Episode Listing for Best Practices in Education
Go to Representing Latino Cultural Heritage in the Age of the Social Web

Episode 65 Broadcast 17 March 2012

The Smithsonian Latino Virtual Museum (LVM) is a cross-platform immersive education initiative based on bilingual mixed media experiences created to enhance visitor's knowledge, understanding and appreciation of Latino Cultural Heritage through innovative and engaging online experiences. Learn more about LVM as a virtual museum model for digital learning and outreach through a brief behind the scenes discussion with Melissa Carrillo, LVM creative director and founder. Ms. Carrillo will be joined by research scholar from the Smithsonian National Museum of American Indian (NMAI) Cynthia Vidaurri and LVM lead artist Stacy Fox to share behind the scenes best practices curating in virtual spaces and the power of virtual worlds as learning spaces. Other special guests include artist/poet/musician Nancy Lorenza Green and writer poet/founder of Mouthfeel Press Maria Miranda Maloney.

Go to Pedagogical Learning Technology Products and Content

Episode 60 Broadcast 17 March 2012

Educators must keep abreast of new learning technologies. Pedagogical learning technology products include: self-paced elearning courseware; digital media referenceware; collaboration-based or social learning; simulation- or game-based learning; cognitive learning; and mobile learning. These learning technology products may contain one or more of the following content: packaged orcustom content; value added services; hosted or installed tools and platforms; and personal learning devices. Use of these learning technology products in academic settings varies widely from country to country. This information is based on market research by Ambient Insight.

Go to Using Virtual Worlds as a Tool for Project-Based Learning

Episode 63 Broadcast 17 March 2012

Peek inside two project-based programs within NIAUniverse: daVinci Worlds and the RealWorld-InWorld NASA Engineering Design Challenge (RWIW). Within daVinci Worlds, middle and high school students team to synthesize and organize their learning by constructing knowledge spaces in this virtual world setting. In RWIW, college engineering students virtually mentor middle and high school students to refine NASA-inspired engineering design solutions. Steps of the engineering design process are displayed and models built InWorld. For those interested, a tour of NIAUniverse will follow this presentation. To join the tour, you will need to download NIAUniverse. Temporary usernames/passwords will be shared.

Go to Interview with Pathfinder Lester

Episode 64 Broadcast 16 March 2012

John Lester (aka Pathfinder Lester), Chief Learning Officer, ReactionGrid Inc. talks about Jibe as a multiuser 3d virtual world platform accessible via a web browser or standalone client.

Go to Virtual Education Secrets At The Builders Brewery

Episode 67 Broadcast 16 March 2012

Tips for Vitual Teachers such as Tools of the trade, how to handle students, class clowns, griefers, hecklers, and how to market the class.

Go to How Immersion in Virtual and Augmented Worlds Helps Students

Episode 66 Broadcast 16 March 2012

The 2010 National Educational Technology Plan identifies immersive media as among the most powerful emerging technologies for learning. This session describes our research in designing and studying immersive virtual worlds, as well as augmented realities enabled by mobile devices, as resources for instruction and for assessment, as well as student motivation. isites.harvard.edu/chris_dede

Go to Business Case Study Analysis

Episode 68 Broadcast 16 March 2012

More than fifty university students from Switzerland and Australia were virtually brought together in groups of four to analyze a marketing case study. Each team member was assigned a role, Marketing Manager, Operations Manager, Finance Manager and Market Expert. Information on the case was distributed throughout a Second Life location and each member of a team had to locate information relevant to their role in the virtual world environment. Analysis and a proposed solution from each group was only made possible by effective information sharing and collaboration within groups. Presentations took place in Second Life and the best solution from each country awarded a prize. In our fifty minute presentation we share the details of implementing this approach to case-study learning and discuss the strengths, weaknesses and improvements uncovered during our first implementation. We also discuss with the audience how this method could be transposed to other areas. The possibility may be offered, to those interested, to visit the platform where the simulation took place to experiment it by themselves.

Go to Business case-study analysis through cross-cultural online student collaboration

Episode 62 Broadcast 16 March 2012

More than fifty university students from Switzerland and Australia were virtually brought together in groups of four to analyze a marketing case study. Each team member was assigned a role, Marketing Manager, Operations Manager, Finance Manager and Market Expert. Information on the case was distributed throughout a Second Life location and each member of a team had to locate information relevant to their role in the virtual world environment. Analysis and a proposed solution from each group was only made possible by effective information sharing and collaboration within groups. Presentations took place in Second Life and the best solution from each country awarded a prize. In our fifty minute presentation we share the details of implementing this approach to case-study learning and discuss the strengths, weaknesses and improvements uncovered during our first implementation. We also discuss with the audience how this method could be transposed to other areas. The possibility may be offered, to those interested, to visit the platform where the simulation took place to experiment it by themselves.