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Building a socially motivated learning environment
NOTE: Although not required, this presentation has an interactive component that would best be experienced with a mobile device, such as a laptop, iPad, or Smartphone (Droid, iPhone, etc…)
The interactive social media based learning environment is a software system that provides a social media classroom experience for interactive learning. Students log in with a mobile device, such as an iPad or a laptop, and participate in a classroom environment in which they can view lecture slides, “chat” on-line with other users during the lecture, post rewards to their Facebook or Twitter accounts, and collaborate with each other on topics. Within the learning environment, the audience may also ask, rate, and answer questions on-line. The instructor has the capability of synchronizing lecture slides on the audience’s mobile devices as well as administering quizzes throughout the lecture and displaying visual results for the quizzes.
Harnessing Social Networks in Your Classrooms
The number of students carrying smartphones to school is increasing astronomically. Between this and the number of K-12 schools implementing 1:1 laptop initiatives, students now have a means to connect and communicate with their peers all the time. Knowing their students already use social media (ie Facebook, Twitter, etc) in their personal lives, teachers of middle and high school students are beginning to use such tools in their classrooms. Students are improving their writing and communication skills for a larger audience. Asynchronous learning using social media is eliminating the one-way communication between student and teacher and is leaving more time in the classroom to focus on content. Do you know what skills and expectations these students are bringing with them into your classroom? Whether you teach 12-year-olds or 20-year-olds, learn to harness the power of social networks to educate your digital citizens.
Measuring Motivation Activation in a Virtual World
This presentation reports on Communibiological research conducted within a virtual world. The participants in this study completed the experiment within Second Life. The work of Castronova & Falk (2009) provides a base for experimentation in virtual words that this research builds on. Also, based on previous research, sensation seeking has been associated with behavior in novel situations. A virtual world’s participants are predicted to show a high appetitive and low aversive affect compared to the previous populations studied. This study collects individual Motivational Activation Measures of virtual world residents (N= 500), using the Virtual Data Collection Interface, and compares them to previous results. This study found that Second Life, using the Virtual Data Collection Interface was sufficient to conduct research but the results showed a lack of risk taking or risk avoiding subjects. This work helps validate the Motivation Activation Measure by expanding the pool of participants and the motivational activation measures of virtual world participants may be helpful to game developers, educators and media researchers.