EduMachinima Fest for Teachers and Students

Educators attend Machinima previews in an immersive environment.

The annual SIGVE EduMachinima Fest is unique in that it is for both students and teachers.  Those who enter their work will have the opportunity to create and share their manipulation of images, sounds, music and words effectively to convey a message as it relates to the theme this year, Fiero, or to any of the categories listed on the SIGVE EduMachinima application.

Developing a machinima product is one way to demonstrate skills in media design, self-expression, critical thinking, collaboration, and knowledge of multiple academic subjects.  The skills are clearly aligned to Common Core standards and our digitally connected culture.  Machinima entries should be submitted  to bit.ly/machinima13 by June 7, 2013 at midnight PT.  The Fest will take place at the 2013 ISTE Conference in San Antonio and winners will be announced at that time.

The Categories for Machinima entries in both student and Teacher categories are:

Timed

  • 60 Seconds and Gone (Educational Ice Breaker)
  • 60 Second Work of Art
  • 3 minute How-To? Instructional
  • 60 Second – 3 minute Fiero (Show Us Your Fiero!)

No Time Limit

  • Digital Storytelling
  • Digital Sandbox/Building
  • Narrated Gameplay
  • Language Learning
  • Science Show
  • Mixed Media (at least 50% of submission is Machinima)

In addition to awards for those categories, there will be a People’s Choice Awards.

A panel of community judges will give awards for:

  • Best Sound
  • Best Special Effects
  • Best Editing
  • Best Machinimatography
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Machinima as a Teaching and Learning Tool

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Teachers are generally a creative and resourceful bunch, and though we do make use of commercially produced materials, we often customize them for our students.   Unusual, humorous, poignant and the relevant materials (pictures, artifacts, movies, stories) help us to … Continue reading

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Online Teaching and Learning: From Independent Study to Immersive Collaboration

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I come across an article several times a week that describes a K-12 district or a state’s efforts for offering the opportunity  for students to “learn online”.  Higher education has been involved with online/distance learning for a longer period of … Continue reading

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WoW in Education: A MOOC Adventure

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The VWBPE MOOC took me into WoW last week.  It was a bit of a learning curve, but  my Virtual World (SL, RG, Opensim) experience did give me some frame of reference, particularly with basic movement and communication skills.   … Continue reading

Geography Standards via Terraforming and Virtual Mapping

Forming continents, islands, mountains, valleys and rivers works with mashed potatoes, beach sand, mud in the back yard and pixels in the virtual world.  Terraforming physical landform characteristics including  mountains, valleys, rivers, oceans, lakes and beaches is as easy as a click with a mouse on the correct tool and then sliding or moving the mouse in a circular motion to raise, lower, flatten, roughen and smooth the land.

The terraforming tool options are basic and easy to understand

The size of the area as well as the strength of the tool is adjusted as desired.  A little practice in an empty “sandbox” is typically enough to get the “feel” for pressure and size attributes.  Adding Flora and fauna to the newly formed topography is an opportunity to learn about climate, elevations and ecosystems.

A map view of a sim on Reaction Grid

Geography standards include various elements of map reading.   Reading the maps in a virtual world and being able to zoom in provides not only the opportunity for recognizing the use of a legend, direction, location and distance, but also the ability to see  influences of hydrology and physical characteristics of a place.

Federal Virtual Worlds Challenge

An open challenge to create the most innovative and interactive solutions in virtual environments.

http://www.fvwc.army.mil/

  • $25,000 in prizes
  • Focus on AI
  • Open to everyone
  • Submission due date Dec 6 2010

Spatial Training in a Virtual World May Improve STEM Skills

Studies over the past 50 years indicate a significant, positive correlation between spatial thinking and STEM disciplines.  Project Talent is one of those studies to support spatial training among our students.  Findings indicate that thinking with images plays a central role in scientific creativity and communication.

Determining a path on Core1 in Reaction Grid

Participating in a virtual world incorporates spatial thinking on a variety of levels.  As consumers, participants in a virtual world deal with location, shapes,  object’s relationship to each other and verbal descriptions such as near, far, next to, on, and under.  In order to traverse the digital terrain they need to be able to move and to communicate spatial concepts.

On a more complex level participants may rearrange furniture, complete puzzles, move objects, and use maps, all contributing to spatial thinking.

Using a map to locate an event on Second Life

In a virtual world workshop

As producers in the virtual environment, participants build and script.  Building requires assembly, measurment, visualizing 3D models and reproducing them or creating new ones.  Producers can build real or imagined structures, vehicles, objects and clothing.

Virtual worlds could, used effectively, provide formal and informal learning models for STEM learning environments.  With the recent announcement of Race To The Top Winners, significant funding is allocated towards the STEM disciplines school districts may have an opportunity to expand and research this promising environment.

'Building' a block

Teaching Math in The Virtual World

Mathematics may be one of the most obvious ways to use a virtual world for teaching and learning, particularly when students are in the building capacity.  Students can practice applying   mathematical concepts, while being creative and having fun.  Geometry comes alive as an avatar creates and moves 3D shapes around to construct a real or imagined structure, graphical representations are concrete rather than theoretical.

A geodesic structure in SL

A bridge in Reaction Grid

The tools in the virtual world are simple enough that even elementary school children can use them.   Learning to use these tools may even provide some preliminary knowledge and skills for future use of  more complex engineering CAD tools. Once the students create the shapes (which takes seconds) the 3D polygons can be moved about, enlarged or reduced in size, stacked, linked, rotated, twisted, tapered, even suspended in the air at the click of a mouse.  Students can adjust shapes and angles to fit ‘building blocks’ more precisely, they have the use of coordinates and measuring tools to support their building and learning.  The most important part is the process, not the final product, though the final product may contribute to discussion regarding the feasibility of the structures in real  life.  The process of building and solving the problems of fitting virtual shapes together to construct a planned structure is what makes students think and apply the mathematical concepts.

'Building' a block

Adjusting dimensions of the cube.

Rotating the adjusted cube.

Here an avatar creates a cube and then transforms it to a thinner taller rectangular shape, then rotates it to get it in the correct position.

The syllabus of an educational technology class at Boise State is an example of prospective teachers being provided an opportunity to learn  the skills necessary to use this medium for future instruction in K-12 classrooms.  There are multiple examples of K-12 teachers providing ‘building’ opportunities on the SL Teen Grid and on Reaction Grid  to their students. As these students apply mathematical concepts and address required standards they also practice some 21st Century skills such as innovation, collaboration and problem solving.


NASA STEM Challenge for Grades 9-12 InWorld

A competition from NASA provides a challenge for High school students, in 2 phases. In phase 1 students have an opportunity to work cooperatively, in teams of three-to-five students, as engineers and scientists to solve real-world problems related to the James Webb Space Telescope. Final solutions from this first phase of the challenge are due on Dec. 15, 2010.

Teams who complete Phase 1 are then paired with participating college engineering students for Phase 2, the InWorld phase of the challenge. Each InWorld team will refine designs and create 3-D models of the Webb telescope.

For more information about the challenge, visit http://www.nasarealworldinworld.org/.