Reviewed proposals for The Virtual Worlds Best Practice in Education (VWBPE) Conference 2013, VWBPE is a community-based conference that provides opportunities for participants in all virtual worlds to share current teaching, learning, and research practices in 3D virtual environments. Conference presentations focused on teaching/learning, scholarly work, projects, events, activities and new and innovative tools for virtual education.
Developed pedagogical Continuing Education courses in 2012 and 2013, for Full Sail University to create a cross-program collaborative approach. I have developed the following curriculum: Authentic Assessment in Your Course which provided assessment techniques to inventory learning goals and then match those with ways to assess learners.Another wasHow to Incorporate Peer-to-Peer Learning. This course focused on peer-to-peer learning through understanding individual collaboration styles. Finally the Pedagogical Perspective of Second Life (presented in Second Life) presented an overview of some of the uses of this immersive virtual world to engage learners from educational environments. The curriculum provided effective and current practices, which promote personal, collaborative and social learning experiences.
Attended the Apple Challenge Based Learning Pilot in 2011. "Challenge-based learning is a collaborative learning experience in which teachers and students work together to learn about compelling issues, propose solutions to real problems, and take action. The approach asks students to reflect on their learning and the impact of their actions, and publish their solutions to a worldwide audience." From this pilot we produced a CBL challenge to a group of learners to foster community in an online environment. The outcome resulted in the development of our virtual collaborative community as the participants challenges were initiated.
Florida Association of Teacher Educators FATE 2011 Annual Conference I presented Action Research a Systematic Approach to Create Change - I explored how innovative teachers employ Action Research methodologies in their classrooms over a span of a 12 month learning initiative.
ISTE SIGVE Virtual Environments Playground 2011 Virtual Conference I presented Technology Based Student Driven Learning within Virtual Worlds -Educators step back from control of the instruction and create a technology-based student driven learning experience within a virtual world environment. We explored Wolfquest, Quest Atlantis, and Second Life as just of the technology applications that are suitable to this pedagogical mind shift. This shift promotes the development of high academic performance through collaboration and critical thinking across multidisciplinary areas.
Virtual Worlds Best Practices in Education (VWBPE) 2011, I presented Building Educational Assets Within Virtual Worlds- Created Virtual World Based Educational Assets (VWBEA), research and find resources while exploring Second Life and used video tools in the creation of these VWBEA. I explored diverse worlds to create educational assets to enrich content, clarify curriculum, and reinforce skills in an engaging manner for all students.
New Media Consortium Conference (NMC) 2010, I presented Challenge Based Research- Explored innovative transformations combining Challenge Based Learning and action-research framework that created a revolutionary shift for Full Sail University graduate students. I discussed how learners were moved to become collaborative partners in their environments.
During Florida Teachers Association of Educators (FATE) 2009 I presented 3D Virtual Worlds in Education: A Look at the Virtual World Experience of Quest Atlantis as a pedagogical approach to impact 21st Century learners. The implementation and integration of immersing virtual worlds within the learning environment has started a new educational revolution both nationally and internationally. The presentation offered an overview of this exciting web-based 3D environment and a discussion about its implementation in the classroom.