Webinar Barbara McQueen

April 2018

Presenter: Barbara MCQueen
How to get here from there?
Date: Thursday, April 19th  2018
21:00:00 CEST UTC+2 hours

12:00:00 PDT  UTC-7 hours
19:00:00 UTC (GMT) hours
Venue: The webinar will be provided in Second Life (SL) on Babara’s sky platform on EduNation http://maps.secondlife.com/secondlife/EduNation/191/131/1000 
For those who are unable to connect with SL the webinar will be streamed via the Guinevere Adobe Connect Channel: http://connect.uclan.ac.uk/webinarmcqueen/

Recording of the session: http://connect.uclan.ac.uk/p5iuwjsfo93/

How to get here from there?

Photo: C. Schneider on EduNation in Second Life – Barbara McQueen’s plot

Barbara McQueen is based in the USA and has decades of experience mentoring fellow teachers one-on-one, through in-services, as an ESL teacher trainer for Oxford Seminars, and as a conference presenter for TESOL EVO, and VWBPE.   She is currently developing and delivering online ESL courses at SLESL.net that make use of situational role-playing, games, mysteries, and machinimas, and has won multiple machinima awards.  For examples of her work, go to her YouTube Channel.

According to Barbara McQueen, teachers are often unnerved by how much they need to learn to best use virtual worlds as a part of their technology arsenal. So they don’t use virtual worlds or only use them in a very limited way. Barbara’s presentation will detail:

  • The most important virtual world skills to learn and fun ways to teach them
  • Simple to complex games and roleplays that deeply immerse students
  • Tasks for blogs, Moodle, Skype, machinima, social media, online conference rooms, and other educational software and devices.

Webinar Chris M. MCGuirk, University of Central Lancashire

MAY 2018
Presenter: Chris McGuirk, University of Central Lancashire
The Quest for Learning: discussing learner motivation paradigms in an online gaming space.

Date: 11 May 2018
Time: 1pm – 2pm UK time
Venue: http://connect.uclan.ac.uk/mcguirk/.

Recording of the session: http://connect.uclan.ac.uk/p2dfeky2k4e/

There has been considerable research into what motivates learners to participate within an online gaming space, with a number of those studies reporting heightened levels of motivation. However, the source of such motivation is arguably the source of controversy. Some theorists argue that students are motivated by a desire to integrate, which fits models of learner identity proposed by researchers such as Dörnyei (2009) and Kramsch (2009), whereas others propose an almost Thorndikian, behaviourist notion of motivation, possibly inspired more than a little by Skinner’s (2016) notions of reinforcement.

  The underpinnings of the author’s doctoral study going forward, this presentation attempts to move away from defining motivation towards gaming in terms of the regularly quoted constructs, looking more at why gamers game, and how language learning fits into those reasons for gaming. Delving back into earlier theories about how learners are motivated, aligning them with recent hypotheses about the average gamer’s mind set, the author proposes that language learning within a gaming space may be highly implicit, by proxy, and strongly connected to other key factors driving players to succeed within the game.

Chris McGuirk is a lecturer in ESOL/EFL at the University of Central Lancashire. A teacher of EFL/ESOL/EAP since 2002, his research interests mainly lie in the field of CALL, applied linguistics and educational psychology, currently focusing on gamification, online identity development, virtual worlds and ambient learning. He has recently started a PhD at the University of York, looking at serious gaming and its impacts on a learner sense of self.

Webinar Brant Knutzen, University of Hong KOng

June 2018
Presenter: Brant Knutzen, University of Hong Kong

Date: 29 June 2018
Time: 1:30pm – 2:30pm UK time

Please  use the following link to get started: http://participativelearning.org/enrol/index.php?id=9
The enrolment key: „ISTE“
A description of roles in the game: https://docs.google.com/document/d/1JYMrsxat1Kk0yYkfVjP4Fa4ZkLIvBhOuG-ZWmxVY8kg/edit

Recording of the session: https://meet615974094.adobeconnect.com/pn9eznw85msd/
A Walk Through Virtual Venice in Second Life with Brant Knutzen

Please  use the following link to get started: http://participativelearning.org/enrol/index.php?id=9
The enrolment key: „ISTE“
A description of roles in the game: https://docs.google.com/document/d/1JYMrsxat1Kk0yYkfVjP4Fa4ZkLIvBhOuG-ZWmxVY8kg/edit

Photo provided by Brant Knutzen

Educational Researcher / Consultant: Brant Knutzen

Brant has been doing research on the use of the Second Life virtual world for education since 2008, and is currently investigating the roles of virtual identity and social constructivism as they impact on learning outcomes using virtual worlds. Brant developed and manages three full regions in Second Life: HKU Medicine Island, HKU Education Island, and Lingnan University Drama Island.  In 2015 Brant developed The Medieval Quest as a gamified self-learning exercise for training students in the basic user interface skills for Second Life.  He is currently beta testing „The Agency“ as a more focused gamification of education to examine group collaboration for problem-based learning in the virtual world.  This game is integrated with conditional activities in the Moodle LMS to control access and create a multi-level gamified environment.

Game description: „The Agency“
Someone has been changing the timeline, and players have been „recruited“ to join the Agency, a group of people who are trying to stop the diversion of the timeline and restore the original path.   In mission #1, players must teleport back to Venice, Italy in the year 1600 and man the „Black Pearl“ pirate ship to stop an invasion and sacking of the Republic!  This game is designed to develop camera controls and requires a team strategy to win.  In Mission #2, players join the Masked Carnival of Venice to meet with the Duke and stop the people plotting a coup to overthrow the elected government.  This game is designed to develop team communication and collaboration to solve an ambiguous social problem.


Webinar Laura Pihkala-Posti, University of Tampere:

July 2018

Presenter: Laura Pihkala-Posti, University of Tampere
Date: 26 July 2018
Time: 6:00pm – 7:00pm UK time

Recording > here

Laura Pihkala-Posti, University of Tampere:

Using Minecraft in Language Classroom for Creating Authentic  Communication Occasions Minecraft is one of the most popular informal computer games through  the history. It can also be implemented in formal classroom settings allowing a wide spectrum of learner-centredness and creativity, as well as an authentic communication context. For foreign language learning purposes, the user interface can be switched to the target language and almost every communication situation can be realized in this virtual environment. This webinar aims at presenting concrete didactic examples of using the computer game Minecraft in foreign language classrooms. The given examples cover different language skill level and age groups as well as intercultural learning settings.

Picture copyright Laura Pihkala- Posti und DaG

LAURA PIHKALA-POSTI: M.A., doctoral student. Studies in German language and culture, Scandinavian languages, Pedagogy and Interactive media at the University of Tampere. Teacher in German language, pedagogical designer, and researcher for digital interactive learning environments.  Author of a series of schoolbooks for German as a  foreign language “ Kurz und gut” courses 1-8,  Otava Publishing (1999-2008), Expert and In-Service Trainer in Foreign language  E-Learning Pedagogy. Research interests: E-learning, teaching and learning of oral media cultural changes in learning, intercultural communication, learner autonomy, agency, and collaboration, language teaching curricula, tempora contrastive in German, Swedish, and Finnish. 
More, e.g http://www.uta.fi/ltl/yhteystiedot/henkilokunta/pihkala_posti.html or