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| 2007 Colloquium Program
and Agenda |
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Colloquium agenda ( .pdf) |
Suggested session/paper (.pdf) |
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Colloquium Session Abstracts
KEYNOTE 1: "Fantasy Regnet"
(.ppt)
Edward Castronova, Indiana
University
KEYNOTE 2: "Issues of Privacy and
Information Security" (.ppt)
Scott Ksander, Purdue University
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Paper Title: MMORPGs and
Synthetic Worlds: A ‘Second Life’ for Citizenship Education?
(.ppt)
Author:
Phillip VanFossen, Purdue University
At any given moment as
many as 15 million players are participating in massively multiplayer
online role-playing games (MMORPGs) such as World of Warcraft, Second
Life, or Asheron's Call.
James Gee (2004) stated that such “computer and video games are going to
become the predominate form of popular culture interaction in our
society”. Mitch
Kapur, CEO of Linden Labs, believes that MMORPGs have “the potential to
fundamentally change how humans interact” and that MMORPGs may even
“accelerate the social evolution of humanity.”
This paper reports on an analysis of relevant literature and existing
MMORPGs and COTS (commercial-off-the-shelf) games to determine the
potential of these for social studies and citizenship education and for
social studies teacher education. The paper concludes with
suggestions for next steps and with recommendations to the field based
on the results of the analysis.
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Paper Title: Children, Economics and
Casual Immersive Massively Multiplayer Online Worlds
(.doc)
Author:
John K. Lee, North Carolina State
University
Casual Immersive Massively
Multiplayer Online Worlds (CIMMOW) are growing in popularity and
sophistication among children and adolescents. These web-based online social
spaces enable children as young as 3 or 4 and up to 13-15 years old to
interact around like interests using a range of technologies. Most of these
environments utilize two-dimensional virtual environments, avatars,
text-based communication, and real-life like contexts. Virtual worlds such
as Webkinz, Club Penguin, and Maple Story incorporate various levels of
social interaction related to civic concepts such as rules, authority, and
responsibility. Another common feature embedded in most CIMMOWs are local
economies (virtual and real). This study examines how children use and
understand civic concepts and local economies given their existing emerging
practical knowledge. Three online players were interviewed for this study to
develop an initial topography of the civic and economic interactions that
these players have in targeted CIMMOWs. The implications of these children’s
economic experiences are discussed given the aims and purposes of social
education in the early grades.
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Paper Title: Developing Real Teachers in
a Virtual World
(.ppt)
Author:
Brendon Calandra, Georgia
State University
This paper will suggest a novel, two-tiered approach to
school reform that uses virtual worlds (e.g., Second life, There, The Sims
Online, Entropia Universe) as spaces for creative, proactive, critical
learning.
Affordances of virtual worlds and massive multiplayer
online role playing games - i.e., the ability to create and *experience*
virtual identities (Gee, 2003) - make these environments ideal for personal
and professional development of teachers, especially with regard to
reflective practice (Dewey, 1933; Schön, 1987; VanManen, 1977). A second
related idea is to approach school reform and teacher development (or
administrator development for that matter) through the creation of virtual
schools and school systems. Systemic reform can be ponderous and difficult (Reigeluth,
1994). Rather than taking on the enormous, existing k-12 system, why not
create a new system from scratch in a virtual environment? By taking
advantage of the user-created content approach that has worked so well for
the open-source software movement, a number of stakeholders (including new
teachers under the guidance of experts) would participate in such an
endeavor. The combined approach of developing new education professionals
while they together with educational experts simultaneously develop this new
educational arena could circumvent many of the limitations that have plagued
systemic reform efforts in the past. The discussion will be framed using
concepts and theories such as situated cognition (Lave & Wenger, 1991);
cognitive apprenticeship (Collins, Brown, & Newman, 1989), discovery
learning (Bruner, 1966), constructionism (Papert, 1980), and newer
literacies (New London Group, 1996) among others. The presentation will
start with a more general discussion and (with help from the audience)
expand on these ideas using social studies/citizenship education as context.
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Title: Using Technology
as a Tool for Learning and Developing 21st Century Citizenship
Skills: an Examination of Technology Use by Pre-Service Teachers with their K-12
Students (.ppt)
Author:
Gayle Thieman, Portland State University
The purpose of this paper is
to report on the use of technology as a tool for learning and developing 21st
century citizenship skills by pre-service teachers with their K-12
students. This longitudinal study examines the work samples of 223
elementary and secondary pre-service teachers in a graduate teacher education
program. The five year study addresses a central question in technology
education: How do teachers transfer technology skills and knowledge into
effective instructional practice with their K-12 students. The study
addresses three questions: (a) What are some expectations for the skills and
knowledge of citizens in an increasingly digital world? (b) How is technology
used as a tool for learning and developing 21st century citizenship
skills among K-12 students? (c) What are the challenges and supports for
developing and teaching technology enriched lessons?
The data from pre-service
teachers’ technology use surveys, reflections, and work samples are examined
through the lens of the National Educational Technology Standards and
Performance Indicators for Teachers (ISTE, 2000), National Educational
Technology Standards for Students: The Next Generation (ISTE, 2007) and the
Framework for 21st Century Learning (Partnership for 21st
Century Skills, 2007). Findings indicate a sharp increase in technology use
with K-12 students, beginning in 2006, and suggest implications for teacher
preparation.
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Title: Making
Citizens, Making History (.ppt)
Authors: David
McDivitt, Oak Hill High School; Sarah Grafman, Muzzy Lane Software
Teachers are expected to
mold students into good citizens and good workers; productive members of
society. What about developing thoughtful individuals, engaged in
learning for learning's sake? How can games serve all these goals?
David McDivitt, a "wired" social studies teacher from Oak Hill High
School, shares his experiences teaching with games, student blogs, and
his own personal blog (http://davidmcdivitt.wordpress.com/).
His use of games--specifically Making History and The
Sims--has shifted from an innovation to a new standard. In
parallel, Sarah Grafman, the content producer and educational designer
of Making History, explores how Making History has evolved as a game and
an educational experience.
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Paper Title:
What’s the Name of the Game: A Review of Video Games
for Citizenship Education
(.ppt)
Author:
William Watson, Purdue University
As a form of entertainment, in the last few years
computer and video games have reached an all-time high in popularity,
becoming a regular part of many children’s lives. Games have become so
pervasive that some are referring to the current generation as the "Gamer
Generation" (Beck and Wade, 2004). Computer and video games are also gaining
an increased advocacy for their adaptation for educational purposes. For
example, the Federation of American Scientists recently declared that video
games can revolutionize education and called for increased federal support
for research. This paper will review current applications of video games for
citizenship education as well as identify potential approaches for those
interested in incorporating video games for citizenship education.
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Paper Title: Experiencing
the Origins of American Democracy through a Computer Video Game
(.ppt)
Author:
Joseph Feinberg, Georgia
State University
This study investigated the designed
experiences and classroom potential of Revolution, a
multi-player computer video game. Computer video games
potentially provide a means to engage students in thoughtful and
worthwhile learning that is consistent with the contemporary
goals of social studies and democratic education. The
participants for this study were college level students from an
American History survey course at a public university. Findings
from this sample supported previous research results concerning
affective learning. Yet, the cognitive learning results were
mixed and showed a participant perception of limited learning.
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Paper Title: Freedom Fighter: 1956
Author: Christian Mattix, Purdue University
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Paper Title:
An Analysis of
Electronic Media to Prepare Children and Youth for Safe and Ethical
Practices in Digital Environments
Authors:
Ilene R. Berson,
University of South Florida;
Michael J. Berson ,
University of South Florida;
Shreya Desai,
Walker Middle School;
Donald Falls,
Southeast High School;
John Fenaughty,
NetSafe New Zealand
Students today
are raised in a digital world where communication technologies
are common in their everyday lives. In addition to the
tremendous benefits that technology has afforded, including
access to information and educational resources, the increased
immersion of young people into a digital age has also
contributed to the evolution of new participants in and
witnesses to the emergence of social problems in the cyberworld.
The permeation of the Internet into the lives of children and
youth can expose them to information with questionable
legitimacy, ideas that can be contrary to positive behaviors,
and messages which are intended to manipulate their actions or
beliefs.
Digital communication is integrally connected with global
understanding, multicultural respect, diversity, and tolerance.
In order to adequately prepare children and youth for use of the
Internet, curricular approaches to cybersafety must be fully
integrated into the school content. These approaches optimize
use of teachable moments in school. This presentation will
provide an analysis of the use of electronic media in Internet
safety initiatives in schools and discuss emerging research
evidence on successful approaches to engage children in
assessing risky situations, developing appropriate coping
techniques, and practicing responsible decision making online.
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Paper Title:
Fostering Global Citizenship from a Spatial
Framework with Geospatial Technology (.ppt)
Author:
Eui-kyung Shin, Northern Illinois University
Global citizenship education has been advocated to
help students expand their global identification, in addition to their cultural
and national identifications. While there are many dimensions in fostering
global identification of students, the discussion of integrating spatial
perspective in global level has been limited. The recent development of
global level geotechnology, including web-mapping, virtual globes (e.g., Google
Earth, etc) and Global Positioning Systems, provides the potential to inquire
about issues and solve problems from a spatial perspective in global society.
Thus, the use of geotechnology is to improve critical thinking, problem-solving
and decision making skills that students need to make informed decisions for the
Earth and its people. In this paper, the use of geotechnology to enhance
global spatial perspectives and the need for forstering global identification
from a spatial perspective will be discussed. Additionally, the
implication of using geotechnology to promote global citizenship education will
be addressed.
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Paper Title: Open Source
Software in the Support of Democratic Citizenship
Author:
Daniel Stuckart, Wagner College
Open source
software (OSS) is both a product and a social movement
predicated on openness and freedom. Coined in 1998,
OSS refers to software
with a transparent source code, which is usually free and
modifiable. Although
OSS originated from
the exigencies of World War II, the rapid rise of the Internet
since the early 1990s fueled its exponential growth. As a social
movement, the development of
OSS has been a
microcosm of democratic collaboration and information access. As
a technological product, it provides the tools and applications
to promote democratic openness, address the digital divide, and
advance citizenship education.
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Paper Title: Scaffolding students’
construction of meaning from stories: Understanding and using narratives to
support students’ inquiry ( .ppt)
Authors: Krista
Glazewski, New Mexico State University;
Peg Ertmer, Purdue University
Stories are typically recognized as one of the
primary means individuals make sense of and give meaning to their
experiences (Jonassen & Hernandez-Serrano, 2002). Stories and narratives
have been used in a variety of instructional settings from military training
to professional education. Within these settings, narratives serve as a
common context to help learners remember novel information, learn from
others’ experiences, solve problems, and attain a deep level of
understanding (Bruner, 1990; Jonassen & Hernandez-Serrano, 2002). As such,
stories represent an integral part of the learning environment, though it is
not clear how learners generate narratives internally when engaged in
digital and synthetic worlds. The purpose of this paper will be to present a
theory regarding how learners build internal narratives and to present a
scaffolding model for effectively capitalizing on these narratives. In
addition, we will present areas for future research on learner-generated
stories and narratives within digital and synthetic worlds.
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Paper Title:
A “Guilded” Future: Lessons in
leadership from Massively Multiplayer On-Line Games (.ppt)
Author:
Nick deKanter, Muzzy Lane Software
Leadership is alive and
well in virtual worlds. This paper explores the meaning of leadership among
gamers, and how it is developed. This initial study is based key literature
about MMOG communities, blogs and personal observations. Finally, it
postulates some hypotheses on what this might mean to the future of civic
involvement.
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Paper Title:
Designing Online Social Networks to Ratchet up the Quality of Civic
Discourse (.ppt)
Author: Dan
Zalles, SRI International
Web 1.0 has made it
possible for citizens to access a wealth of information never before
available to them. Web 2.0 has made it possible for them to produce
content, organize, and engage in discourse online. Yet, to be
constructively engaged about civic issues, they need capacities in
information literacy, critical thinking, reflection, and
communication. My paper explores how social networking environments
have the potential to fill this gap. Embedded supports can be designed
that enable more effective discourse through tools, templates, models,
and peer review. The paper describes how we can leverage what we
already know about effective classroom problem-based learning tasks
when designing the supports. I draw from research my colleagues and I
have conducted about how students respond to problem-based learning
activities that prompt critical analysis of public data, scientific
inquiry, and evidence based decision-making. The paper also discusses
the challenges of prompting more constructive engagement around the
more value-oriented, affective dimensions of civic deliberation.
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Paper Title: Battle Gear
in the Classroom? The Question of Elementary
Publishers and Gaming
Author:
Christina Kapp
It is an exciting and
chaotic time to be working with K-6 educational technologies. As a
technology editor at a large elementary school publisher I see firsthand how
the market is changing. We must negotiate the changing definition of a
‘text’ in the classroom, as well as how the digital divide affects our
political and social roles (profitability versus innovation). Although the
end result of this shift is still very much in question, one of the
prospects I find most interesting from both a corporate and academic
standpoint is the use of first-person player games in the classroom. As
James Gee notes, mass-market gaming provides an opportunity for learning
through ‘embodied stories,’ yet there are still few first-person player
games designed to teach core curricula to K-6 students. Should there be? And
if so, should we as publishers play a role in this market?
Quest Atlantis
and Dimension M are two recent high-profile online game/worlds
designed to create multimodal semiotic domains for K-6 students. I will
attempt to define and contextualize these games in comparison to current
educational and commercial games. For instance, the common standard in
educational publishing is to create simple games such as Harcourt’s
Online Adventures, which the student can be said to play only in the
sense that the game has a simple narrative—there are no levels, no possible
game ‘deaths,’ and only one set linear track. The highest tier of commercial
gaming, in contrast, is composed of multi-world collaborative games such as
EverQuest, which has its own economy, social order, and
self-perpetuating narrative. Quest Atlantis and Dimension M
fall somewhere in between.
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