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Middleverse	
  de	
  Español	
  in	
  Second	
  Life	
  	
  
 a	
  Virtual	
  Social	
  Space	
  for	
  Language	
  
                   Acquisi:on	
  	
  

             by	
  Maria	
  Alessandra	
  Woolson	
  
           Spanish&	
  Portuguese	
  Department	
  
                   Middlebury	
  College,	
  VT	
  

     Presented	
  at	
  2011	
  NMC	
  Summer	
  Conference	
  
                    Madison	
  Wisconsin	
  
                         June	
  15-­‐18,	
  2011	
  
                           ©	
  Permission	
  to	
  reproduce	
  if	
  authorship	
  is	
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  author	
  
“I	
  never	
  teach	
  my	
  pupils;	
  
	
  	
  I	
  only	
  a;empt	
  to	
  provide	
  the	
  condi<ons	
  in	
  
             which	
  they	
  can	
  learn”	
  
         	
  	
   	
   	
   	
   	
   	
   	
   	
   	
  Albert	
  Einstein	
  




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Goals
                                                	
  
•  ACTFL	
  Na<onal	
  Standards	
  for	
  FL	
  Learning	
  (2000)	
  
   –  Communica<on,	
  Cultures,	
  Connec<ons,	
  Comparisons,	
  
      Communi<es	
  (the	
  5	
  Cs)	
  	
  
•  MLA	
  (2007)	
  
   –  acquisi<on	
  of	
  translingual	
  and	
  transcultural	
  competence	
  
   –  approach	
  that	
  addresses	
  mul<ple	
  subject	
  areas	
  
   –  proficiency	
  to	
  engage	
  in	
  linguis<c	
  and	
  metalinguis<c	
  exchanges	
  
•  Middlebury	
  College	
  
   –  language	
  and	
  cultural	
  immersion	
  	
  
   –  integra<on	
  of	
  a	
  mul<-­‐disciplinary	
  curriculum	
  in	
  the	
  target	
  
      language	
  	
  
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  author	
  
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The	
  Project
                                                 	
  

•  Immersive	
  3-­‐D	
  space	
  
•  Technology	
  integra<on:	
  browser,	
  images,	
  digitalized	
  text,	
  
   video,	
  3-­‐D	
  modeling,	
  social	
  networking	
  
•  Synchronous	
  Chat	
  and	
  voice	
  chat	
  in	
  Real	
  Time	
  
•  Authen<c	
  linguis<c	
  and	
  cultural	
  sengs	
  
•  Sensory	
  experiences	
  
•  Ini<ally	
  resembles	
  a	
  video	
  game,	
  but	
  bears	
  no	
  specific	
  goal	
  
•  Adop<on	
  of	
  Avatar	
  or	
  human/humanoid	
  virtual	
  figure	
  and	
  
   virtual	
  iden<ty	
  of	
  customizable	
  appearance	
  
•  Par<cipants	
  or	
  ‘residents’	
  can	
  crea<vely	
  model	
  objects	
  and	
  
   contribute	
  to	
  and	
  conceive	
  the	
  virtual	
  space	
  they	
  will	
  use	
  
                                     ©	
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  to	
  reproduce	
  if	
  authorship	
  is	
  maintained.	
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  uses	
  contact	
  author	
  
©	
  Permission	
  to	
  reproduce	
  if	
  authorship	
  is	
  maintained.	
  All	
  other	
  uses	
  contact	
  author	
  
Pedagogical	
  Considera:ons
                                                	
  

•  Pedagogy	
  preceded	
  technological	
  choice	
  and	
  guided	
  spa<al	
  
   construc<on	
  
•  Designed	
  in	
  alignment	
  with	
  Standards	
  
•  Followed	
  extensive	
  use	
  of	
  a	
  variety	
  of	
  technologies	
  through	
  
   curricular	
  content	
  management	
  system	
  to	
  integrate	
  
   materials	
  and	
  to	
  further	
  student	
  interac<ons	
  prior	
  to	
  class	
  
•  Increased	
  interac<ons	
  in	
  target	
  language	
  
•  Provides	
  a	
  culturally	
  immersive	
  environment	
  
•  Interrogates	
  how	
  students	
  construct	
  knowledge	
  in	
  a	
  
   learning	
  environment	
  that	
  is	
  being	
  transformed	
  by	
  digital	
  
   technology	
  
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Why	
  Use	
  Virtual	
  Worlds?	
  
                                              	
  
Because:	
  
•  we	
  face	
  a	
  genera<on	
  that	
  has	
  entered	
  into	
  a	
  passionate	
  
   rela<onship	
  with	
  digital	
  technology	
  
•  we	
  are	
  mee<ng	
  par<cipants	
  ‘where	
  they	
  already	
  are’,	
  
   immersed	
  in	
  an	
  age	
  of	
  informa<on	
  technology	
  
•  digitalized	
  landscapes	
  may	
  already	
  be	
  impac<ng	
  the	
  way	
  
   we	
  think	
  about	
  knowledge.	
  	
  
•  Using	
  technology	
  in	
  educa<on	
  beyond	
  simple	
  consump<on,	
  
   may	
  poten<ally	
  promote	
  innova<on	
  	
  
•  Defamiliarizing	
  our	
  ways	
  of	
  knowing	
  is	
  inspira<onal	
  	
  
•  It	
  forces	
  a	
  reconsidera<on	
  of	
  barriers	
  that	
  frac<on	
  
   informa<on	
  and	
  of	
  how	
  to	
  re-­‐integrate	
  learning	
  
                                   ©	
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  reproduce	
  if	
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  is	
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  author	
  
Middleverse	
  de	
  Español	
  	
  
•  Input	
  meets	
  ac<ve	
  recipients	
  	
  
•  Mul<ple	
  sources	
  in	
  Real	
  Time	
  	
  
•  Virtual	
  iden<ty	
  offers:	
  
    –  	
  par<cipa<on	
  in	
  anonymity	
  	
  
    –  role-­‐play	
  opportuni<es	
  
    –  	
  spontaneous	
  social	
  interpersonal	
  communica<ons	
  
    –  Increases	
  self-­‐correc<on	
  strategies	
  and	
  nego<a<ons	
  through	
  
       synchronous	
  conversa<on	
  
    –  Promotes	
  cri<cal	
  thinking	
  and	
  willingness	
  to	
  take	
  linguis<c	
  risks	
  
    –  Promotes	
  repair	
  moves,	
  experimen<ng	
  lexically	
  and	
  transfer	
  of	
  
       grammar	
  	
  and	
  syntac<c	
  complexity	
  form	
  their	
  first	
  language	
  
    –  Authen<c	
  tasks	
  highlights	
  focus	
  on	
  process	
  over	
  product	
  	
  	
  

                                         ©	
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©	
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  to	
  reproduce	
  if	
  authorship	
  is	
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  author	
  
Pilot	
  Goals
                                     	
  

•  Observe	
  features	
  of	
  advancement	
  of	
  specific	
  
   educa<onal	
  units	
  

•  Evaluate	
  environment	
  poten<al	
  for	
  expanding	
  
   educa<onal	
  space	
  into	
  social	
  space	
  


                          ©	
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Pilot
                                                	
  
•  Site	
  modeled	
  afer	
  photographic	
  images	
  from	
  moderns	
  
   sec<on	
  of	
  San<ago	
  Chile	
  due	
  to	
  design	
  universality	
  of	
  urban	
  
   environments	
  
•  Cohort	
  included	
  of	
  all	
  sec<ons	
  of	
  3rd	
  semester	
  Spanish	
  
•  Students	
  pledged	
  to	
  interact	
  solely	
  in	
  Spanish	
  upon	
  
   entering	
  the	
  space	
  
•  Conceived:	
  
    –  FL	
  acquisi<on	
  to	
  serve	
  mul<ple	
  disciplines	
  
    –  Guided	
  ac<vi<es	
  mostly	
  interpersonal	
  
    –  Display	
  of	
  student’s	
  crea<ve	
  and	
  analy<cal	
  work	
  
                                     ©	
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©	
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  is	
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©	
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©	
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©	
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©	
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©	
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©	
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©	
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©	
  Permission	
  to	
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  if	
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  uses	
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  author	
  
©	
  Permission	
  to	
  reproduce	
  if	
  authorship	
  is	
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  author	
  
©	
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  to	
  reproduce	
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  uses	
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©	
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Outcomes
                                              	
  
•  Promoted	
  dynamic	
  and	
  authen<c	
  interac<ons	
  
•  Facilitated	
  collabora<ve	
  work	
  
•  Encouraged	
  reassessing	
  the	
  manner	
  in	
  which	
  students	
  
   par<cipate:	
  	
  
    –  from	
  recep<ve	
  to	
  produc<ve	
  
    –  otherwise	
  re<cent	
  to	
  par<cipate	
  face-­‐to-­‐face	
  	
  
•  Lowering	
  of	
  affec<ve	
  filters	
  impacted:	
  
    –  	
  immediate	
  interac<ons	
  upon	
  arrival	
  to	
  class	
  	
  
    –  Increased	
  in	
  classroom	
  par<cipa<on	
  	
  
    –  Increased	
  student-­‐centered	
  discussions	
  	
  
•  Helped	
  connect	
  materials	
  to	
  other	
  classes	
  and	
  gathered	
  
   students	
  from	
  different	
  sec<ons	
  into	
  a	
  community	
  of	
  friends	
  
                                           ©	
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  reproduce	
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  authorship	
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  author	
  
Other	
  pedagogical	
  considera<ons	
  
              immediate	
  to	
  student
                                       	
  

•    Self-­‐inquiry	
  into	
  a	
  sense	
  of	
  self	
  and	
  sense	
  of	
  space	
  
•    Erasure	
  of	
  distance	
  
•    Power	
  of	
  presence	
  and	
  agency	
  
•    Expansion	
  of	
  collabora<ve	
  and	
  individual	
  crea<vity	
  
•    Addi<onal	
  <me	
  for	
  spoken	
  language	
  prac<ce	
  
•    Choice	
  of	
  synchronous	
  and	
  asynchronous	
  ac<vi<es	
  
•    Increase	
  social	
  interac<on	
  or	
  allow	
  further	
  isola<on	
  	
  
                                     ©	
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Implica<ons	
  to	
  tradi<onal	
  educa<on	
  
          environments        	
  
•  Distance	
  educa<on	
  
•  Presenta<ons	
  and	
  discussions	
  
•  Simula<ons	
  and	
  role-­‐play	
  
•  Mul<media	
  design	
  	
  
•  Disrupts	
  perceived	
  tradi<onal	
  hierarchy	
  of	
  
   who	
  teaches	
  and	
  who	
  is	
  taught.	
  	
  
•  Risk	
  of	
  mechanizing	
  delivery	
  of	
  informa<on	
  	
  
                            ©	
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  reproduce	
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  authorship	
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  author	
  
©	
  Permission	
  to	
  reproduce	
  if	
  authorship	
  is	
  maintained.	
  All	
  other	
  uses	
  contact	
  author	
  
Poten<al	
  Challenges
                                                           	
  
•  Privacy	
  considera<ons	
  
•  How	
  students	
  construct	
  knowledge	
  through	
  virtual	
  
   representa<on.	
  
•  Implica<ons	
  for	
  learning	
  of	
  	
  
        –  drivers	
  that	
  bring	
  the	
  current	
  genera<on	
  to	
  adopt	
  certain	
  
           technologies	
  over	
  others	
  	
  
        –  “too	
  clean”	
  a	
  design	
  that	
  lacks	
  signs	
  of	
  daily	
  use	
  and	
  is	
  visually	
  
           “cold”:	
  color,	
  shape,	
  unnatural	
  properness	
  
•  Students’	
  percep<on	
  on	
  how	
  they	
  learn	
  vs.	
  how	
  they	
  
   actually	
  learn	
  	
  
•  Interference	
  between	
  marke<ng	
  strategies	
  in	
  design	
  and	
  
   pedagogical	
  scopes	
  	
   ©	
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  authorship	
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  uses	
  contact	
  author	
  
Thank	
  you	
  




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Madison Middleverse 2nd life

  • 1. Middleverse  de  Español  in  Second  Life     a  Virtual  Social  Space  for  Language   Acquisi:on     by  Maria  Alessandra  Woolson   Spanish&  Portuguese  Department   Middlebury  College,  VT   Presented  at  2011  NMC  Summer  Conference   Madison  Wisconsin   June  15-­‐18,  2011   ©  Permission  to  reproduce  if  authorship  is  maintained.  All  other  uses  contact  author  
  • 2. “I  never  teach  my  pupils;      I  only  a;empt  to  provide  the  condi<ons  in   which  they  can  learn”                      Albert  Einstein   ©  Permission  to  reproduce  if  authorship  is  maintained.  All  other  uses  contact  author  
  • 3. Goals   •  ACTFL  Na<onal  Standards  for  FL  Learning  (2000)   –  Communica<on,  Cultures,  Connec<ons,  Comparisons,   Communi<es  (the  5  Cs)     •  MLA  (2007)   –  acquisi<on  of  translingual  and  transcultural  competence   –  approach  that  addresses  mul<ple  subject  areas   –  proficiency  to  engage  in  linguis<c  and  metalinguis<c  exchanges   •  Middlebury  College   –  language  and  cultural  immersion     –  integra<on  of  a  mul<-­‐disciplinary  curriculum  in  the  target   language     ©  Permission  to  reproduce  if  authorship  is  maintained.  All  other  uses  contact  author  
  • 4. ©  Permission  to  reproduce  if  authorship  is  maintained.  All  other  uses  contact  author  
  • 5. The  Project   •  Immersive  3-­‐D  space   •  Technology  integra<on:  browser,  images,  digitalized  text,   video,  3-­‐D  modeling,  social  networking   •  Synchronous  Chat  and  voice  chat  in  Real  Time   •  Authen<c  linguis<c  and  cultural  sengs   •  Sensory  experiences   •  Ini<ally  resembles  a  video  game,  but  bears  no  specific  goal   •  Adop<on  of  Avatar  or  human/humanoid  virtual  figure  and   virtual  iden<ty  of  customizable  appearance   •  Par<cipants  or  ‘residents’  can  crea<vely  model  objects  and   contribute  to  and  conceive  the  virtual  space  they  will  use   ©  Permission  to  reproduce  if  authorship  is  maintained.  All  other  uses  contact  author  
  • 6. ©  Permission  to  reproduce  if  authorship  is  maintained.  All  other  uses  contact  author  
  • 7. Pedagogical  Considera:ons   •  Pedagogy  preceded  technological  choice  and  guided  spa<al   construc<on   •  Designed  in  alignment  with  Standards   •  Followed  extensive  use  of  a  variety  of  technologies  through   curricular  content  management  system  to  integrate   materials  and  to  further  student  interac<ons  prior  to  class   •  Increased  interac<ons  in  target  language   •  Provides  a  culturally  immersive  environment   •  Interrogates  how  students  construct  knowledge  in  a   learning  environment  that  is  being  transformed  by  digital   technology   ©  Permission  to  reproduce  if  authorship  is  maintained.  All  other  uses  contact  author  
  • 8. ©  Permission  to  reproduce  if  authorship  is  maintained.  All  other  uses  contact  author  
  • 9. Why  Use  Virtual  Worlds?     Because:   •  we  face  a  genera<on  that  has  entered  into  a  passionate   rela<onship  with  digital  technology   •  we  are  mee<ng  par<cipants  ‘where  they  already  are’,   immersed  in  an  age  of  informa<on  technology   •  digitalized  landscapes  may  already  be  impac<ng  the  way   we  think  about  knowledge.     •  Using  technology  in  educa<on  beyond  simple  consump<on,   may  poten<ally  promote  innova<on     •  Defamiliarizing  our  ways  of  knowing  is  inspira<onal     •  It  forces  a  reconsidera<on  of  barriers  that  frac<on   informa<on  and  of  how  to  re-­‐integrate  learning   ©  Permission  to  reproduce  if  authorship  is  maintained.  All  other  uses  contact  author  
  • 10. Middleverse  de  Español     •  Input  meets  ac<ve  recipients     •  Mul<ple  sources  in  Real  Time     •  Virtual  iden<ty  offers:   –   par<cipa<on  in  anonymity     –  role-­‐play  opportuni<es   –   spontaneous  social  interpersonal  communica<ons   –  Increases  self-­‐correc<on  strategies  and  nego<a<ons  through   synchronous  conversa<on   –  Promotes  cri<cal  thinking  and  willingness  to  take  linguis<c  risks   –  Promotes  repair  moves,  experimen<ng  lexically  and  transfer  of   grammar    and  syntac<c  complexity  form  their  first  language   –  Authen<c  tasks  highlights  focus  on  process  over  product       ©  Permission  to  reproduce  if  authorship  is  maintained.  All  other  uses  contact  author  
  • 11. ©  Permission  to  reproduce  if  authorship  is  maintained.  All  other  uses  contact  author  
  • 12. Pilot  Goals   •  Observe  features  of  advancement  of  specific   educa<onal  units   •  Evaluate  environment  poten<al  for  expanding   educa<onal  space  into  social  space   ©  Permission  to  reproduce  if  authorship  is  maintained.  All  other  uses  contact  author  
  • 13. Pilot   •  Site  modeled  afer  photographic  images  from  moderns   sec<on  of  San<ago  Chile  due  to  design  universality  of  urban   environments   •  Cohort  included  of  all  sec<ons  of  3rd  semester  Spanish   •  Students  pledged  to  interact  solely  in  Spanish  upon   entering  the  space   •  Conceived:   –  FL  acquisi<on  to  serve  mul<ple  disciplines   –  Guided  ac<vi<es  mostly  interpersonal   –  Display  of  student’s  crea<ve  and  analy<cal  work   ©  Permission  to  reproduce  if  authorship  is  maintained.  All  other  uses  contact  author  
  • 14. ©  Permission  to  reproduce  if  authorship  is  maintained.  All  other  uses  contact  author  
  • 15. ©  Permission  to  reproduce  if  authorship  is  maintained.  All  other  uses  contact  author  
  • 16. ©  Permission  to  reproduce  if  authorship  is  maintained.  All  other  uses  contact  author  
  • 17. ©  Permission  to  reproduce  if  authorship  is  maintained.  All  other  uses  contact  author  
  • 18. ©  Permission  to  reproduce  if  authorship  is  maintained.  All  other  uses  contact  author  
  • 19. ©  Permission  to  reproduce  if  authorship  is  maintained.  All  other  uses  contact  author  
  • 20. ©  Permission  to  reproduce  if  authorship  is  maintained.  All  other  uses  contact  author  
  • 21. ©  Permission  to  reproduce  if  authorship  is  maintained.  All  other  uses  contact  author  
  • 22. ©  Permission  to  reproduce  if  authorship  is  maintained.  All  other  uses  contact  author  
  • 23. ©  Permission  to  reproduce  if  authorship  is  maintained.  All  other  uses  contact  author  
  • 24. ©  Permission  to  reproduce  if  authorship  is  maintained.  All  other  uses  contact  author  
  • 25. ©  Permission  to  reproduce  if  authorship  is  maintained.  All  other  uses  contact  author  
  • 26. Outcomes   •  Promoted  dynamic  and  authen<c  interac<ons   •  Facilitated  collabora<ve  work   •  Encouraged  reassessing  the  manner  in  which  students   par<cipate:     –  from  recep<ve  to  produc<ve   –  otherwise  re<cent  to  par<cipate  face-­‐to-­‐face     •  Lowering  of  affec<ve  filters  impacted:   –   immediate  interac<ons  upon  arrival  to  class     –  Increased  in  classroom  par<cipa<on     –  Increased  student-­‐centered  discussions     •  Helped  connect  materials  to  other  classes  and  gathered   students  from  different  sec<ons  into  a  community  of  friends   ©  Permission  to  reproduce  if  authorship  is  maintained.  All  other  uses  contact  author  
  • 27. Other  pedagogical  considera<ons   immediate  to  student   •  Self-­‐inquiry  into  a  sense  of  self  and  sense  of  space   •  Erasure  of  distance   •  Power  of  presence  and  agency   •  Expansion  of  collabora<ve  and  individual  crea<vity   •  Addi<onal  <me  for  spoken  language  prac<ce   •  Choice  of  synchronous  and  asynchronous  ac<vi<es   •  Increase  social  interac<on  or  allow  further  isola<on     ©  Permission  to  reproduce  if  authorship  is  maintained.  All  other  uses  contact  author  
  • 28. Implica<ons  to  tradi<onal  educa<on   environments   •  Distance  educa<on   •  Presenta<ons  and  discussions   •  Simula<ons  and  role-­‐play   •  Mul<media  design     •  Disrupts  perceived  tradi<onal  hierarchy  of   who  teaches  and  who  is  taught.     •  Risk  of  mechanizing  delivery  of  informa<on     ©  Permission  to  reproduce  if  authorship  is  maintained.  All  other  uses  contact  author  
  • 29. ©  Permission  to  reproduce  if  authorship  is  maintained.  All  other  uses  contact  author  
  • 30. Poten<al  Challenges   •  Privacy  considera<ons   •  How  students  construct  knowledge  through  virtual   representa<on.   •  Implica<ons  for  learning  of     –  drivers  that  bring  the  current  genera<on  to  adopt  certain   technologies  over  others     –  “too  clean”  a  design  that  lacks  signs  of  daily  use  and  is  visually   “cold”:  color,  shape,  unnatural  properness   •  Students’  percep<on  on  how  they  learn  vs.  how  they   actually  learn     •  Interference  between  marke<ng  strategies  in  design  and   pedagogical  scopes     ©  Permission  to  reproduce  if  authorship  is  maintained.  All  other  uses  contact  author  
  • 31. Thank  you   ©  Permission  to  reproduce  if  authorship  is  maintained.  All  other  uses  contact  author