1. Prezentace obsahovala videa a animace,
které mohou být převodem do formátu .pdf
poškozeny nebo zcela vypuštěny...
MUVE a jejich využití ve vzdělávání
&
Evaluace přenosu znalostí v MUVE
Blok expertů, KISK MUNI
19.11.2009 ~ Brno
KISK 2009
2. 21st Century Skills (1)
Apple Inc. Apple Classrooms of Tomorrow—Today : Learning in the 21st Century. April 2008. Dostupný na:
http://ali.apple.com/acot2/global/files/ACOT2_Background.pdf (strana 14)
KISK 2009
3. 21st Century Skills (2)
Apple Inc. Apple Classrooms of Tomorrow—Today : Learning in the 21st Century. April 2008. Dostupný na:
http://ali.apple.com/acot2/global/files/ACOT2_Background.pdf (strana 11)
KISK 2009
16. 21st Century Skills (3)
Apple Inc. Apple Classrooms of Tomorrow—Today : Learning in the 21st Century. April 2008. Dostupný na:
http://ali.apple.com/acot2/global/files/ACOT2_Background.pdf (strana 11)
KISK 2009
20. Multiplayer
Civilizace IV
www.2kgames.com/civ4/
20 KISK 2009
21. Flow (1)
Apple Inc. Apple Classrooms of Tomorrow—Today : Learning in the 21st Century. April 2008. Dostupný na:
http://ali.apple.com/acot2/global/files/ACOT2_Background.pdf (strana 10)
KISK 2009
22. Flow (2)
Concentration Koncentrace
Ecstasy [outside reality] Extáze/vzrušení
Inner clarity [what and how] Vnitřní jistota
Our skills adequate to the task Dovednosti odpovídající úkolům
Serenity [beyond your ego] Vyrovnanost
Timelessness Bezčasovost/věčnost
Worth of doing for its own sake Hodnota sama pro sebe
Mihaly Csikszentmihalyi : Creativity, fulfillment and flow. TED. Dostupný na:
http://www.youtube.com/watch?v=fXIeFJCqsPs
KISK 2009
23. Game and Play (1)
Pravděpodobnost
„Větvení“
Pravidla
Role a identity
Fantazie a
představivost
Ferdig, Richard E. Handbook of Research on Effective Electronic Gaming in Education. 2008. ISBN 1599048086.
Dostupný na: http://books.google.com/books?id=Re8tGpC6_PsC&hl=cs (strana 258)
(viz též shrnutí na: http://vgalt.com/2009/03/08/a-taxonomy-of-play/ )
KISK 2009
24. Game and Play (2)
„all American teens play computer ... games ... the gaming experience
is rich and varied, with a significant amount of social interaction“
„celá americká mládež hraje počítačové ... hry ... herní zkušenost
je bohatá a různorodá, s významným podílem sociální interakce“
(Pew Research Center, 2008)
„certain types of video games can have beneficial effects, improving
gamers’s dexterity as well as their ability to problem-solve“
„některé typy [počítačových] her mohou být prospěšné, zlepšují
hráčovu pohotovost a schopnost řešit problémy“
(American Psychological Association, 2008)
Pew Research Center. Teens, Video Games and Civics [online]. September 16, 2008 [cit. 30.4.2009]. Dostupné na:
http://pewresearch.org/pubs/953/teens-video-games-and-civics
American Psychological Association. Playing Video Games Offers Learning Across Life Span, Say Studies : Skills
Transfer to Classroom, Surgical Procedures, Scientific Thinking [online]. APA: Washington, DC, August 17, 2008 [cit.
30.4.2009]. Dostupná na: http://www.apa.org/releases/videogamesC08.html
KISK 2009
25. Game and Play (3)
Nepodléhejte panice!!
...jde o „herní principy“...
Fantazie (ne-uzavřenost)
Identita (jedinečnost)
Komplexnost (mnohost)
Variabilita (ne-lineárnost)
Znalosti a dovednosti
KISK 2009
26. ARG
„Alternate Reality Game“
(hra v alternativní realitě)
„... is an interactive narrative that uses the real world as a
platform, often involving multiple media and game elements, to
tell a story that may be affected by participants' ideas or
actions.
„...je interaktivní příběh(=historie), který využívá reálný svět jako
základ, často za přispění různých médií a herních prvků, pro
vyprávění příběhu, který může být ovlivněn nápady a aktivitami
účastníků.
KISK 2009
27. ARG - příklad
Goodlander, G., Fictional Press Releases and Fake Artifacts: How the
Smithsonian American Art Museum is Letting Game Players Redefine the
Rules. In J. Trant and D. Bearman (eds). Museums and the Web 2009:
Proceedings. Toronto: Archives & Museum Informatics. Published March 31, 2009.
Consulted September 23, 2009.
http://www.archimuse.com/mw2009/papers/goodlander/goodlander.html
KISK 2009
28. ARG - příklad
Goodlander, G., Fictional Press Releases and Fake Artifacts: How the
Smithsonian American Art Museum is Letting Game Players Redefine the
Rules. In J. Trant and D. Bearman (eds). Museums and the Web 2009:
Proceedings. Toronto: Archives & Museum Informatics. Published March 31, 2009.
Consulted September 23, 2009.
http://www.archimuse.com/mw2009/papers/goodlander/goodlander.html
KISK 2009
29. ARG - příklad
Goodlander, G., Fictional Press Releases and Fake Artifacts: How the
Smithsonian American Art Museum is Letting Game Players Redefine the
Rules. In J. Trant and D. Bearman (eds). Museums and the Web 2009:
Proceedings. Toronto: Archives & Museum Informatics. Published March 31, 2009.
Consulted September 23, 2009.
http://www.archimuse.com/mw2009/papers/goodlander/goodlander.html
KISK 2009
30. ARG - příklad
Goodlander, G., Fictional Press Releases and Fake Artifacts: How the
Smithsonian American Art Museum is Letting Game Players Redefine the
Rules. In J. Trant and D. Bearman (eds). Museums and the Web 2009:
Proceedings. Toronto: Archives & Museum Informatics. Published March 31, 2009.
Consulted September 23, 2009.
http://www.archimuse.com/mw2009/papers/goodlander/goodlander.html
KISK 2009
31. ARG - příklad
Goodlander, G., Fictional Press Releases and Fake Artifacts: How the
Smithsonian American Art Museum is Letting Game Players Redefine the
Rules. In J. Trant and D. Bearman (eds). Museums and the Web 2009:
Proceedings. Toronto: Archives & Museum Informatics. Published March 31, 2009.
Consulted September 23, 2009.
http://www.archimuse.com/mw2009/papers/goodlander/goodlander.html
KISK 2009
32. 21st Century Skills (4)
Apple Inc. Apple Classrooms of Tomorrow—Today : Learning in the 21st Century. April 2008. Dostupný na:
http://ali.apple.com/acot2/global/files/ACOT2_Background.pdf (strana 11)
KISK 2009
38. ARG - příklad
Goodlander, G., Fictional Press Releases and Fake Artifacts: How the
Smithsonian American Art Museum is Letting Game Players Redefine the
Rules. In J. Trant and D. Bearman (eds). Museums and the Web 2009:
Proceedings. Toronto: Archives & Museum Informatics. Published March 31, 2009.
Consulted September 23, 2009.
http://www.archimuse.com/mw2009/papers/goodlander/goodlander.html
KISK 2009
39. Augmented & Mixed Reality
(rozšířená & smíšená realita)
zejména:
rozšíření reálném světě (resp. vnímání) o další informace,
a to skrze technické zařízení.
Dle míry nezávislosti doplňujících informací a interakcí
může jít až o propojení obou světů ve smíšenou realitu.
příklad:
New York Nearest Subway augmented Reality App for iPhone 3GS from acrossair
http://www.youtube.com/watch?v=ps49T0iJwVg
KISK 2009
40. Augmented & Mixed Reality
(rozšířená & smíšená realita)
zejména:
rozšíření reálném světě (resp. vnímání) o další informace,
a to skrze technické zařízení.
Dle míry nezávislosti doplňujících informací a interakcí
může jít až o propojení obou světů ve smíšenou realitu.
KISK 2009
41. Augmented & Mixed Reality
(rozšířená & smíšená realita)
zejména:
rozšíření reálném světě (resp. vnímání) o další informace,
a to skrze technické zařízení.
Dle míry nezávislosti doplňujících informací a interakcí
může jít až o propojení obou světů ve smíšenou realitu.
KISK 2009
42. Augmented & Mixed Reality
(rozšířená & smíšená realita)
příklad:
wowTwitter – World of Warcraft Twitter „plug-in“
http://wowtwitter.com/
KISK 2009
43. MMORPG
WoW
World of Warcraft
www.worldofwarcraft.com
43 KISK 2009
46. IBM a Seriosity. Virtual Worlds, Real Leaders : Online games put the future of business leadership on display [online].
2007. http://domino.research.ibm.com/comm/www_innovate.nsf/images/gio-gaming/$FILE/ibm_gio_gaming_report.pdf
KISK 2009
47. 21st Century Skills (5)
?
? ?
?
Apple Inc. Apple Classrooms of Tomorrow—Today : Learning in the 21st Century. April 2008. Dostupný na:
http://ali.apple.com/acot2/global/files/ACOT2_Background.pdf (strana 11)
KISK 2009
50. „Učení“ (3)
Formální vzdělávání - formal learning/education
is defined as learning which takes place in an organised and structured way (at
school, in the vocational training center or at work) and which is explicitly classified
as learning (in terms of goals, time and resources). Formal learning is an intentional
activity from the point of view of the learner. It usually results in certification.
Neformální vzdělávání - non-formal learning/education
is learning embedded in intentional activities which are not explicitly classified as
learning (in terms of goals, time and resources) but learning is an important part of
such activities. Non-formal learning is an intentional activity from the point of view of
the individual who learns. It usually does not result in certification.
Informální vzdělávání - the informal learning
is the learning as a result of everyday activities connected with family, work or
leisure activities. It is neither organised, nor structured (in terms of goals, time and
resources). The informal learning is usually not intentional from the point of view of
the individual who learns. It usually does not result in certification. The informal
learning is sometimes described as „learning from experience“, unintentional, non-
institutional.
KISK 2009
51. 21st Century Skills (5)
!!
!!
Apple Inc. Apple Classrooms of Tomorrow—Today : Learning in the 21st Century. April 2008. Dostupný na:
http://ali.apple.com/acot2/global/files/ACOT2_Background.pdf (strana 11)
KISK 2009
55. Akce a Reakce
„Creepy Treehouse (Effect)“
n. A place, physical or virtual (e.g. online), built by adults with the intention of
luring in kids.
Example: “Kids … can see a [creepy treehouse] a mile away and generally do a
good job in avoiding them.” John Krutsch in Are You Building a Creepy
Treehouse?”
n. Any institutionally-created, operated, or controlled environment in which
participants are lured in either by mimicking pre-existing open or naturally formed
environments, or by force, through a system of punishments or rewards.
Stein, Jared. Defining "Creepy Treehouse". Flexknowlogy, 2008, April 9. [cit. 19.11.2009] Dostupné na
WWW: <http://flexknowlogy.learningfield.org/2008/04/09/defining-creepy-tree-house/>
KISK 2009
56. 21st Century Skills (5)
?
? ?
všichni ?
„You“
!!
!!
Apple Inc. Apple Classrooms of Tomorrow—Today : Learning in the 21st Century. April 2008. Dostupný na:
http://ali.apple.com/acot2/global/files/ACOT2_Background.pdf (strana 11)
KISK 2009
57. Děkuji za pozornost!
Jakub Štogr
e-mail: jstogr@gmail.com
URL: http://jakub.stogr.net/
Skype: Jakub Stogr
ICQ: 148167721
SecondLife: Archan Ge
LinkedIn: http://www.linkedin.com/in/jakubstogr
LOTRO: Europe > Snowburn > Archandor
pokeni.cz
57 KISK 2009