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This link recently saved by vancestevens on May 07, 2011
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This link recently saved by vancestevens on January 07, 2011
There comes a time when you have to admit you were wrong, or perhaps misguided, or simply that you were a little bit ‘out of time’, or perhaps – better said – that somebody let you down and maybe it wasn’t your fault. And this is one of those times, because it’s goodbye to Second Life for me, at least in its current incarnation – in terms of teaching and training – and I’d like to try and explain why…
This link recently saved by vancestevens on March 21, 2010
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Anastasia Goodstein Keynote August 14, 2008 2008 Technology Summit: Digital Youth Wired for Action Afternoon Session Audio Download mp3
Anastasia Goodstein is the author of Totally Wired: what teens and tweens are really doing online. Her blog, YPulse, is a leading media, technology and youth development information source, and School Library Journal recently published Goodstein’s article What Would Madison Avenue Do? Marketing to Teens.
This link recently saved by vancestevens on November 13, 2009
Second Life is a remarkable virtual environment in which you can let your imagination run free. You can create an avatar of yourself in almost any shape or form, dress yourself in virtual clothes and explore the exciting mini-worlds that exist in Second Life, where you will meet people speaking a variety of different languages. Second Life is ideally suited to the exploratory style of learning. ... This section is divided into the following sub-sections:
* i. Introduction to Second Life for beginners
* ii. Useful general references to Second Life
* iii. Language learning and teaching in Second Life
* iv. Language conferences in Second Life
* v. Using Second Life as an alternative to videoconferencing
* vi. Language associations in Second Life
* vii. Further reading
* viii. Second Life screenshots
This link recently saved by vancestevens on September 22, 2009
The annual study looks at the popularity of emerging technologies, from internet TV and e-books to microblogging sites such as Twitter, across a range of sectors. It tracks their progression as a function of expectations.
The cycle ranges from over-enthusiasm as technology is hyped, through a period of disillusionment when it fails to deliver, via a slope of enlightenment to a "plateau of productivity", as users learn how best to employ it.
The results for the education sector provide some interesting insights.
This link recently saved by vancestevens on June 03, 2009
Alja Sulčič Friday, May 22, 2009
Virtual worlds in education and Moodle
Today I'd like to share with you my recent paper about using virtual worlds in education, with a special focus on how we can use virtual worlds with Moodle. I wanted this paper to be a basic introduction to why virtual worlds are good for education, and also provide a basic overview of some of the most interesting virtual worlds/tools on the market today.
Here is the embedded version from Scribd
This link recently saved by vancestevens on May 31, 2009
Unlike web 1.0, which was largely information-oriented, web 2.0 refers to a loose grouping of newer generation social technologies, whose users are actively involved in communicating and collaborating with each other as they build connections and communities across the web. The term itself was coined by Tim O'Reilly as recently as 2004. These pages briefly discuss the educational applications of a number of web 2.0 and related technologies, drawing on insights from social constructivism and the theory of communities of practice. There are suggested links you can follow to set up your own pages, as well as links to good examples of educational use. It should be noted that there is already considerable convergence between some of the individual technologies, a trend that is likely to continue. Note that if you're looking for open source (and generally, free) alternatives to commercial software, you might like to check out Osalt.com.
There's more, read on at the site
This link recently saved by vancestevens on May 13, 2009
Virtual Macbeth is an island in Second Life which is dedicated to the exploration, adaptation and performance of Shakespeare's Macbeth. The island was designed by Angela Thomas (virtual worlds content designer), Kerreen Ely-Harper (director) and Kate Richards (producer). Funding was provided by Literature Board of The Australian Council for the Arts , and investor partner, the New Media Consortium (full credits).
The island is designed with target audiences of Shakespeare afficionados, Secondary and Tertiary educators and their students. This wiki is designed for both the general audience and educators. Please feel welcome to join the wiki and add in thoughts and resources.