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Vince LoTempio

Seamus McCarville

Marc Rinow

08 09 Project Summary

Lancaster Central School District


                                                         

Atomic Bomb Museum Simulation in Second Life 

 

1.  General Overview of the Proposed Project:

___     Since technology is advancing so fast in the 21st Century, and our students come to us with more advanced skills in that area every year as “digital natives,” it is important for teachers not only to be aware of the new technology, but also be able to employ it in their classrooms as effective teaching tools. We must change the way we present material, especially in the social studies, in order to capitalize on the use of the technology and skill sets that we are presented with now (and in the future).

           To take the first steps in this direction, the three-man team from Lancaster Middle School has devised a debate format simulation to be run entirely in the virtual world, Second Life. The topic is the atomic bomb as used relating to WWII, and a proposed museum dedicated to all things concerning nuclear weapons, Hiroshima and Nagasaki, the Manhattan Project, and the legacy of the development of these weapons. The idea is to have a role-play with multiple points of view on the bomb debating what should be included in the museum and how it should be presented in a sensitive, tasteful manner.  

 

2.  Clear Purpose and Objective:

There are two purposes to this project:

          (1) to learn how to adapt a very powerful tool for educational purposes, namely virtual reality simulations (MUVES, or multi-user virtual environments).

          (2) to demonstrate to teachers how MUVES can be used with their own students, as well as how to design and execute lesson plans in the virtual world. The hope is to take the anxiety out of the process for teachers so they can engage the latest technology fluidly and effectively.  

 

3.  Stakeholders: grade level, who will benefit, who will participate in this project.       

          The Stakeholders are (a) the teachers who will be exposed to a sort of “virtual simulation training” as active participants, and (b) the students that these teachers have in the future who will benefit from the implementation of this type of technology use in the classroom.

 

4.  U.S. History Content Area

          The areas of content that will be addressed are WWII (the atomic bomb, Manhattan Project and the science of nuclear power, Hiroshima/Nagasaki and the use of nuclear weapons, ramifications for the Cold War, the idea of Mutually Assured Destruction (MAD), and the ethics of nuclear weapons.

 

5.  Outline Describing Content

I. Set up: numerous objects will be created right in Second Life by the Lancaster team, such as

·        A conference table and nameplates for all the character parts will be created/built in second life.

·        “Boxes” for each participant which contain note cards outlining their role, as well as any costumes for their part (created/built in Second Life).

·        Note cards will also be included in the boxes that outline the purpose of the SIM and how the debate will be conducted.

·        Special chairs will be created in Second Life with programming script that allow participants’ avatars to raise their hands to ask the moderator to speak (helping to keep order).

 

II. SIM execution:

·        The person playing the part of the museum curator will be the moderator. Using guiding questions, they will keep the debate/discussion going. The ultimate goal is to let the participants debate the use of atomic weapons in WWII. The moderator will periodically bring them back to the “purpose” of the at times to ask another leading question.

·        Leading questions will be addressed to all participants, moving around the conference table in a clock-wise fashion. Initial remarks and introductions first, then items to be included or excluded.

·        In the end, the participants will have to agree to disagree

 

 

6.  Software to be used, internet materials, contacts, etc.

          The entire atomic bomb museum simulation will take place on line at Second Life. Any educator taking part will already have registered for an avatar (on line virtual personality). There are no costs to the participants, just a few incidental costs to the Lancaster teachers in order to provide “costumes” for a few of the various parts (like military uniforms, Japanese clothing for Hiroshima and Nagasaki survivors, and the upload of a few graphics for objects to be constructed by the team).

          Contacts are numerous through a network that the Lancaster Middle School teachers have developed. Andrew Wheelock from Erie 1 BOCES is our contact for use of space in Second Life to set up and run the simulation.  He also is the director of the Virtual Pioneers, a group dedicated to using MUVES in just the way that we are proposing in this TAH project. The Virtual Pioneers web site and “home base” in Second Life will be used to sign up active participants and advertise the simulation.

          We also have made arrangements with other educators in Second Life to act as technical support to help resolve any issues that may crop up during the simulation. They have agreed to do this so that the Lancaster crew can focus on the SIM even if issues arise.

 

7.  Level of Student Involvement

          We envision student involvement in the not too distant future. We plan to run this SIM and use the results to present to our local school board in order to obtain a “green light” to bring this type of technology into our school district. The atomic bomb SIM will be one of many pieces we use to convince them that MUVES are a viable and powerful tool with almost limitless possibilities for educational use.

 

 

8.  Evaluation process (include students when possible)

          The evaluation process will involve:

 

·        A “post-mortem” discussion with participants immediately after the SIM to get their first impressions.

·        Examination by the Lancaster MS teachers on any holes in the presentation and running of the SIM. What could be improved? What went well, what went wrong? How could we adapt this better for students?

·        Feedback from participants (peer review). The use of on-line messaging such as Twitter and a discussion board at the Virtual Pioneers web site are the two main places that participants can offer constructive criticism and advice after they have had some time to think about what they went through at Second Life.

9.  Timeline: how you envision the project being carried out between start up and conclusion

The timeline for this project is December 2008 through February 2009. The actual simulation will take place at 8 PM eastern standard time on February 8, 2009.


TAH Project:

Reflection and Evaluation

 

 

Marc Rinow, 7th Grade U.S. History

Seamus McCarville, 7th Grade U.S. History

Vince LoTempio, 8th Grade U.S. History

Lancaster Middle School

Second Life: Atomic Bomb Museum (“Meeting of the Minds”)

December through February 10, 2009

 

 

February 16, 2009

 

            The set up for the Second Life “Meeting of the Minds” was more involved that we first thought. We had to construct the conference table and name plates for the various participants. This is where networking came in to save the day. Marc Rinow is the master at networking on Second Life, and has brought both Seamus and Vince a long way in that regard. With help from a few friends at Second Life, we learned how to build objects. The real lesson was that this kind of help accelerates a person around the learning curve. It was not too difficult to build an object, but to build it well and save it correctly to pass on to others is tricky unless you have someone give you the little tips and shortcuts.

            Once we had the site items done, we had to put together a package for each participant. We decided on creating boxes for each person with a note card and costume. The note card gave some background info on their character, as well as an outline on their character’s point of view regarding the atomic bomb. Seamus did the research for the cards and created them. Vince created another card describing the purpose of the simulation and the ground rules for the debate. This was to be in each box, but we were one meeting short on Second Life, so we did not get the opportunity to include that card (a function of whoever creates an object controls that object).

            Then we had to advertise this event. Andy Wheelock from BOCES, and the director of the Virtual Pioneers, sponsored the event at Lighthouse Island, Second Life. He also put us on the web site list of events and got the word out so we could round up not only participants but observers as well. We hoped to show in some small way the potential for virtual simulations with students. The Lancaster team also put the word out and recruited a few of the key players to ensure that the SIM would be lively.

            The plan was simple. The “Meeting of the Minds” was intended to spark debate on the dropping of the atomic bombs on Hiroshima and Nagasaki. Our cover was to engage all participants in debating what should be included in a museum dedicated to the atomic bomb, and what items should or should not be included. Also, the participants were to discuss how the bomb and all artifacts should be presented to the public.

On Februarly 8th everything was going according to plan. We had a large crowd of participants and observers. Marc Rinow got everyone settled by handing out the boxes to participants, Vince (as museum curator) got the proceeding off to a good start, and Seamus led off perfectly, setting the example for other participants. Then the sound capabilities crashed on Second Life just six minutes into the simulation. After a chaotic few minutes, it was decided to reschedule for Tuesday, February 10. Even though many participants wanted to try and continue, we realized that voice capability was essential for this SIM.

On February 10, we were able to get through the SIM. The debate went well. Participants veered off into the debate about dropping the bomb, and should it have been dropped at all? After 46 minutes the SIM had to be ended by the moderator (otherwise we could have gone on for hours). Immediate feedback was very positive. All participants said they really enjoyed it, and observers were telling us that is looks like it would be a great idea for students. The use of Twitter also helped with feedback.

The use of Second Life for this SIM has really given us the desire to bring this technology into our classrooms. It will have to be on Teen Grid, and we will all have to go through whatever background checks there are, but we feel that it is worth it. There are so many possibilities to engage students in social studies subject matter, and the bonus is that they will not mind doing the work (research if necessary). They already have the mindset and many of the skills needed. They are the digital natives growing up in a world with technology as part of their everyday lives. What a huge carrot to have for student motivation.

There were many things that we learned by running this SIM. The fact that we used educators and technology people as “guinea pigs” was a plus. Getting feedback from any colleague’s point of view is like having more than three sets of eyes looking at the live SIM. A few things that we feel are essential to have success when using the virtual world as an educational tool:

·        It is far better to have a team working on this type of endeavor. There were three of us dividing up the research, technology issues (like learning how to build in Second Life), and making sure the logistics were well thought out. Bouncing ideas off of each other helped us to avoid some problems that a person working solo may have missed.

·        Networking!!! The amount of time we saved by getting help and advice from fellow educators involved in Second Life made it possible to run the SIM. They also helped by taking part, and then giving us feedback.

·        Set up anything you are going to use for a virtual world simulation and do some sort of “dry run.” It took us a couple of hours to set up the conference table, chairs, and name plates and test everything out. It was time consuming until we got in a little practice at rotating objects and lining thing up correctly. I am sure a second time around would be much less time. It is just something that we all will have to go through.

·        Have a plan “B” ready if there is a problem. We did not. So when voice went out on the Second Life server, we spent some time trying to figure out what we should do. We finally agreed to reschedule, which was the best idea. It would be a very good idea to have a “rain date” set up in advance.

·        There is a list of issues we have been discussing relating to having students instead of educators taking part in the simulation. How do you keep them from private texting? What will the evaluation look like for students? How do you design a lesson in Second Life that allows for all to be actively involved, and not just tourists?

·        Another discussion we are having is how do we bring this technology into our school district? We will need to go to the school board, so what is our ammunition, and what is the best way to present and field all questions? Do we need to write a grant for hardware?

 

We hope to run one more SIM on a little larger scale with educators before we decide to cross the bridges with our school district.

 

 

Marc Rinow

Seamus McCarville

Vince LoTempio

Lancaster Middle School

 

 

 

 

 

 
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