cyberspace as a theatrical medium — the notion that participants are playing out roles in creating stories in spaces. Authors include Brenda Laurel, and Randall Walser.

interesting perspective by McLellan one situated learning which I think is excellent perspective to draw on she defines it:
“Therefore,this knowledge must be learned
in context—in the actual work setting or a highly realistic or
“virtual” surrogate of the actual work environment. The situated learning model features apprenticeship, collaboration, reflection, coaching, multiple practice, and will articulation. It also emphasizes technology and stories.”

from that experience design perspective, there is a nice, simple model from Shedroff that talks about each experience needing attraction (something that draws us in) engagement (experiences that make us part of the world) and conclusion (some sort of resolution that let’s us know we’ve accomplished what is in front of us). This is a great place to think about maybe the learning activity we need to design, as we can build in I think good examples of these three views and experience in the virtual world.

there is a nice distinction made about services versus experiences as an economic perspective. For example they distinguish a service to a client versus experience for a guest (for example Disney) – interesting perspective

one of the articles quoted from 1993 Bricken and Byrne, had students construct objects in virtual worlds. Considering this was 16 years ago, the interface by nature was very rudimentary and clunky, which presented all kinds of problems. All the same new research indicates a powerful opportunities there. I’d be interested in seeing in the last four years what research if any exists on student learning with the same model and design. In particular, given the greater ease of graphic rendering, manipulation, and student facilities with 3-D worlds, I would think that the cognitive process and learning environment would be reduced which would improve the processing capability to think about implications of their design more.

It’s interesting in the conversation about attitudinal responses to virtual worlds, but research from 1992 (Heeter) indicated issues with the tension between creating a complex enough environment that is engaging, it is simple enough environment for easy entry point. The current crop of immersive games like World of Warcraft, indicate a way by which repetitive access to learning environments seem to trump some of the novice fear that used to exist almost 20 years ago. Also, it came out that playing against other humans was much more desired than against virtual opponents — something that seems to be playing out in social learning environments today. Wake up another interesting research finding was the difference in gender — boys much more likely to play the game battle tech – more gender-neutral activities in Second Life in World of Warcraft scene indicate that the gender differences are evaporating (Pew Center in Internet life data for example)

second life ruminations #1

Readings from ETEC 648D – Computer Authoring – Virtual Reality

Virtual or Virtually U: Educational Institutions in Second Life
Nancy Jennings, Chris Collins

2007 study looked at an overview of how institutions are using Second Life. In particular it examined as many institutions that could find — about 170 and looked at Onhow they structured the environment, the types of spaces that were located there in the kinds of activities that were being held.

The lit review was okay, although I do appreciate the inclusion of both Gartner’s trend analysis and a definite effort to include Roger’s work in diffusion of innovations. This is probably the most provocative piece in the article, as the authors quote an article by Moore from 1991 that applies Rogers work with diffusion to technology adoption, in particular defines characteristics for each of the steps of technology adoptions innovators, early adopters, etc.
The research questions for the article were to look at what institutions are using Second Life, what are the characteristics of spaces, and how institutions are using Second Life.
The authors then go through and list the main characteristics that were found in a variety of institutions, and used two particular institutions as case studies: INSEAD and Ohio University. Interesting comparison between these indicated a different vision for each one. The authors define different visions of virtual learning institutions: the operative and reflective, the difference being that operative environments exhibit characteristics of vision and self sustenance that stands apart from any brick-and-mortar institution, whereas reflective institutions mimicked the design of space in their bricks and mortar operation of the institution, and appeared more concerned with being an extension of their existing footprint.

Probably the thing that is most missing from this article in my mind, is the need to address the bridge between what early adopters have taken on in Second Life, who by Rogers analysis comprised 13% or so of the population and early majority who comprise 34%. The authors do a nice job of explaining that there are fundamental differences in the behaviors of these two groups, most notably that early adopters are risk takers and early majority are risk adverse, and early adopters are willing to experiment whereas early majority want proven applications. This is a very important lesson in Second Life adoption that I think is not being viewed as critically as it should. As an example, the Gartner article that the authors quote states the half by 2011 the early adopters, early majority, and late majority will have presence in Second Life (80%). I don’t see this as a remote possibility, given the behaviors of even the early majority, who need and want the technology they use to be invisible, by that I mean easy enough to use that it doesn’t require a few hours or more to understand. Immersive virtual worlds have incredible strengths and complex abilities to do things that are not possible face-to-face, but they are difficult to use, the requirement of high bandwidth and computing power, and a lack of added value are going to be main roadblocks to a higher adoption level in the immediate future (3 to 5 years). It could be that a common Gateway that allows all virtual worlds to become more powerfully enabled and interconnected may provide the opportunity, but it certainly doesn’t seem that this is going to be happening anytime in the near future (1 to 2 years). So for now, I believe we are looking at something on the order of 20% maybe 30% of technology users over the next 2 to 3 years. Another example of this, it is the number of students in my high school that I see who are Second Life users — relatively few. If this digital generation, comfortable with Facebook and virtual games does not yet see themselves as members of a community online in an immersive virtual world, I think Second Life for the time being will still be a novelty.

NECC Tuesday June 30

NECC Summary

This document is the summary report for this year’s conference. Thinking about what’s most readable, I decided to do a little differently. I’ll summarize all five days in a paragraph or two here, and then if you wish you can look for the detailed notes, which are more “bullet style” but have specific tools and links as well as as many comments as I could cram in while I was typing with my laptop and tweeting. Caveat emptor!
After note — for the sake of readability, I broken down each post by day — that way the documents won’t be too far apart from the information that refers to them.

Tuesday June 30
(detailed notes with more info and links at end – this is just a summary)

The first event of the day was a pro and con discussion/debate on the topic of bricks and mortar. This was hosted by NPR’s Robert Siegel and was provocative although at times didn’t really address reality in my mind. not surprising to me, Cheryl Lemke had the best statements to make, reasoned, research-based, realistic. Her session later that day, of course was just as excellent. By contrast, Scott McLeod’s presentation the day before on disruptive technologies did much better job of portraying (what I believe is) the looming crisis in education due to technologies disruptive influence. The video of the session can be viewed here: http://bit.ly/13Bvc2

The first session I attended was Kathy Schrock’s “winning strategies for handling information overload” – Does this woman sleep?
As always, she was well prepared and had a lot of great advice. (I am trying to get the slides from the presentation so to make sure I didn’t miss anything, it was a pretty whirlwind presentation, she covered a lot of ground in one hour)
she was first going over strategies for managing e-mail overload, key advice — switch from pop to IMAP
she talked to the bit about networks — in particular she had reviewed a bunch of different models at some specific recommendations — these went to buy for me to transfer here hopefully I will believe this if I can get the slides from a presentation.

She then went on to talk about smart phones and waxed eloquent on the iPhone — as an owner of every version of this phone since it was released, I couldn’t agree more. A fabulous piece of technology, well-designed, state-of-the-art, visionary. we take it for granted now just two years after it was released and expected every new phone to do what this can do. Need I say more?Her YouTube video in tribute of the iPhone is in her notes

to manage just email she mentioned the email peek- cute device

she also mentioned a device called Chumby –
this is a great little device that keeps all of your social network in gadget/widget stuff off your computer. Touchscreen, 3 inches one button — on/off – simple fun and useful. Retails for under $180 — I gotta get me one of these!

she then went on to talk about a bunch of web 20 tools for things like social networking, blogging, etc. edmodo, diigo, Google docs, ether pad, etc.
here is a provocative one — Foxmarks- for Firefox, maintain bookmarks on one computer, and it shares with all the others that are subscribed to it. This would seem a wonderful strategy for computer lab, so that a librarian/resource person could maintain a set of bookmarks on their computer, and have all of the lab computers subscribe to their foxmarks. to take a closer look at this one…
she posted a website that has links for all of the tools she talked about, as well as a pdf of her presentation here:
http://kathyschrock.net/score/

Gail Lovely’s session
top ten sites for early learners

I believe Gail Lovely is a fantastic resource for elementary education. In this session she spent about three minutes each on 10 tools that you are powerful examples of technology in elementary education. her website does a fantastic job explaining this so I’ll just put the link here: http://glovely09.wetpaint.com/page/TopTen+for+Young+Learners
her general websites are:
http://www.gaillovely.com/
http://glovely.wetpaint.com/

tools mentioned: vocaroo, simplybox, kerploff, yakpak, gloggster, animoto, skype, voicethread, blogs, wikis

Cheryl Lemke, The Metiri Group
The Ripple Effect
Yes
once again, Cheryl showed why she is unique (well her and Ed Coughlin) in not just talking about technology education, but using research as the focus for both understanding and having a conversation about appropriate uses of technology. Certainly others rely on the research and some folks like Chris Dede are doing the research, but the combination of work her group does in her abilities to ariculate it is always refreshing.
she started her talk by using the research from the November 2008 research white paper by Mazuko Ito et al funded by the MacArthur foundation titled “living and learning the media”. This paper alone was worth attending the session for, as her group made available on their website for download and it is a phenomenal read!
In her presentation, Cheryl points out that teens use the social side of the web for two overlapping but distinct phenomena — the friendship side of the web that they don’t want adults part of, and the learning side of the web which adults can be part of But not necessarily.
She also talked a bit about truth and fiction on multitasking, talk about lesson design using Web 20 tools and what it means to engage deep learning.
She talked about the importance of trends in collaboration and about powerful ways to make online collaborative learning more effective (one example: recent national study shows that in a one-hour class period, only 1.7 minutes are for sustained, engaged conversation with adolescents)
she finished by talking about specific tools and activities that she thinks support the research on learning and are effective.
Her presentation notes are located here:
http://www.metiri.com/presentations/NECC09-Lemke.html
phenomenal!

NECC Monday June 29

Monday June 29

{{did not attend morning sessions, as I volunteered from 9-noon}}

I attended A session on Second Life in Education.
Since I arrived about halfway through the presentation they were already into the part where they were talking about sites and visiting them. A few of the sites they visited: the Alamo, which had been set up for last year’s conference in San Antonio. They went to a marvelous site for the war victims from Middle East were each soldier has a plaque or information about them. They visited genome island where you can do things like fly inside the cell and click on the parts to learn more about how they work. At that point the question came up on accuracy and it was agreed that teachers should help the students plan for the appropriate use of these sites by checking them in advance. I had a conversation later in the conference with Westley Field who is working with Linden labs to develop a more controlled easily accessible environment so that some of these issues won’t be as difficult.

I attended a session titled
“teachers learning in networked communities”
this was a pilot program with a bunch of schools (U Washington, U Memphis, U Colorado Denver) to build an online community for supporting pre-service and student teaching. They chose the platform Tapped In which they recognized although it is still very old-school in its approach and its compliance with Web 20 protocols, still serve the basic need for them and building a community, having public and private areas, having file repositories, supporting synchronous and asynchronous conversation,etc. the program was very successful for them, however, once the need for the students to be part of the community ended, few stayed on. One of their goals had been to expand the site from her just true service teachers, but they still need to do more to understand and use professional who are not required to come to space. Of course, if we look at the research from Ito that was mentioned in Lemke’s presentation this year, the closer these tools aligned to the more personal networks to students use — things like Facebook, Flickr, YouTube, the more likely we are to make the spaces inviting enough two continue to sustain conversation professionally. someone else from the University of Washington mentioned that they are looking at using elluminate as a tool to connect students together. (Mark’s personal feeling is that although this is a useful tool to support an online community, you can only be one piece as its synchronous nature doesn’t allow for the full opportunity of knowledge building that happens in asynchronous environments.)

The next session was with Scott McLeod

who maintains a website:
dangerously irrelevant
his goal for this topic was disruptive technologies — based on Christensen’s books and writings. This was a great presentation which was highly attended much to my surprise. Apparently even the most traditional of the public schools are beginning to understand that they need to look at new models of change. He first covered the ground that Christiansen had in his latest book and then talked about things schools need to do in order to survive. One of his points at the heart was the research and viewpoint that if schools don’t make dramatic change happen, they will struggle to change their organization. One model that he discussed was creating a new organization rather than trying to change the one that you currently have. This is much in line with our (MPI) initiative in the high school, where instead of trying to change all the school at once, we decided to try and innovate a school within a school with the hope that we would learn from that school what works and what doesn’t and make further determinations if we want to expand the size and reach. He finished with some insights, what schools should do, more detailed notes are located on the in the documents section listed below

my document repository (notes, slides, etc) here:

NECC Sunday June 28

The Morning Session was with Knowledge Works foundation who shared their future of education roadmap to the year 2020. This is definitely worth the time to visit and very provocative stuff. Essentially, we explored each of their six forces that they see pushing education in either a positive or negative direction. For each one of these, we had a chance to stop and reflect about the implications as well as examples of these. You can look at my notes or go to their website to get more detail, but the six forces are altered bodies, amplified organizations, platform for resilience, new civil discourse, maker economy, pattern recognition

they have lots of resources on their website that links to examples of this
http://www.futureofed.org/

the afternoon session was a meeting of the special interest groups on technology coordinators sponsored by ISTE. the session was led by Max Frazier who started by talking about the role of the technology coordinator and the challenges it presents.

His slides are posted in my repository as well as my notes. A couple of key things that came out of the session, there is a desire for the group to continue this conversation beyond this meeting today, there’s a recognition that the current economy will cause all of us to rethink some of our core assumptions about providing technology service and campus, and there was a sense of lack of control over budget and policy Center off dictated by other areas of campus — school boards, principals, public initiatives.

my document repository here

NECC Summary Saturday June 27

NECC Summary

This document is the summary report for this year’s conference. Thinking about what’s most readable, I decided to do a little differently. I’ll summarize all five days in a paragraph or two here, and then if you wish you can look for the detailed notes, which are more “bullet style” but have specific tools and links as well as as many comments as I could cram in while I was typing with my laptop and tweeting. Caveat emptor!
After note — for the sake of readability, I broken down each post by day — that way the documents won’t be too far apart from the information that refers to them.

Saturday June 27

The morning was a session with Robert Craven from Orange County Florida with the title “Construction Paper for the 21st Century: Google and Free Tools”. great session with really good planning and resources listed. We spent a good part of the time using tools in Google — particular Google docs. For example we made a survey, and then were able to take it and collect data — including on mobile devices like my iPhone.
We spend time using the collaborative features, and talked about the way these can be used in the classroom.
We spent the second half of the session talking about other free and open tools he has a wonderful list of these on his website but a few of the ones in particular that he drew attention to were thinkature, Voicethread (probably the cool thing here that I learned was how easy it was to post a voice comment using a cell phone — this was very cool!), and more.
http://sites.google.com/site/digitalroberto/Home
One of the things you’ll find on his site, are screen cast videos of many of the tasks needed to accomplish the activities. This resource is a great one and I appreciate the work Robert took the This time to build a useful library for interested teachers.

The afternoon session was with Vicki Davis with the title “cell phones for classrooms, calendars, and life management”.
The best part of the session was our first hour or so was spent talking more about philosophy and policy — everything from legal precedent for students that do inappropriate things, to a conversation with the group attending about their current school philosophy and where we need to go. She showed us a video that the George Lucas foundation made about her and her students here:
http://www.edutopia.org/digital-generation-teachers-vicki-davis

nice idea — she had us role-play a few true court cases (student pulls down teachers pants, films and posts on you tube) it gave us a chance to get to know each other, weigh in on our thinking, and be active about this material. Nice modeling of her work.

great resource to help with policy — book by lisa guerin “smart policies for workplace technologies” definitely worth giving to help consider some of these devices and how we can correctly articulate expectations to staff students and parents.

She then spent time developing a theoretical model for the types of activities that cell phones can support, and the point at which they become viable either because enough students have them, the cost is no longer prohibitive, and they take the place of another device more powerfully.

one of the cool things that we did at the end was take a list of cell phone technologies and use their mobile devices in small groups, then show them to the rest of the participants. For instance, myself and my partner Adam took pictures on our mobile devices (iPhone, Blackberry) and e-mailed it to our Ning site. this works as well with video! The power of this can’t be missed stated — students in the fields, could be taking pictures and posting directly from their phones to a community learning site to build a database of images, documentation.

in the “you heard it here first” category, she mentioned that one of the new trends we’ll should be looking at is QR codes. These have the ability to embed information that mobile devices can scan and playback. She feels (correctly so I believe) that we are going to see these become embedded in many objects soon.

She keeps an excellent set of resources here:
http://coolcatteacher.blogspot.com/

Her website for the presentation is:
http://celled.wikispaces.com/

I did grab the text version of the back channel and posted with this blog as well.

all the notes are located
http://sites.google.com/site/necc2009test/documents-from-necc2009
or here