Overview
| Instructional Objective | Learners
| Context | Motivation
OverviewThis simulation will recreate the Great Depression in Second Life, an online simulation program. Students, with a partner, will enter Second Life and become dressed as a person during the great depression. The instructional goal of this simulation is for students to understand the time period from different points of view while reading the novel The Grapes of Wrath by John Steinbeck. This simulation can also accompany any other piece of literature from the same time period. This lesson is executed in sync with an 8th grade technology course. Instructional ObjectiveThis simulation addresses the following grade 8 California English standards: Grade 8 English standard addressed: 3.0 Literary Response and Analysis Students read and respond to historically or culturally significant works of literature that reflect and enhance their studies of history and social science. They clarify the ideas and connect them to other literary works. The selections in Recommended Literature, Kindergarten Through Grade Twelve illustrate the quality and complexity of the materials to be read by students. 3.4 Analyze the relevance of the setting (e.g., place, time, customs) to the mood, tone, and meaning of the text. Research and Technology While participating in the simulation, students will demonstrate understanding of The Great Depression Era by writing skits that simulate real life situations during the 1930's. The skits will have to incorporate research the students gather from the Internet prior to participating in the simulation. The students will also incorporate their original ideas with researched facts to demonstrate a dynamic understanding of the era. LearnersThis Second Life simulation is designed for an English class paired with their technology class. The learners are between the ages of thirteen and fourteen, so we'll be using teen Second Life, which is student friendly. The students have access to a computer lab so each can have a access a computer, although they will be completing the project in pairs. The class will be meeting with other classmates to perform the skits together on Second Life. The students in the English class also are in a technology class. The students have background knowledge of the Great Depression era from the The Grapes of Wrath as well as internet research that they have already performed in their English and Technology classes. Context of UseOur simulation will be used at school and the skits can be performed many times. Prior to participating in the skits, the participants will have read The Grapes of Wrath by John Steinbeck, which takes place during The Great Depression. They have already researched the Great Depression in both their English and Technology class. This simulation is an extension on their prior learning. Students will record their skits using the Second Life recording feature and the class would watch all of the simulations during a later class period to further solidify their understanding of The Great Depression Era. A single skit would take five to ten minutes in Second Life. MotivationThe students will be motivated to learn about The Great Depression Era and the lives of the people during that time period because they are able to direct their learning toward that which interests them about that time. The students will be learning hands on and interacting in the environment with live dynamic characters. This personal interaction increases student motivation. There is additional value and motivation in that students are bringing history to life and can start to see how the people of the Great Depression Era lived. The student confidence is also high in that the students can revisit second life many times over and take the simulation a step farther. Instead of just changing their outfit to resemble a person from the 1930's the students can change their facial appearance and body structure. The students can also decide the level of comfort they have in delving into this environment. Avatars and RolesThe students will enter teen Second Life and change their clothing to resemble characters from The Grapes of Wrath or members of a 1930's Great Depression society. Depending on the skit, students would be able to choose from a selection of pre-made 1930's style clothing. The different 1930's avatars' clothing, apparel, and scenes, are pre-made by students in their technology class. Skit #1 A father in the Great Depression goes to the bank and tries to get the family's money out. Avatars needed for this skit: Papa Joad, bank teller, Setting: Bank Skit #2 A mother in the Great Depression goes to the market and get enough food for the family. Avatars needed for this skit: Mama Joad, grocer Setting: Grocery Store Skit #3 A man trying to get a job. Avatars needed for this skit: Pa Joad, or one of the Joad boys, office worker Setting: the unemployment office Objects and LocationsVirtual locations will be needed to perform each skit (see settings above). The setting will be pre-designed by the teachers and will look like actual locations from the 1930's. The scripts will not be pre-written by the students, since the simulation will test their knowledge of the time period. The learners are developing knowledge of Second Life in their technology class simultaneously in this project. In technology class, students will have the time and opportunity to develop a class " bank" of 1930's type outfits, in which they will later dress their avatars. The learners are also creating 1930's type environments for extra credit in their technology class. The locations groups of students are building are a bank, grocery store, a typical home, unemployment office, and a shack. These locations will set the stage for their skits. Game GoalThe simulation will be recorded in teen Second Life, and emailed to the teacher. The teacher will grade the simulation based on a pre-made rubric that evaluates how well the students demonstrated understanding of the Great Depression Era. The simulation goal is that students can demonstrate their understanding of the Great Depression by acting out skits of different personas of people reliving The Great Depression. Recorded simulations will also be played for the entire class at a later time so students will be able to see each skit reenacted during the Second Life Great Depression.
Play by Play1. Students read The Grapes of Wrath, and conduct internet research in their English and Technology class to understand the time period of The Great Depression.
Some of the items may look like this:
Here is an example of a shack setting:
Or another view of the shack:
ReferencesElectronic
Last updated November 05, 2007 |