ISTE 2010 Presentation:
Citizenship, Gridizenship: Online Community Building for Self-Sustaining Safety

Presentation Resources




Description


[Formal Session : Panel] Monday, 6/28/2010, 8:30am–9:30am
Vicki A. Davis, Westwood Schools with Anne Collier, Marianne Malmstrom and Bron Stuckey
Learn how engaging students in virtual communities can provide compelling "teachable moments" for students to explore and understand safety and citizenship issues. Recommended by ISTE's SIGVE



Theme/Strand:
Digital-age Teaching & Learning—Literacies for the Information/Creativity Age
Audience:
Technology Integration Specialists, Technology Facilitators, Technology Coordinators, Teacher Educators, Teachers, School Board Members, Superintendents, Staff Developers, Principals, Library Media Specialists, Curriculum Specialists, Chief Technology Officers
Level:
All
Skill:
Not Applicable


NETS•S:
1- 6
NETS•T:
1- 5
NETS•A:
1- 3, 5
Keywords:
digital citizenship, virtual worlds, safety, second life, open sim


Primary URL:
[[@|http://ad4dcss.wikispaces.com]]

Purpose & Objectives

This panel is focused on the practical and protective aspects of digital literacy and citizenship and how the panelists are each working with students on developing those skills. Come and learn how engaging in a virtual community can provide compelling "teachable moments" for students to actually explore and understand safety and citizenry issues. Students in these contexts themselves become part of the safety net in the system. Their engagement leads to doing more than just following rules as they learn to embody the norms and care about safety within their community for all.
Presenters will share their specific examples of how they used virtual and/or online environments to engage students in digital citizenship learning through experiential knowledge and project driven methodologies. A wide variety of examples in an assortment of spaces will be shared and discussed including Digiteen Island in OpenSim, Woogi World (Elementary school), Quest Atlantis (virtual world for ages 9-16), and other spaces including some very low cost and free, open source alternatives.

Outline

Content: Each panelist will share their specific example of teaching of digital citizenship via virtual worlds and/or online spaces, outcomes and best practices which will be expounded upon by researchers on the panel based upon current findings concerning excellence in digital citizenship instruction.
Outline:
Each teacher/ practioner panelist (3) will share their specific example in 6 minutes with a 4 minute response from a researcher. The final thirty minutes will be spent discussing overall questions concerning experiential learning as it relates to digital citizenship, safety concerns, coaching practices for fostering discussion, "troubleshooting" problems, and liaison with administration concerning the technology and virtual/ online spaces.
A backchannel for this session will be set up so that participants may ask questions as necessary.

Supporting Research

The panelists will showcase projects that exemplify aspects of 21st century learning; the learning affordances of virtual worlds (Kafai,2008), transformational play (Barab, Gresalfi & Arici, 2009; Dede & Barab, 2009), strength of tween knowledge sharing (Fields & Kafai, 2009) and teen social networking (Boyd,2008) to name but a few. But more than the purely explicit and curricular learning these projects also allow students to experimentally develop competence in cultivating digital identities, online communities, distributed leadership and social norms.
After a three year ethnographic study in The Digital Youth Project, Mimi Ito and a team if highly distinguished researchers (Mimi Ito etal, 2008) asked "And rather than assuming that education is primarily about preparing for jobs and careers, what would it mean to think of education as a process of guiding kids� participation in public life more generally, a public life that includes social, recreational, and civic engagement?" This panel offers some answers to that question as we demonstrate the benefits for students in online educational spaces focused not on restricting student activity but on providing authentic opportunities for social and civic engagement.

Project Web sites


References

Barab, S.A., Gresalfi,M. & Arici, A. (2009) Why Educators Should Care About Games, Educational Leadership, September 2009, 76-80
Boyd, D.M., (2008) Taken Out of Context: American Teen Sociality in Networked Publics, online dissertation, http://www.danah.org/papers/TakenOutOfContext.pdf (accessed 10/06/09)
Dede, C., Barab, S.A., (2009) Emerging Technologies for Learning Science: A Time of Rapid Advances, Journal of Science Education and Technology, Volume 18, Issue 4, 301-304
Fields, D. A. & Kafai, Y. B. (2009). A connective ethnography of peer knowledge sharing and diffusion in a tween virtual world, International Journal of Computer Supported Collaborative Learning, 4(1), 47-68.
Ito, M., Horst, H., Bittanti,M., Boyd, D.M., Herr-Stephenson,B., Lange,P.G., Pascoe, C.J. & Robinson, R. (2008) Living and Learning with New Media: Summary of Findings from the Digital Youth Project, The MacArthur Foundation, Chicago, Illinois.
Kafai, Y.B., (2008) The Affordances of Virtual Worlds and 21st Century Learning Environments, MacArthur Foundation�s Digital Media and Learning Initiative Blog. http://spotlight.macfound.org/blog/entry/affordances_virtual_worlds/ (accessed 10/06/09)

Presenter Background

Panelist and Submitter - Vicki Davis - Vicki Davis - Teacher and IT Director - Westwood Schools, Camilla Georgia; co-winner SIGTEL's Online Learning Award 2007; Taking IT Global Best Online Learning Project 2006; Edublog Award for best Wiki 2006; Wikispaces Wiki of the Month December 2005; Winner Edublog Award - Best Teacher Blog 2008; Finalist Edublog Award Best Teacher Blog 2006, 2007; Finalist Edutopia's Totally Wired teacher Award 2007; Contributor to Wikis in Education by Stewart Mader begin_of_the_skype_highlighting end_of_the_skype_highlighting, Brown University; Authored articles for Cable in the Classroom magazine, Leading and Learning, Technology and Learning; Edutopia; Author of the popular Teacher Blog Cool Cat Teacher; presenter at NECC 2007, 2008, 2009; presenter at the Future of Education Conference, K12 Online 2006, 2007, 2008 (keynote), and 2009; Maine Technology Conference 2007; Illinois technology Conference 2008; Tech Forum - Chicago 2007; Georgia Educators Technology Conference 2006, 2007; Keynote Presenter at the Center for Quality Teaching and Learning at Columbus State University Columbus, Georgia; Keynote 2009 - North Carolina Technology in the Classroom Organization, CUE, IL-TCE; Discovery STAR Educator; Google Certified Teacher and Keynote Speaker; Computer Using Educators 2009 and other conferences. Co-founder Flat Classroom Conference. Named Pioneer in Open Sim, 2009.

Dr Bronwyn Stuckey begin_of_the_skype_highlighting end_of_the_skype_highlighting: Postdoctoral Research Fellow and International Liaison Quest Atlantis. Bron is a postdoctoral fellow in the Quest Atlantis team and works to develop community attributes on the program both for students and teachers. In general her research over the past eight years centered on building Internet-mediated communities and the attendant areas of social network analysis, discourse analysis, trust and identity. She brings this expertise to implementation and research work in virtual worlds. Her recent work in Quest Atlantis has been in global community development, teacher professional development and in developing ties between schools and teachers in networks across the globe. Part of this research has included an examination of the way in which virtual worlds and the norms they embody provide confidence, safety and security for members. Some of Bron's applied research interests in Quest Atlantis lay in employing social network analysis to determine the value of and the factors that facilitate and sustain close and weak ties in global 3D multi-user environments like Quest Atlantis. She considers herself in a very lucky position of being able to do most of this global work from her home in Sydney, Australia.

Anne Collier is co-director of ConnectSafely.org; founder/editor of NetFamilyNews.org, a 10-year-old nonprofit organization about youth, technology, and Internet safety; and co-author of MySpace Unraveled: A Parent's Guide to Teen Social Networking (Peachpit Press, 2006). Anne is co-chair of the Online Safety & Technology Working Group, the first such task force under the Obama administration, and last year served on the Online Safety Technical Task Force at Harvard's Berkman Center for Internet & Society. A Massachusetts native, she lives and skis with her husband and two sons in Utah's Wasatch Mountains.

Marianne Malmstrom has been an educator for over 25 years. Her fascination with using emerging technologies in the classroom led to her current position as a middle school technology teacher at The Elisabeth Morrow School in Englewood, NJ. She has worked with colleagues to develop a program rich in the use of multimedia. Her school has received two JPMorgan Chase awards for �Excellence in the Use of Multimedia� as part of WLIW�s Teaching & Learning Celebration. Marianne's video credits include �ISTE in Second Life�. and �No Future Left Behind�.
In Second Life, Marianne is known as "Knowclue Kidd". She has volunteered as an ISTE docent since May 2007 and has been responsible for organizing several online projects such as the SLEDcc 2008 Machinia Festival. As an early adopter virtual worlds and machinima (video created using 3D virtual environments), she has been keenly interested in what these new tools bring to education. At her school, Marianne is currently developing curriculum to build social and media literacy skills using Quest Atlantis the the Second Life Teen Grid.