Tuesday, March 16, 2010

Avatars



Avatars are an animation that you can design yourself and then write or record a narration for, then watch their mouth move as they 'speak'.

Avatars will encourage creativity in learners. If we introduce ICTs to children in stages of simple to more complex, then avatars, which are not very difficult even for young children to manipulate, can be a reward for mastering another technology, or a different classroom task. I like the idea of using ICTs in a reward system because it reinforces the idea that ICTs should not be a chore or a task, but should be part of engaging students in their learning at all levels (Learning Engagement Theory). Engagement Theory (Kearsley, G., & Schneiderman, B., 1999) proposes that to involve learners in authentic and meaningful tasks, ICTs will not only interest and motivate students, but will provide them with access to ways of contributing to the outside world (real focus) and applying knowledge in new ways.

Avatars can be used to introduce new topics, making them humorous, or otherwise engaging the learners. That first 'hook' is so crucial to get the learners motivated and interested. 21st Century children enjoy the possibilities offered by technology, and because they are so used to television, wii and other modes of technology with moving and colourful images, an avatar on screen might get them that much more engaged in the learning process.

Students could also create an avatar to represent themselves and post it onto a class wiki. Perhaps we could create a class wiki to create a sense of unity and comradeship in the classroom. Each student can speak through their avatar and offer advice to others problems, or discuss issues that they have at home or at school themselves. Feedback from peers is so important in creating positive self-image and in being open about problems that children cannot or will not discuss with their parents. All communications would have to be closely monitored by the teacher to make sure appropriate 'netiquette' is maintained, as well as empathy, compassion and common sense.

Because there are animal, human and inhuman avatars, students could choose an avatar, then write a story with this avatar as the central character (i.e 'My Life As A Dog'. Alternatively they could be asked to research the chosen avatar and write a short report about its defining features (i.e The most well-known vampire is the Count Dracula. The idea of vampires first appeared in...etc etc). The report could be in first person, with the avatar in question then presenting the report to the class on the screen.

Use an avatar to create tests (i.e I am a horse; if I get through two bales of hay every five days, how many bales of hay will I eat in one year?)

The options are limited only by your imagination. Better yet - they are only limited by the imaginations of an entire class of children. Excellent!


REFERENCES

Kearsley, G. & Scheniderman, B. (1999). Engagement theory: a framework for technology-based teaching and learning. Retrieved from CQ University e-course, EDED20491 ICTS for learning design, http://e-courses.cqu.edu.au

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