Tag Archives: VR

Finding and Creating Images for Online Courses

Images can shape the narrative of your online course and affect students’ learning. Bruning et al. (2011) recommend imagery as a way to encode information. The three most important things to consider when selecting an image are copyright, inclusion, and purpose. Your school’s librarian can help you navigate the copyright and fair use practices; otherwise, review the US government site

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VR with Google Cardboard for Irish Literature Hybrid Course

I’m co-designing a new Irish literature hybrid course with an English professor and her teaching assistants (TA) where college students will use Google Cardboard with their mobile phone applications (app) for virtual reality (VR) experiences with 360 media. This is my first time preparing VR learning experiences, and I wanted to share what I’ve figured out so far. This is

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8th SLanguages Annual Symposium 2015

Time: November 14, 2015 to November 15, 2015 Location: EduNation in Second Life Organized By: Heike Philp aka Gwen Gwasi Event Description: 8th SLanguages Annual Symposium 14-15 November 2015 (Sat/Sun) Come and join us at SLanguages Annual Symposium, a two day online conference on language learning in virtual worlds held for the 8th time on EduNation in SecondLife.  The two main

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My Google Apps for Education Blog Posts

This week, I was asked to share my knowledge on Google Drive with colleagues at work.  I figured it was time to resurrect a couple of useful blog posts! Here’s my collection on the various educational uses of Google apps for education (referred to as #GAFE). Basic Tech Tools: Google Drive,  Maps, Google+, and Translations (blog) Create a Google Site from a Gmail

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Doctoral Internship: Creating Machinima for Language Learners

CAMELOT This semester, I participated in the CreAting Machinima Empowers Live Online language Teaching and learning (CAMELOT) project funded by the European Union’s Lifelong Learning Programme. The purpose of the CAMELOT project is to provide language-teaching resources for English as foreign language instructors, as well as to share the technological and pedagogical expertise on creating and adapting their own machinima for the classroom. Machinima are screencasts

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Filming in Second Life to Create Machinima

Photo of MachinEVO moderators providing a training session in SecondLife in EduNation. This is one of my first film assignments as part of the MachinEVO workshop. I was in a group filming a story about a magician on a ship. It’s a humorous story, so I used some corny  music (Sorry, Gsus) for the sinking ship scene. I was already familiar

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SecondLife: Advantages and Disadvantages for Education

The following personal reflection on the educational advantages and disadvantages to SecondLife (SL) is based on a single user’s online experience. In the era of massively multiplayer role-playing games where participants interact in-world in groups (study hall, computer lab, or arcade) as well as online, the following advantages could increase and the disadvantages could decrease. DISADVANTAGES Disadvantages to SL include

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Use of SecondLife for Educational Purposes

SecondLife (SL) could be used in numerous ways to promote student learning. For example, a quick screencast of an avatar presenting the topic would be a great way to gain the learner’s attention. Perhaps the screencast could serve as an advance organizer with an abstract of the content to be presented related to the past unit content. Last semester, I

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