Trend

Metaverse: A Trend of Pattern Recognition

Pattern Recognition > Metaverse
Metaverse
Blended physical-digital worlds create new learning geographies.  Learning in the real world is complemented by the navigation of virtual worlds through avatars.  Google Earth and Second Life merge to become the 'Metaverse.'

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What do you think?

jbailey said…  May 7, 2009 11:42 AM

As the metaverse evolves around us, we continue to license teachers using accreditation guidelines firmly rooted in the bricks and mortar of industrial age education.



Preparing learning agents who can guide learners through an evolving metaverse requires an overhaul of an entrenched real-world system of teacher preparation.



I believe the learning agents will be busy leading the charge through the metaverse long before accreditors and licensing agents realize that no one is listening to them anymore.

princek said…  May 12, 2009 12:27 PM

What can we do in the meantime to help bring these two diverging paths toward each other? Or is the current accreditation and licensing process so out of date that we need to consider a more fundamental overhaul -- or look to altogether different approaches or systems?

jbailey said…  May 12, 2009 01:26 PM

Seems logical to gradually integrate metaverse thinking into licensing/accreditation criteria but a lot more fun to do a fundamental overall--looking to altogether different approaches or systems.

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In-depth Research and Articles

What K-12 students think about education and technology […]

As part of the Future of Education Interview Series, Julie Evans speaks about the research Project Tomorrow […] Expand for Continued Reading

As part of the Future of Education Interview Series, Julie Evans speaks about the research Project Tomorrow found around students, education, and technology. Her research show why kids want to take online classes, and how they find gaming helpful in learning.

Associated Topic:
Amplified Organization > Beta Building > Visual Literacy

Tags:
gaming, online education, online gaming, Student voices,

Added: March 19, 2009

Modernizing Teaching Tools and Processes

This paper explores participants' perspectives from a convening hosted by KnowledgeWorks Foundation on […] Expand for Continued Reading

This paper explores participants' perspectives from a convening hosted by KnowledgeWorks Foundation on the topic of "Modernizing Teaching Tools and Processes." In hosting this convening, KnowledgeWorks Foundation hoped to: 1) Examine how a variety of technologies are being used to meet the needs of today's learners, 2)Examine how technology can transform teaching and learning, 3) Identify the types of learning experiences our students need today and into the future, and 4) Identify programs, projects, and policies that can support learning experiences of the future.

Associated Topic:
Amplified Organization > Open Leadership and Sociability

Tags:
gaming, Gaming platforms, mobile devices, online education, social networking,

Added: March 19, 2009

Jane McGonigal speaks on the skills students are learning […]

Jane McGonigal, Director of Game Research and Development at Institute for the Future, talks about the […] Expand for Continued Reading

Jane McGonigal, Director of Game Research and Development at Institute for the Future, talks about the differences in the increased level of engagement and optimism students have with games over the classroom.

Associated Topic:
Pattern Recognition > Personal Metrics > The Quantified Self

Tags:
collaboration, collective intelligence, gaming, online education, online gaming, success skills, virtual worlds,

Added: January 23, 2009

Mark Gibson says we need to look to gaming for ways […]

Mark Gibson, an independent marketing consultant focused on education, says we will take lessons learned […] Expand for Continued Reading

Mark Gibson, an independent marketing consultant focused on education, says we will take lessons learned and experiences held from gaming and online communities and apply them to education.

Associated Topic:
Pattern Recognition > Personal Metrics > The Quantified Self

Tags:
alternate reality gaming, digital communication, Facebook, gaming, learning, online gaming, virtual worlds,

Added: January 23, 2009

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