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Awards 2011 New Orleans

Best Empirical Paper

Classroom: Practical Approaches to Teaching in Virtual Worlds
Melissa Gresalfi, Jacqueline Barnes & Patrick Pettyjohn

Abstract
This paper considers the crucial role that the teacher plays in supporting successful use of immersive technology in the classroom, focusing particularly on the use of an interactive, online, multiplayer videogame called Quest Atlantis. This chapter presents an account of successful strategies for integrating immersive technologies into teaching practice, such that the game does not replace the teacher, nor the teacher replace the game, but rather the two are integrated in their mutual support of student learning. We focus specifically on two distinct roles that teachers can play in leading whole-class discussions: attuning students to important concepts and connections in the game, and deepening opportunities to learn beyond what is afforded in game design.  For each role, we present two contrasting cases with the goal of illuminating the central role that a teacher can play when integrating complex technologies into the classroom. Differences in the ways that teachers support their students while using games like Quest Atlantis are not trivial; we argue that differences in teachers’ support of whole-class conversations can create dramatically different opportunities for students to learn.

Author Bios
Melissa Gresalfi is an Assistant Professor in the Learning Sciences at Indiana University, and the Associate Director of the Center for Research on Learning and Technology. After receiving her PhD in Educational Psychology at Stanford University, she joined the faculty at IU in 2006. Her research considers cognition and social context by examining student learning as a function of participation in activity systems. Her current projects, funded by the National Science Foundation, the MacArthur Foundation, the Spencer Foundation, the Gates Foundation, and the Department of Education, focus on investigating and designing innovative environments to support students’ development of particular dispositions towards learning and engaging in mathematics, science, and beyond.

Jacqueline Barnes is a Learning Sciences doctoral student at Indiana University. She received a B.S. in neuroscience from the University of Pittsburgh in 2009.  Since arriving at IU, she has contributed extensively to both research and design on the Quest Atlantis project, and has been a lead designer on two math missions. Through continuing research on learning through games, her future research will pursue possibilities for metacognitive strategies, developing new technology for special education, creativity, and defining forms of intelligence. In particular, she is interested in finding ways to differentiate instruction for both mainstream and special education classrooms using new technologies such as immersive games.

Patrick Pettyjohn is a Learning Science doctoral student at Indiana University. He is interested in developing a means of understanding how people perceive opportunities for action, which he seeks to apply to areas of education, leadership development, and philanthropy. His current work involves designing for and investigating how multi-user virtual learning environments can be used as reflective tools that communicate one’s academic understanding while simultaneously allowing players to experience the consequences of their choices and ethical beliefs. His current research interests have been strongly influenced by his previous domestic and cross-cultural roles leading in various mentoring nonprofit organizations and as a personal and team consultant.


Best Emerging Media Paper

Here, There and Everywear: Rhizomatic Activity Structures in an Online DIY Community of E-Textile Producers
Kylie Peppler & Diane Glosson
Indiana University, Bloomington

Abstract
In recent years there has been an interest in studying creation, sharing, and learning with new technologies within online DIY communities. Of particular interest is how these communities emerge and are organized over time. Inspired by the botany of the rhizome, we argue that any DIY community, rather than being a single and homogenous community, is really a set of smaller, local communities connected via an underlying rhizomatic activity structure. As an illustration, we track an emergent, and predominantly female, DIY community interested in creating computationally enhanced e-textiles. This proposal showcases a model of rhizomatic activity in DIY communities and a case study, which is indicative of larger trends we saw in the data in similar, yet varying groups.

Author Bios
K PepplerKylie Peppler is an Assistant Professor of Learning Sciences at Indiana University, Bloomington. An artist by training, Peppler engages in research that focuses on re-conceptualizing the divide between formal and informal learning practices at the intersection of the arts, computation and new media. Peppler completed her Ph.D. at the University of California, Los Angeles (UCLA), studying the media arts practices of urban youth at a Computer Clubhouse in South Los Angeles. During this time, Peppler was involved in the study and development of Scratch, a media-rich programming environment, which resulted in numerous journal articles as well as a recent co-edited book titled, The Computer Clubhouse: Constructionism and Creativity in Youth Communities (Teachers College Press, 2009). The National Science Foundation, the Wallace Foundation, the Spencer Foundation, the U.S. Department of Education, as well as the John D. and Catherine T. MacArthur Foundation's Digital Media and Learning Initiative have supported Peppler’s research on media arts in DIY youth communities. Find out more at www.kpeppler.com 

Diane Glosson
 is a Graduate Research Assistant, working under the advisement of Dr. Kylie Peppler, Glossonin the Learning Sciences Program at Indiana University, Bloomington. After obtaining a BA degree in Cinema/Television from USC, Glosson worked in the entertainment industry for 5 years as an Associate Producer, then obtained a MA degree in Curriculum/Educational Technology in a quest to work with at-risk youth in identity formation research through various means of storytelling engagement (e.g., video, animation, claymation, documentary) in informal environments. Currently finishing up her third year in the PhD program, she is working on the NSF-sponsored project exploring computational textiles as materials for creativity. The project explores youth designing and constructing e-textile artifacts that are computationally generated or that contain embedded computers. While youth's identity formation can be explored through this new medium (by the choices they make), we are also hoping to inspire a new generation of female engineers/computer programmers by tapping into their natural interest in design and textile wearables.

We will be publicly acknowledging these awards at our MCC Business Meeting held on:

April 11, 6:15 pm-7:45 pm in the Astor Crowne Plaza, Astor Ballroom I.

 
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