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CVA – 2011
                                                             catherine.victoria@me.com
THV2011
Are you ready to MUVE? Introduction to Virtual Environments and Gaming

Connecting to learners means connecting to the tools of their everyday world. Therefore,
Virtual Worlds and video games, now ubiquitous among two full generations, must be
considered when examining curriculum and instruction. In this session, participants will
deconstruct the learning and design concepts behind virtual worlds and video games,
examine how these concepts align with research-based classroom practice, and explore
ways in which virtual worlds and gaming should be incorporated into the definition of
what it means to be literate in society today.

Contact Information:
Catherine V. Addor Parsons
Assistant Superintendent of Curriculum, Instruction and Pupil Personnel Services
Pine Plains Central School District
http://www.ppcsd.org
c.parsons@ppcsd.org
518.398.7181 x114

catherine.victoria@me.com
http://www.catherinevictoria.net
845.418.6760
aim: catvpar

aSLaka Victoria Gloucester
http://www.victoriagloucester.net
victoria.gloucester@gmail.com
skype: victoria.gloucester
twitter: vgloucester

iWoWaka Vyktorea
Realm: Sisters of Elune,
Alliance Guild: Cognitive Dissonance
http://cognitivedissonance.guildportal.com
cogdis@me.com
twitter: cogdisguild

Youtube Videos:

Spoonfull of Sugar http://www.youtube.com/watch?v=i5IW9wK_HNg
Piano Stairs http://www.youtube.com/watch?v=2lXh2n0aPyw
Building Airplanes in the Sky http://www.youtube.com/watch?v=eaal1v-vLYQ
Brains http://www.youtube.com/watch?v=BjMiDZIY1bM


Page 1 of 1
CVA – 2011
                                                             catherine.victoria@me.com
Line Rider: Jagged Peak Adventure http://www.youtube.com/watch?v=bcu8ZdJ2dQo
Game Salad http://www.youtube.com/watch?v=W9cHfhx9z9M

Arne Duncan on Digital Nation:
http://www.pbs.org/wgbh/pages/frontline/digitalnation/learning/games-that-teach/video-
gaming-in-school.html?play

Jane McGonigal: TED – Gaming can make a better world.
http://www.ted.com/talks/jane_mcgonigal_gaming_can_make_a_better_world.html

M MORPG Examples:
   • Lord of the Rings Online http://www.lotro.com/
   • EvE http://play.eveonline.com/en/home.aspx
   • World of Warcraft http://www.worldofwarcraft.com/index.xml

Virtual World Examples:
Second Life
o http://www.secondlife.com/
Toon Town
o http://toontown.go.com/
Whyville
o http://www.whyville.net
Wizard 101
o https://www.wizard101.com/start
Webkinz
o http://www.webkinz.com/us_en/
Club Penguin
o http://www.clubpenguin.com/
Active Worlds
o http://www.activeworlds.com/
Quest Atlantis
o http://atlantis.crlt.indiana.edu/

Research and Resources:
Game Research
o http://www.game-research.com
The Pew Research Center for the People and the Press
o http://pewresearch.org/
Millenials
• http://pewresearch.org/millennials/
Lucas Gillispie: Thesis
o http://edurealms.com/?p=38


Page 2 of 2
CVA – 2011
                                                        catherine.victoria@me.com
The Joan Ganz Cooney Center at Sesame Street Workshop
o http://www.joanganzcooneycenter.org/
Institute for the Future
o http://www.iftf.org/
Hot Milky Drink
o http://hotmilkydrink.typepad.com/
MIT Center for Collective Intelligence
o http://cci.mit.edu/
Games for Change
o http://www.gamesforchange.org/
Byron Review
o http://www.dcsf.gov.uk/byronreview/
Institute of Play
o http://www.instituteofplay.com/
GLS (Conference): Gaming, Learning and Society
o http://www.glsconference.org/2011
Edutopia Review on Play Research
o http://www.edutopia.org/students-design-school-playgrounds-research
Harvard Business Review
o http://www.edutopia.org/students-design-school-playgrounds-research
Christian Renaud’s Blog
o http://www.christianrenaud.com/weblog/2009/10/why-video-games-make- me-a-better-
ceo.html

Games
Freedom Fighters ‘56
o http://www.freedomfighter56.com/
Picture the Impossible
o http://picturetheimpossible.com/
Tabula Digita
o http://www.dimensionu.com/dimU/Home/DimUContent.aspx?MainNav= AboutUs
Leapfrog School House
o http://www.leapfrogschoolhouse.com/do/home;jsessionid=03FD994D775
90FAFDB788FE25C7DD308
Evoke
o http://www.urgentevoke.com/
The Peace Doves
o http://nobelprize.org/educational_games/peace/nuclear_weapons/
The Survival Game
o http://science.discovery.com/interactives/literacy/darwin/darwin.html
Power Up



Page 3 of 3
CVA – 2011
                                                             catherine.victoria@me.com
o http://www.powerupthegame.org
World Without Oil
o http://www.worldwithoutoil.org/
Argument Wars
o http://www.ourcourts.org/play-games/argument-wars
PBS Kids Go! o http://pbskids.org/go/
PBS Kids o http://pbskids.org/
Sesame Street o http://www.sesamestreet.org/
Fantasy Scotus o http://www.fantasyscotus.net
Global Warming Interactive o http://www.globalwarminginteractive.com/
Line Rider o http://www.linerider.com/
Chore Wars o http://www.chorewars.com/
Finger Lakes Community College: Tolken/LoTR Online
o http://www.flcc.edu/
Zon o http://enterzon.com/play/
Quest to Learn o http://q2l.org/
Econ 201: UNC o http://web.uncg.edu/dcl/econ201/
Ramapo Islands in Teen Second Life o http://ramapoislands.edublogs.org/
WoW in School o http://wowinschool.pbworks.com/
Extending Games
o Alice • http://www.alice.org/
o Scratch • http://scratch.mit.edu/
o Turtle Art • http://wiki.laptop.org/go/Turtle_Art
o Game Salad • http://gamesalad.com/

Games for Change
o http://www.gamesforchange.org/
Hurricane Katrina
http://tempestincrescentcity.ning.com/game
Ayiti: the Cost of Life
• http://www.costlife.org/

Machinima Resource:
o http://en.wikipedia.org/wiki/Machinima Cognitive Dissonance
o http://cognitivedissonance.guildportal.com Best Practices in Education: Second Life
o http://slbestpractices2007.wikispaces.com/

References:

Dewey, J. (1910). How we think. Retrieved from
http://books.google.com/books?id=WF0AAAAAMAAJ&dq=how+we+think+dewey+19


Page 4 of 4
CVA – 2011
                                                               catherine.victoria@me.com
10.

Dewey, J. (1997 - Original Work published 1959). Experience and education. New York:
Touchstone Books.

Dickey, M. (2005). Brave New (Interactive) Worlds: A review of the design affordances
and constraints of two 3D virtual worlds as interactive learning environments. Interactive
Learning Environments, 13(1), p. 121 - 137. Retrieved from EbscoHost.

Friedman, M., Harwell, D.H., & Schnepel, K. C. (2006). Effective instruction: A
handbook of evidence-based strategies. Columbia, SC: The Institute for Evidence-Based
Decision-Making in Education.

Gee, J. (2003). What video games have to teach us about learning and literacy. NY,
Palgrave Macmillan.

Gee, J. (2007). Good vide games + good learning: Collected essays on video games,
learning, and literacy. New York, NY: Peter Lang Publishing, Inc.

Gillespie, F. (1998). Instructional design for the new technologies. New Directions for
Teaching and Learning, 76, p. 39 - 52.

Glasser, W. (1990). The quality school: Managing students without coercion. New York,
NY: Perennnial Library.

Howard, A. (2004). American studies and the new technologies: New paradigms for
teaching and learning. Rethinking History, 8(20), p. 277 - 291.

Jasko, S. (1997). Education and assessment: How do we measure a game? Education,
118(1), 18-21. Retrieved from ProQuest Education Journals database. (Document ID:
21746439).

Kolb, D. (1984). Experiential learning: Experience as the source of learning and
development. New Jersey: Prentice-Hall.

Kolb, D., Rubin, I., & Osland, J. (1991). Organizational behavior: An experiential
approach (5th edition) Englewood Cliffs, N J: Prentice-Hall.

Malone, T., & Lepper, M. (1987). Making learning fun: A taxonomy of intrinsic
motivations for learning. In R.E. Snow and M. J. Farr (Eds). APtitude, learning and
instruction III: Cognitive and affective process analyses. Hillsdale, NJ: Eribaum.

Pai, Y., & Adler, S. A. (2001). Cultural foundations of education (3rd ed.). Upper Saddle


Page 5 of 5
CVA – 2011
                                                              catherine.victoria@me.com
River, NJ: Merrill/Prentice-Hall.

Papert, S. & Caperton, G. (1999). Vision for education: The Caperton-Papert platform.
91st annual National Governors' Association. St. Louis, Missouri. Retrieved from
http://www.papert.org/articles/Vision_for_education.html.

Prensky, M. (2007). Simulation nation. Edutopia. Retrieved March 26, 2007.

Powers, W. (1998). Making sense of behavior: The meaning of control. New Canaan, CT:
Benchmark Publications.

Sanborn, R., Sanotos, A., Montgomery, A., & Caruthers, J. (2005). Four scenarios for the
future of education. The Futurist, 38(7), p 26 - 30.

Sullo, B. (2007). Activating the desire to learn. VA: Association for Supervision and
Curriculum Development.




Page 6 of 6

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[RESOURCES] Are you Ready to MUVE? An Introduction to Virtual Worlds

  • 1. CVA – 2011 catherine.victoria@me.com THV2011 Are you ready to MUVE? Introduction to Virtual Environments and Gaming Connecting to learners means connecting to the tools of their everyday world. Therefore, Virtual Worlds and video games, now ubiquitous among two full generations, must be considered when examining curriculum and instruction. In this session, participants will deconstruct the learning and design concepts behind virtual worlds and video games, examine how these concepts align with research-based classroom practice, and explore ways in which virtual worlds and gaming should be incorporated into the definition of what it means to be literate in society today. Contact Information: Catherine V. Addor Parsons Assistant Superintendent of Curriculum, Instruction and Pupil Personnel Services Pine Plains Central School District http://www.ppcsd.org c.parsons@ppcsd.org 518.398.7181 x114 catherine.victoria@me.com http://www.catherinevictoria.net 845.418.6760 aim: catvpar aSLaka Victoria Gloucester http://www.victoriagloucester.net victoria.gloucester@gmail.com skype: victoria.gloucester twitter: vgloucester iWoWaka Vyktorea Realm: Sisters of Elune, Alliance Guild: Cognitive Dissonance http://cognitivedissonance.guildportal.com cogdis@me.com twitter: cogdisguild Youtube Videos: Spoonfull of Sugar http://www.youtube.com/watch?v=i5IW9wK_HNg Piano Stairs http://www.youtube.com/watch?v=2lXh2n0aPyw Building Airplanes in the Sky http://www.youtube.com/watch?v=eaal1v-vLYQ Brains http://www.youtube.com/watch?v=BjMiDZIY1bM Page 1 of 1
  • 2. CVA – 2011 catherine.victoria@me.com Line Rider: Jagged Peak Adventure http://www.youtube.com/watch?v=bcu8ZdJ2dQo Game Salad http://www.youtube.com/watch?v=W9cHfhx9z9M Arne Duncan on Digital Nation: http://www.pbs.org/wgbh/pages/frontline/digitalnation/learning/games-that-teach/video- gaming-in-school.html?play Jane McGonigal: TED – Gaming can make a better world. http://www.ted.com/talks/jane_mcgonigal_gaming_can_make_a_better_world.html M MORPG Examples: • Lord of the Rings Online http://www.lotro.com/ • EvE http://play.eveonline.com/en/home.aspx • World of Warcraft http://www.worldofwarcraft.com/index.xml Virtual World Examples: Second Life o http://www.secondlife.com/ Toon Town o http://toontown.go.com/ Whyville o http://www.whyville.net Wizard 101 o https://www.wizard101.com/start Webkinz o http://www.webkinz.com/us_en/ Club Penguin o http://www.clubpenguin.com/ Active Worlds o http://www.activeworlds.com/ Quest Atlantis o http://atlantis.crlt.indiana.edu/ Research and Resources: Game Research o http://www.game-research.com The Pew Research Center for the People and the Press o http://pewresearch.org/ Millenials • http://pewresearch.org/millennials/ Lucas Gillispie: Thesis o http://edurealms.com/?p=38 Page 2 of 2
  • 3. CVA – 2011 catherine.victoria@me.com The Joan Ganz Cooney Center at Sesame Street Workshop o http://www.joanganzcooneycenter.org/ Institute for the Future o http://www.iftf.org/ Hot Milky Drink o http://hotmilkydrink.typepad.com/ MIT Center for Collective Intelligence o http://cci.mit.edu/ Games for Change o http://www.gamesforchange.org/ Byron Review o http://www.dcsf.gov.uk/byronreview/ Institute of Play o http://www.instituteofplay.com/ GLS (Conference): Gaming, Learning and Society o http://www.glsconference.org/2011 Edutopia Review on Play Research o http://www.edutopia.org/students-design-school-playgrounds-research Harvard Business Review o http://www.edutopia.org/students-design-school-playgrounds-research Christian Renaud’s Blog o http://www.christianrenaud.com/weblog/2009/10/why-video-games-make- me-a-better- ceo.html Games Freedom Fighters ‘56 o http://www.freedomfighter56.com/ Picture the Impossible o http://picturetheimpossible.com/ Tabula Digita o http://www.dimensionu.com/dimU/Home/DimUContent.aspx?MainNav= AboutUs Leapfrog School House o http://www.leapfrogschoolhouse.com/do/home;jsessionid=03FD994D775 90FAFDB788FE25C7DD308 Evoke o http://www.urgentevoke.com/ The Peace Doves o http://nobelprize.org/educational_games/peace/nuclear_weapons/ The Survival Game o http://science.discovery.com/interactives/literacy/darwin/darwin.html Power Up Page 3 of 3
  • 4. CVA – 2011 catherine.victoria@me.com o http://www.powerupthegame.org World Without Oil o http://www.worldwithoutoil.org/ Argument Wars o http://www.ourcourts.org/play-games/argument-wars PBS Kids Go! o http://pbskids.org/go/ PBS Kids o http://pbskids.org/ Sesame Street o http://www.sesamestreet.org/ Fantasy Scotus o http://www.fantasyscotus.net Global Warming Interactive o http://www.globalwarminginteractive.com/ Line Rider o http://www.linerider.com/ Chore Wars o http://www.chorewars.com/ Finger Lakes Community College: Tolken/LoTR Online o http://www.flcc.edu/ Zon o http://enterzon.com/play/ Quest to Learn o http://q2l.org/ Econ 201: UNC o http://web.uncg.edu/dcl/econ201/ Ramapo Islands in Teen Second Life o http://ramapoislands.edublogs.org/ WoW in School o http://wowinschool.pbworks.com/ Extending Games o Alice • http://www.alice.org/ o Scratch • http://scratch.mit.edu/ o Turtle Art • http://wiki.laptop.org/go/Turtle_Art o Game Salad • http://gamesalad.com/ Games for Change o http://www.gamesforchange.org/ Hurricane Katrina http://tempestincrescentcity.ning.com/game Ayiti: the Cost of Life • http://www.costlife.org/ Machinima Resource: o http://en.wikipedia.org/wiki/Machinima Cognitive Dissonance o http://cognitivedissonance.guildportal.com Best Practices in Education: Second Life o http://slbestpractices2007.wikispaces.com/ References: Dewey, J. (1910). How we think. Retrieved from http://books.google.com/books?id=WF0AAAAAMAAJ&dq=how+we+think+dewey+19 Page 4 of 4
  • 5. CVA – 2011 catherine.victoria@me.com 10. Dewey, J. (1997 - Original Work published 1959). Experience and education. New York: Touchstone Books. Dickey, M. (2005). Brave New (Interactive) Worlds: A review of the design affordances and constraints of two 3D virtual worlds as interactive learning environments. Interactive Learning Environments, 13(1), p. 121 - 137. Retrieved from EbscoHost. Friedman, M., Harwell, D.H., & Schnepel, K. C. (2006). Effective instruction: A handbook of evidence-based strategies. Columbia, SC: The Institute for Evidence-Based Decision-Making in Education. Gee, J. (2003). What video games have to teach us about learning and literacy. NY, Palgrave Macmillan. Gee, J. (2007). Good vide games + good learning: Collected essays on video games, learning, and literacy. New York, NY: Peter Lang Publishing, Inc. Gillespie, F. (1998). Instructional design for the new technologies. New Directions for Teaching and Learning, 76, p. 39 - 52. Glasser, W. (1990). The quality school: Managing students without coercion. New York, NY: Perennnial Library. Howard, A. (2004). American studies and the new technologies: New paradigms for teaching and learning. Rethinking History, 8(20), p. 277 - 291. Jasko, S. (1997). Education and assessment: How do we measure a game? Education, 118(1), 18-21. Retrieved from ProQuest Education Journals database. (Document ID: 21746439). Kolb, D. (1984). Experiential learning: Experience as the source of learning and development. New Jersey: Prentice-Hall. Kolb, D., Rubin, I., & Osland, J. (1991). Organizational behavior: An experiential approach (5th edition) Englewood Cliffs, N J: Prentice-Hall. Malone, T., & Lepper, M. (1987). Making learning fun: A taxonomy of intrinsic motivations for learning. In R.E. Snow and M. J. Farr (Eds). APtitude, learning and instruction III: Cognitive and affective process analyses. Hillsdale, NJ: Eribaum. Pai, Y., & Adler, S. A. (2001). Cultural foundations of education (3rd ed.). Upper Saddle Page 5 of 5
  • 6. CVA – 2011 catherine.victoria@me.com River, NJ: Merrill/Prentice-Hall. Papert, S. & Caperton, G. (1999). Vision for education: The Caperton-Papert platform. 91st annual National Governors' Association. St. Louis, Missouri. Retrieved from http://www.papert.org/articles/Vision_for_education.html. Prensky, M. (2007). Simulation nation. Edutopia. Retrieved March 26, 2007. Powers, W. (1998). Making sense of behavior: The meaning of control. New Canaan, CT: Benchmark Publications. Sanborn, R., Sanotos, A., Montgomery, A., & Caruthers, J. (2005). Four scenarios for the future of education. The Futurist, 38(7), p 26 - 30. Sullo, B. (2007). Activating the desire to learn. VA: Association for Supervision and Curriculum Development. Page 6 of 6