JOVS 2
Journal of Virtual Studies (JoVS) v. 2 no. 1 (2011); ISSN 2155-0107
2011 Virtual Worlds Best Practices in Education (VWPBE) Conference Proceedings; Kevin Feenan, Kae Novack, Chris Luchs
Abstract:
The Virtual Worlds Best Practices in Education Conference is an annual conference which is managed by Rockcliffe University Consortium in trust for the virtual world community. This year's organizers were Kevin Feenan, Kae Novak, and Chris Luch. The design theme for the 2011 conference was Steampunk. The conference was held Mar. 17-19, 2011 in Second Life.
Executive Committee
The Virtual Worlds Best Practices in Education (VWBPE) conference is held in trust for the Educational Community by Rockcliffe University Consortium (RUC) who are responsible for the financial, copyright, and infrastructure concerns of the conference. The VWBPE Executive Committee is made up of members from Rockcliffe’s Board of Directors and Advisory Board.
This year‘s Executive Committee was comprised of:
Kevin Feenan [SL: Phelan Corrimal] Chairman, Rockcliffe University Consortium (RUC)
Kae Novak [SL: Kavon Zenovka] RUC Advisory Board Member
Chris Luchs [SL: Abacus Capalini] RUC Advisory Board Member
Committee Chairs
Finance & Logistics: Kevin Feenan [SL: Phelan Corrimal]
Facilities: Kevin Feenan [SL: Phelan Corrimal]
Communications: Deb McCormick [SL:Seeker Esparza], Lorraine Mockford [SL: LoriVonne Lustre]
Ombudsman: Chris Luchs [SL: Abacus Capalini]
Programs: Kae Novak [SL:Kavon Zenovka], Rurik Nackerud [SL:Rurik Bellingshausen], Chris Luchs [SL: Abacus Capalini]
Social: Rosie Vojtek [SL: Roxie Niero], Marie Booz [SL: Mandie Mimulus]
Volunteers: Rinda M. Conwell [SL: MLani Montgomery]
2011 Conference Summary
Raw Numbers
The 2011 Virtual Worlds Best Practices in Education Conference has been another very successful event for Educators interested in using virtual world technologies in the classroom. Some of the raw number for 2011 include:
- Over 2400 unique attendees (taking into account participants that had more than one alternate account);
- Average participation time was approximately 3 hrs per person;
- Participants came from 91 countries around the world;
- New avatars less than 6 months old accounted for 13% of the over all participants;
- The average overall age of attendees increased to 30 months
On balance all numbers are either flat (new avatars) or up (number of attendees) compared to previous years. This appears to be a positive in terms of community development. While the general trend has appeared to be a scattering of the educational community to OpenSim and other venues as a result of recent changes at Linden Lab, Second Life appears to still be where the community roots are firmly established.
Conference Highlights
Without a doubt the most talked about component of the conference was the central auditorium.
This purpose built 200-seat facility was the master work of Firery Broome and Paramparamm Papp who developed the original steampunk auditorium concept from scratch. In so doing they have completely raised the bar for virtual world immersive experiences for conference goers in the future.
Other aspects of the conference which were extremely well received were the awards for Poster Exhibits and Machinima. This component had definitely taken us by surprise as the relaying of the winner‘s for this year‘s conference went viral almost immediately after they were announced. We are looking forward to continuing this recognition of best in class in future conferences.
The Virtual Explorations components of the conference were also expanded this year to include may more virtual worlds than we had previously visited in past conferences. The staples including World of Warcraft and Club Penguin were well received. Other virtual worlds including Sunoco and Venugen appear to be still coming into their own. However we are expecting big things from all of these environments (and more) as the virtual landscape continues to evolve.
Common Themes
There were several common themes running throughout this year‘s conference including the greater need for integrated solutions, mobile avatars, and better tools for creating immersive experiences. There was unfortunately a lack of tools and workshops highlighting these serviceswhich shows a big potential for both commercial and non-commerical organizations to fill a critical need by educators.
Summary
Overall the conference once again proved the power of open collaboration and the ability of a community to come together to showcase the best of what is available. The conference itself would not be possible without the support of several dozens of volunteers who have been engaged in all aspects of the conference from planning, building, training, and communication within and among their peers. It has been our privilege to be forefront of where new technologies are leading education and collaboration and we are looking forward to many more years to come.
Kevin Feenan [SL: Phelan Corrimal]
President, Rockcliffe University Consortium
VWBPE Executive Committee
2011 VWBPE Best in Class Awards
2011 marks the first year that the VWBPE Conference introduces award categories to encourage friendly competition showcasing best practices. This year the Virtual Worlds Best Practices Program Committee sponsored two competitions: Machinima and Posters.
We are pleased to announced the winners.
Posters
Best Example of Educational Practices in a Virtual World
1st Place | NASA eEducation in Second Life | Stephanie Smith
2nd Place | Dream Realizations | Ute Frenburg, Cooper Macbeth, Maike Tierbal, Alexsis Kamala
3rd Place | Senior Project® at P4DL, Inc. | Kathleen Norris
Best Interactive Display
1st Place | Virtual Pioneers | Spiff Whitfield
2nd Place | NASA eEducation in Second Life | Stephanie Smith
3rd Place | Rockcliffe University Library | [SL: Mel Krupinski]
Best Use of Design Theme
(The design theme for VWBPE 2011 was Steampunk)
1st Place UnSymposium Rurik Bellingshausen, Kavon Zenovka
2nd Place Virtual Pioneers Spiff Whitfield, Serena Offcourse
3rd Place Working Relationships Deb Quintessa, Van Hoffnung, Trill Lomu, Gypsy Paz
People‘s Choice
1st Place Fragility of Spaces: Architectural and Design based Education and Practice Moira Hunter [SL: Busy Link] Lesley Scopes [SL: Light Sequent]
2nd Place Virtual Pioneers Spiff Whitfield, Serena Offcourse
3rd Place NASA eEducation in Second Life Stephanie Smith
Machinima
Best Educational Machinima
1st Place SWIFT Virtual Genetics Lab Paul Rudman, Suzanne Lavelle http://youtube.com/watch?v=uMMfHZUNpZY
2nd Place Kansas to Cairo Project I Bernhard Drax http://youtube.com/watch?v=_GPcW2Q-b24
3rd Place Muinji‘j Becomes a Man Marlene Brooks http://youtube.com/watch?v=p5A1dL6WbBU
Best Production
1st Place Muinji‘j Becomes a Man Marlene Brooks http://youtube.com/watch?v=p5A1dL6WbBU
2nd Place Click: Immersive & Interactive Virtual Art Lori Landay http://youtube.com/watch?v=2Sf3Q2VAlKE
3rd Place Kansas to Cairo Project I Bernhard Drax http://youtube.com/watch?v=_GPcW2Q-b24
Best Story Line/Narrative
1st Place Time Travelers–Episode 1–The Time Machine PookyMedia http://youtube.com/watch?v=KCvktXDi6Z8
2nd Place Muinji‘j Becomes a Man Machinima Marlene Brooks http://youtube.com/watch?v=p5A1dL6WbBU
3rd Place WB Yeats–An Irish Airman Foresees His Death Russell Boyd http://youtube.com/watch?v=tLvHTDa1fkE
People‘s Choice
1st Place SWIFT Virtual Genetics Lab Paul Rudman, Suzanne Lavelle http://youtube.com/watch?v=uMMfHZUNpZY
2nd Place Mars Rover1 Ines Ogura http://youtube.com/watch?v=X_Os78mGCU4
3rd Place Ask the Expert Water Cycle Ines Ogura http://youtube.com/watch?v=7__SqX82IoE
SECOND PHYSICS: POPULARIZATION AND OUTREACH OF SCIENCE IN THE ITALIAN SECOND LIFE COMMUNITY
Beatrice Boccardi [SL: Calliope Lexington] Second Physics
Franco L. Fabbri [SL:Talete Flanagan] Second Physics
Michela Fragona [SL: Marjorie Fargis] SLArt
Antonio Nardone [SL: Swina Allen]
Giovanna Parolini [SL: Giovanna Delphin] Immersiva.2life
Renato P. dos Santos [SL: Otaner Merlin] Second Life Physics
Abstract
This paper describes the aims and the activities of the group Second Life, starting from the exhibit presented at the 2011 VWBPE Conference in Second Life. The educational events and instruments for science popularization have been carried out between 2009-2011. The virtual world Second Life is an immersive environment ideal as a laboratory for experimentation and the production of culture sharing cooperating.
Keywords:
immersive, metaverse, science popularization, adult education, integration, collaboration, twinning
Introduction
Created as a programme for entertainment, Second Life has been rapidly recognized for its potentialities in the field of education and of the promotion of scientific culture. We are convinced that human beings acquire most knowledge through hands-on experiences and through their interactions-with other human beings and with the surrounding environment. The self-managed formative programmes and the socializing feature of the Internet, the Web 2.0 in particular, based on practice and characterized by immersiveness, have proved to have a good efficacy. The 3D worlds are their natural evolution, and Second Life is a field for experimentation and the creation and dissemination of culture [1].
Second Physics, founded in 2007 by Talete Flanagan, is an Italian no-profit group for the popularization and outreach of science in Second Life, where it has been operating permanently since 2008. This year we have joined the VWBPE with a poster session showing our activities in SL since the group was created. The presentation of Second Physics runs "Physics is around us in every moment of our lives, it has built our present and prepares our future": our mission is the diffusion of scientific culture in SL, physics especially, but our activities deal also with other branches of science. We have 1380 members, comprised a great number of English-speaking avatars. In this paper we report the contents presented at the exhibit at the 2011 VWBPE conference by Second Physics, the educational events and instruments and for science popularization carried out between 2009-2011 in collaboration with the groups Immersiva.2life, SLArt, and with the twinned group Second Life Physics. SLArt also operates with Esplica No-Profit, Laboratory for the Dissemination of Science and Culture in the Digital Age, which puts up cross events [2]. The exhibit has displayed six main programmes for the popularization of science: Scienza on the Road, Second Campus, Scien&Art, Science Cafè, Scienza in Tour, The Illusions and Guessing Game.
Second Life and Science Popularization
The main features of the potentialities of SL are the environment with its operational possibilities (building, scripting), and avatar psychology. Teachers and learners at the same time, can use the creative tools in a participatory way based upon sharing in an immersive environment: you are there and you can really work together to build shapes, experiments, ideas.
Science communication in Second Life follows two main ways. The first is the educational channel, usually a support for courses in Real Life. In this case the content and the format are not flexible and immersivity is not the most significant element. The second channel aims at the diffusion and awakening on scientific topics. In this case, one is not locked in the limits of a school programme and the formats can exploit the peculiarities of the immersive system.
The last way is of particular relevance to the activities of Second Physics, which deals with the adult and permanent education. Besides the individuation of the educational aims and the content of the activity–the specific knowledge to transmit, the most recent developments, the education to a rational, scientific way of thinking, the reflection on how science is communicated in the media-it is also important the choice of the proper format (conversation, lesson, interaction with the audience), the place and time, and the multimedia to be used.
As for communication, besides Italian and English notices and IMs in SL, our events are also advertised in RL through our blog (http://www.scienzaontheroad.blogspot.com/), Facebook, the publication of articles in inworld and online magazines, etc. and many events are broadcasted in streaming (below).
The projects
Since its beginning, Second Physics has created and carried out a number of projects, on its own or through partnerships and twinnings with other Italian and foreign groups.
Scienza on the Road
Second Physics carries out Scienza on the Road together with Immersiva.2life, Italian group for the popularization of culture and art. Scienza on the Road is an itinerant project that combines the aim of bringing science popularization in the Italian lands with the integration of the Italian communities in the metaverse. Thanks to the touring structure of the project, physicists, teachers and experts with teaching and popularizing experience in RL can reach a more numerous and varied audience in the lands where the residents usually hang out, if compared to any other resident activity. The topics range from Physics to Astronomy, from Sub-nuclear Physics to High Energy Physics, to Mathematics, Acoustics, Optics, from the History of Electricity, Neurology, Medicine, Age Setting of Cultural Goods, to Emotional Economy, Science and scientific fiction, Astrophysics, Cosmology, Cyberscience, Computer Science, Music and Mathematics, Molecular Biology. The format is a 1-hour presentation, after which the audience can ask questions on the subject and discuss with the teachers. The audience can also interact with captivating tools like sculptures, fractals, atomic models, optical illusions. So far, 3700 residents have attended between 2009 and 2010, and 56 lands have been reached, with 20 teachers and experts.
The project has had several editions and a new edition is going to start while we are writing. This year we are planning sessions also into the English-speaking lands. The events can be watched in web streaming [4]. This means that the metaverse can reach Real Life and those people who cannot, for some reason, enter inworld.
The conversations are in Italian, and from this year in English, too.
Second Campus
The first semester of Second Campus started in February 2011. The classes are structured in 1-hour lessons in Italian, usually for 5 or 6 lessons, each with final debate among the teacher and the students. They take place at 9:00 pm Italian time (Noon SLT) in the land of Second Physics. The target is students of science and literature and adults interested in the knowledge of new instruments for popularization, and who want to know more about science and scientific thinking. The students receive lecture notes and attestation.
This semester has opened with a course on Literature and Science, and will go on with The Civilization of the Double, the Cosmic Rays and an innovative course on the Blender. Different themes that walk through the intertwinement of literature and science, the story of the mechanic dolls and robots, the discovery of the cosmic rays messengers of the Big Bang, the tri-dimensional modeling, rendering and animation. Literature, science, cyberscience, philosophy, physics, cosmology and graphics techniques: each semester has its own strand, linking these apparently very different approaches. This time the theme is "the copy and the double", and it is meant to build a new ground for discussion and cultural production. At the end of each semester, we are going to discuss the main topic in a meeting-debate among the teachers and other experts and the students.
Scien&Art
The relationship between art and science, especially mathematics and physics, can be traced back to the ancient times of our culture, from the idea of harmony in the Greek architecture, based on the Golden Section, to the tools for observation at the beginning of the Scientific Revolution, to the modern instruments for dating and identification, or new colours and materials for the artistic production itself.
The basic tools of Second Life, building and scripting, favour the production of artworks endowed with the quality of manipulability that meet the requirements of the modern teaching methods and popularization of science more easily than in RL [3].
Scien&Art is a project by Second Physics and SLArt, with the collaboration of other Italian and foreign groups, now at the second edition, aimed at accompanying the artists to express their creativity through scientific concepts and help scientists to communicate creatively. The topics of the first contest were the Atom, the Big Bang, the Cosmic Rays, Electricity, Nanotechnology and the Strings. Besides an artistic jury and a scientific jury, the works were also submitted to the public vote.
Scien&Art is also powered by Esplica, No-Profit, Laboratory for the Dissemination of Science and Culture in the Digital Age.
Cafè della Scienza
The "Café della Scienza" (Science Cafè) in the land of Second Physics opened in May 2010. The format, created by Second Physics and SL Crazy Press is structured as an informal conversation between the presenter and a special guest who tells the audience his scientific passions, his SL experience or introduces the last science news. The events are completed by the reading of articles, vision of clips and special interviews. The Cafès deal with science in the broadest sense: from the energy issues to the meaning of the life experiences in SL and their repercussion is RL, from the Time Scale and the micro- moments to the age of the universe, the electric car and the sustainable development, the more recent SL viewer or Esperanto as the universal language. The audience interact with the guest through questions and expressing their curiosity, so the meeting is similar to a dialogue that all the residents contribute to build. The time is fixed, 9:00 pm Italian time (Noon SLT), before the prime time events, but the scheduling is not. Though the events are expected to last no more than an hour, often the audience is so interested, bright and lively, they last longer than that[4].
The Cafè della Scienza is also powered by Esplica, No-Profit, Laboratory for the Dissemination of Science and Culture in the Digital Age.
Second Life Partnerships
Second Life Physics, founded by Otaner Merlin, is a twinned group with Second Physics. SLPhysics aims at building a constructivist environment for the teaching of physics and we have exchanged events with it. Aiming for a wider dissemination into the youth community who attends SL, as well as taking in account the strongly visual game culture of many of its users, Otaner Merlin has built an 11-floor 'space station' as a laboratory for the study of physics and interactive tools working according to different physical laws. Partnerships and twinning are important to spread the dissemination of science and the exchange of knowledge.
Conclusion
The environment, avatar psychology and the operational possibilities, its intrinsic essence of permanent creative laboratory, make Second Life an ideal place to carry out projects for education and popularization. The activities here described have confirmed these potentialities and are practical successful examples. All the projects presented are in progress and expanding, going on through 2012. These iniziative make concrete the mission of Second Physics, of popularizing science and integrating the communities: the residents, who participate to an event, often come back again, join the group, start a cooperation. This is true also for the groups, both those that work with us, like Immersiva.2life or SL Crazy Press, and the twinned groups, like SL Physics, that expands the number of residents that it is possible to reach.
References
[1] Talete Flanagan, Giovanna Delphin, Marjorie Fargis, Calliope Lexington, Art, Mathematics and Physics in second Life. Paper presented at the APLIMAT Conference, Bratislava, 2010.
[2] http://www.esplica.it/home.html
[3] Talete Flanagan, Giovanna Delphin, Marjorie Fargis, Calliope Lexington, When Art Meets Science in Second Life. Paper presented at the APLIMAT Conference, Bratislava, 2011.
[4] Streaming at http://www.litup.it. Refer to this address also for the archive of past events.
[5] The reportages from the Café della Scienza are at: http://scienzaontheroad.blogspot.com
VWBPE 2011 Videos
Please note that many of the recorded presentations are presented in their raw format and may not have been cleaned up for rebroadcast. They are provided as is.
...from Here to Where? A Roundtable Discussion with Pathfinder, Dave Levinson, David Gibson, and Kevin Feenan on the Future of Virtual World Education and Training
Arranged by Douglas Jerolimov
Virtual world educators are making and exploring new settings for teaching and learning. The sources of innovation are diverse: educational institutions, commercial developers, and game developers. What might we expect to see in future virtual world environments for education and training? What kinds of tools will we use? How will the interface s and interactions change? What kinds of collaboration can we expect among commercial entities and educational institutions? Kevin Feenan will moderate a panel discussion of distinguished experts.
http://vodpod.com/watch/5812074-wvbpe-roundtable-from-here-to-where
“It was like I wasn’t even really there”: A feminist analysis of women college students in Second Life
By [SL: Aimee deNoyelles]
The purpose of this session is to explore how women college students negotiate in virtual worlds. In my research study, I use feminist methods to identify how women in an undergraduate communications class understand the psychological and contextual factors which influence their establishment of identity and interaction in a Second Life learning community. Preliminary findings suggest that issues of avatar choice and control, time and responsibility, and technical competence emerge as influential factors. This session will provide insight into the instructional design of Second Life learning experiences in order to support equal access and participation for all learners.
http://business.treet.tv/shows/bpeducation/episodes/bpe2011-057
As The WORLDz Turn
By Peggy Sheehy
Last year the sky fell in, or did it. Peggy explores all the new worlds of opportunity and online spaces for learning. There is no stronger advocate for innovation with K-12 kids education than Peggy so don't miss this inspiring presentation.
http://business.treet.tv/shows/bpeducation/episodes/bpe2011-047
Breaking the ice: Play, friendships and social identities in young children’s use of virtual worlds
By Jackie Marsh
In this presentation, I outline findings from a study in which children in one primary school in the north of England reported on their out-of-school use of virtual worlds. Survey, interview and observational data are drawn upon in an exploration of the social practices of children as they use virtual worlds, focusing in particular on the relationship between online and offline play, the nature of their online friendships and their construction of social identities in these environments. Findings suggest that there is a complex relationship between children‘s online and offline play, friendships and social identities and that their experience across domains needs to be viewed as a continuum.
http://vodpod.com/watch/5800351-vwbpe-2011-jackie-marsh
Bridging the Gap between 3G and 3D
By Tim Gorree [SL: Digistar Brouwer]
http://vodpod.com/watch/5812077-vwbpe-keynote-tim-coree-digistar
By Shailey Minocha
The ease of navigation and wayfinding in 3D learning spaces can impact on student‘s learning experiences and their ability to conduct activities. In this paper, we will report how we derived design guidelines for navigation and wayfinding in 3D learning spaces to aid designers and educators. Our research involved empirical investigations (user observations and interviews) involving students, educators, designers and literature review relating to web usability, game usability and navigation mechanisms in real-world environments. In our presentation, we will discuss a subset of the design guidelines and present best practice examples for navigational aids such as maps, signs, and teleportation.
http://vodpod.com/watch/5812038-vwbpe-open-university-uk
Emotional Impacts of Digital Media
By Dr. David Gibson
Find out about the fascinating neuroscience work being done with special EEG headsets to map emotions, engagement and thinking by monitoring brain patterns. Dr. Gibosn's team is from the School of Social Transformation, Equity Alliance at ASU, Arizona State University.
http://business.treet.tv/shows/bpeducation/episodes/bpe2011-048
Exploring the Educational Affordances of Web-based Virtual Worlds: Jibe and Unity3D
By John Lester
Educators have many different pedagogical goals, and it is critical to find the best match between tools and specific needs when creating a new learning experience. Fully immersive virtual worlds such as Second Life and Opensim provide a novel way to deeply engage students in collaborative experiences. And for many learning objectives, they are a perfect match. But when leveraging a preexisting curriculum with educational content that may be primarily web-based, many educators are looking for a more lightweight way to engage students with a 3d virtual world experience that integrates more fully with their work on the web.
This session will focus on discussing different learning objectives that educators commonly have, and how to think strategically when exploring the right tool for the right job. It will include a demo of Jibe (http://bit.ly/Jibe_Summary), a web-based virtual world platform developed by ReactionGrid and based on the Unity3D game development system. Participants in this session will learn more about the specific affordances of web-based virtual world platforms and how they may be used as part of the spectrum of different virtual worlds available to educators.
http://vodpod.com/watch/5800359-vwbpe-2011-john-pathfinder-lester
The Fantastic and The Furious: Capturing Moments Through Machinima
By Dr. Phylis Johnson [SL: Sonicity Fitzroy] and Lowe Runo
This presentation is designed to show educators and others the potential of making machinima that moves beyond the mundane to a new level of storytelling that will captivate audiences, especially students. What is it that makes a good story, and how can that be expressed through machinima?
The authors borrow examples from their forthcoming book grounded in numerous interviews from the machinima community, as well as filmmaking research and experience, to reveal the fantastic and furious nuances of this expressive medium that borrows from animation, cinema and television, but has emerged with its own character. This presentation also shares an overview of the state of the machinima practice in virtual worlds.
The Professional Machinima Artist Guild and The Second Machinima Artist Guild serve as member showcases and archival and learning resources to the machinima community and its supporters.
Web References
http://slmachinimaarts.ning.com/
http://www.machinimaguild.com/
Conference Video
http://business.treet.tv/shows/bpeducation/episodes/bpe2011-051
Featured Speaker: Maria Korolov: Our HyperGrid Future
By Maria Korolov
What is the hypergrid, and how can you get on it?
http://vodpod.com/watch/5812068-vwbpe-maria-korolov
Featured Speaker: Randy Hinrichs
By Randy Hinrichs
To experience, it's about being there; to learn, it's about doing there. This keynote takes us into the world of architecting learning experiences. Randy will explore top ten 3D interactive, immersive learning experiences drawing from experiences in the Virtual Biodome, a year-long learning immersion resulting in a Certificate in Virtual World in a joint partnership with the iSchool and the Professional Continuing Education arm of the University of Washington. He will punctuate the emphasis on doing in his award winning virtual world interfaces that utilize 2b3d's unique decision support learning techniques.
http://business.treet.tv/shows/bpeducation/episodes/bpe2011-046
Featured Speaker: Steve Zapytowski
By Steve Zapytowski
vSTEM at Kent State University
Steve Zapytowski gives an overview of the vSTEM (Virtual Science Technology Engineering Mathematics) project at Kent State University-progress so far and still planning for the future as part of iLIVE (Institute for Learning in Virtual Environments)
http://business.treet.tvshows/bpeducation/episodes/bpe2011-054
A Funeral For Teen Second Life: A Presentation From Beyond the Grave on the Future of Mixed-Age Education in Second Life
By Barry Joseph
Eulogizing Teen Second Life over the open casket of his Teen Grid Avatar, GlobalKids Bixby will share his deep grief over the loss of Teen Second Life. Meanwhile, a surprise guest will celebrate the end of Linden Lab‘s ―Don‘t Ask, Don‘t Tell Policy‖ for teens and herald the new age of mixed-grid education in Second Life.
http://business.treet.tv/shows/bpeducation/episodes/bpe2011-049
Going Live: Innovating Business Education through Virtual Worlds
By Robin Teigland
One of the pedagogical focuses at the Stockholm School of Economics is to enable students to "go live" in their studies. As part of their coursework, students interact with practitioners such as multinational company executives and entrepreneurs to help them solve their real-world, real-time problems in what we have labeled "Live Cases". As such, students make practical use —and sense— of the theories that are presented in their discipline-based courses. In this session, I will present some examples of how we have used Second Life in "Live Cases" within the areas of strategy and innovation.
http://vodpod.com/watch/5812095-vwbpe-robin-teigland
Influence of avatar choice on expectations, perceptions, and evaluations
By Dennis Beck
Much has been written about the influence of MUVE's on identity. For example, Sherry Turkle has written in-depth about the use of MUVE‘s for what she calls, "identity play". But the other side of the identity coin is the perceptions of others. In the physical world, how we perceive others has a great influence on their self-efficacy and achievement (i.e. factors that influence identity). But how does that translate to a MUVE? What opportunities and pitfalls do these perceptions create for those who frequent MUVEs? This talk will explore these issues in the context of education, as we discuss the influence of teacher and student avatar choice on the perceptions, expectations, and evaluations of others.
Website:
http://coehp.uark.edu/8635.php
http://vodpod.com/watch/5812051-vwbpe-dennis-beck
Keynote Speaker: Mal Burns
By Mal Burns
http://vodpod.com/watch/5800348-vwbpe-2011-mal-burns
Keynote Speakers: Veteran Dialogues
By Scott Thompson [SL: Jazz Davidov] & Larry Winters [SL: Brotherkeeper Snowpaw]
Coming Unhinged and Feeling Whole: Carbon Based to Virtual World Dialogue
The 2 presenters are both experienced facilitators and have created in New York City, the Veteran–Civilian Dialogue TM. A social healing project designed to bring together veterans and civilians, in equal numbers, to talk about the impact of war upon both groups. Their recent VCD was attended by 87 people, along with the New York Times who wrote an article for the Metro Section on Tuesday, February 7, 2011.
On September 17, 2010 they brought the VCD to the virtual world of Second Life.
Intersections International is a New York-based non-governmental organization (NGO) dedicated to promoting justice, reconciliation and peace across lines of faith, culture, ideology, race, class, national borders and other boundaries that divide humanity. Founded in 2007, Intersections is a permanent multi-faith, multi-cultural effort of the Collegiate Churches of New York, the oldest corporation in North America, dating back to 1628.
Using arts immersion, social marketing, intentional dialogue and other innovative methods, Intersections' work includes projects that promote pluralism in emerging democracies, eradicate ignorance regarding Islam, nurture global peacemakers, dismantle systemic discrimination against the LGBT community and initiate conversation among disparate groups to develop new ways of problem solving for some of society's most intractable issues. Intersections' work lies in three programmatic areas: amplifying marginalized voices, interfaith dialogue and cooperation and addressing the consequences of conflict.
Web Resources
http://www.nytimes.com/slideshow/2011/02/11/nyregion/20110211WIP-5.html
http://www.nytimes.com/2011/02/08/nyregion/08vets.html?_r=1
http://www.intersectionsinternational.org
Conference Video
http://business.treet.tv/shows/bpeducation/episodes/bpe2011-050
Knowledge Emergence in vitro
By Kevin Feenan [SL: Phelan Corrimal]
For participants who are interested in curriculum development and knowledge emergence theory, this lecture presents an extension of work completed by Ikujiro Nonaka and Ryoko Toyama (2005) in the field of knowledge creation. The dynamic model of knowledge-creation is used to illustrate advantages and disadvantages when using virtual worlds in vitro as part of the educational process. The lecture will contain six sub-sections including: Dynamic Model of Knowledge Creation, Sociability, Importance of Linguistic Capital, Cultural Shift, Measuring Learning, and Virtual World Classrooms in vitro.
http://vodpod.com/watch/5812090-vwbpe-kevin-feenan-thursday-session
Learning about Community in Virtual Worlds
By Elisabeth Hayes
In this session, we describe an interdisciplinary university course that introduces students to community and governance in two virtual worlds, Second Life and World of Warcraft. We will focus in particular on the collective class project, the formation of a class "guild," and how the combination of face-to-face meetings, along with guided and self-directed experiences in both worlds, affected the students' engagement and learning. Participants will take away a course syllabus and insight into strategies and challenges associated with immersing students in virtual community-building. The session will be relevant to postsecondary educators in varied institutional settings.
http://business.treet.tv/shows/bpeducation/episodes/bpe2011-053
Learning Systems for Virtual Learning Spaces...Breakdown, Breakthrough, and Breakout!
By Chris Gibson
Teaching and learning using virtual worlds has been cloaked in turmoil since the very inception of the idea. Participate in any Second Life educators meeting and the same issues inevitably surface; lack of administrative support, concern for secured delivery, technical overhead on both sides of implementing and developing, lack of a model with applicable success and no common organization of resources. Perhaps this categorization is a bit general, however most of these road blocks will arise anytime you get more than one educator in a room discussing the challenges of teaching and learning in virtual spaces.
Understanding and overcoming the challenges for virtual world education has been the focus for one team of educators for more than four years. This group of developers have been relatively inconspicuous the past year, especially considering they exploded onto the virtual world community with the release of an entire college degree offered primarily through Second Life more than two years ago. Since that time, Vushi, the Second Life development team for Texas State Technical College has reappeared offering solutions for some of these common road blocks. The teams‘ answer: a virtual learning network based on a holistic approach to education in a 3D world. The learning network is supported with numerous resources including a virtual learning system steeped with tools focused on overcoming common challenges.
Join Chris and other members of the Vushi team as they discuss how they have traversed many of these hurdles on their exciting journey through the use of virtual worlds in education. Upon conclusion of this session it is the intent of the Vushi team that each participant leave with a new appreciation for virtual learning systems or at least with a renewed energy to Breakdown, Breakthrough, and Breakout using virtual spaces to achieve their educational goals.
http://vodpod.com/watch/5812061-vwbpe-chris-gibson
Lessons Hard and Wonderful From A Faculty Member Pioneering in OpenSim
By Joe Essid
This presentation will explore lessons learned after the migration to OpenSim by an experienced teacher who had worked in Second Life for four years. The goal will be to give participants a pioneer's report on what new settlers may need to learn, where old skills sufficed, and what resources have proven essential in the DIY world of a new and relatively unpopulated new grid. Participants will get a pioneer's rucksack with URLs, even scripts licensed for non-commercial use under Creative-Commons.
http://vodpod.com/watch/5894805-vwbpe-joe-essid
Music in Virtual Worlds
By Claus Uriza
The presentation will give an overview of the concepts and components creating an immersive music and art platform in virtual worlds. Pop Art Lab (PAL), opened September 2008 with the mission of 'exploring how to present and promote new music in 3D environments' but soon grew into much more. What are the challenges and solutions for making successful immersive digital designs, global digital events, entrepreneurship, 3D TV broadcasting and machinima in virtual environments? The presentation will sum up 3 years of development and research.
http://vodpod.com/watch/5812098-vwbpe-claus-uriza
New Product Development Experiences in SL
By August Chrome
For two consecutive semesters in 2010, groups of 54 and 42 undergrad engineering students respectively, in Lima-Peru, participated in a guided experience in which they had to develop a complex product in Second Life (SL), based on an architecture by the project professor, where the different components were developed by the student teams. The focus was mainly on programming using the LSL language. Both resulting scripted systems are still on permanent display in SL. This presentation will show the whole process, from planning, student training and task allocation to development, testing and presentation.
http://vodpod.com/watch/5895203-vwbpe-august-chrome
The Next 2500 Days
By Kevin Feenan
Virtual Reality generation 2 is coming to a close and VR generation 3 is about to kick off. Changes both technologically and socially are being introduced into the marketplace which have the potential to catapult virtual reality into whole new directions. This presentation looks at some of the disparate innovations which are available today and compares ways in which these innovations could be combined over the next 4-6 years to raise the bar on the ways in which virtual reality could be used to increase knowledge, awareness, social interaction, and commerce.
http://vodpod.com/watch/5894804-vwbpe-kevin-feenan-saturday-session
Opening Keynote: "Who Are You? Where is Here?"
By Botgirl Questi
The truth about Botgirl Questi and her real and unreal view of the world, identity and virtual lives-and also how this is influencing education and life-long learning.
http://business.treet.tv/shows/bpeducation/episodes/bpe2011-045
The Perky Pug: Engineering Play With Strangers in World of Warcraft
By John Carter McKnight [SL: Kaseido Quandry]
World of Warcraft is typically played "alone together:" players solo game content while chatting with friends in voice or text. However, from the beginning MMOs (massively multiplayer online games) have been built around the assumption that playing together, particularly playing with strangers, is inherently good. Game designers have evolved rules, penalties and incentives to push players together, whether they want to group or not. The pick up group‘ or PUG, is a product of social engineering, with its designers attempting to teach vital social, civic and political skills in the game space. This talk will examine designers‘ motives for countering demands for solo play, the player experience of encouraged sociability, and trends in the engineering of social play.
Web References:
http://video.foxnews.com/v/4511179/video-game-class-offered-at-arizona-state-university
http://business.treet.tv/shows/bpeducation/episodes/bpe2011-055
Syllabus 3.0; A Re-imagining in the context of Distant, Blended and Virtual Environments
By Allen Partridge
It has been about 150 years since the documents we now know as course syllabi were first used in academia. The documents are rooted in the traditions of the information delivery and management models of education.Session attendees will see examples of next generation syllabi. The re-imagined course guides leverage 21st Century technologies and cognitive theory to provide a course communication and planning center. These documents blend the principles of Informatics, Experience Design, Cognitive Theories of Multimedia eLearning and Constructionist concepts to create living interactive resources which initiate the 'conversation' with students in a clear, approachable manner.
http://business.treet.tv/shows/bpeducation/episodes/bpe2011-052
Two products: QuickGo Greeter and SSiVo Slide Show Recorder
By August Chrome
As educator and admin of university campuses in Second Life, identified the need for two kinds ofproducts that can be a big improvement for my work. I have experience as a vendor so I developed those two products myself and chose the VWBPE event as the best place to do my official launch. 1) QuickGo Greeter: Gives visitors at your campus, store or building a way to reach the point of their choice in less than 5 seconds after arriving, regardless of lag on server or client side, by using either SLURL lists or an dialog option box. 2) SSiVo Slide Show Recorder System: Based on screen and hud components, allows attendants to an inworld slide show presentation to "record" the slides and go back to previous ones at will. Also lets attendants who arrived late to see the first slides, and in all cases let attendants to keep a copy for themselves after the presentation.
http://vodpod.com/watch/5895203-vwbpe-august-chrome
You Are Here, Even When You’re Not. Web 2.0 Tools to Support Teaching and Learning in Immersive Environments
By Rinda Conwell
You can‘t be online all the time that your students are online. Most projects in teaching and learning in immersive environments begin on a shoestring. You don‘t have a lot of support from your school or institution. You need to find ways to support the work the students and participants will be doing. Just meeting in an immersive environment is not enough. You need other ways to share, collaborate, and create content together. If you are part of a K-12 or university system that utilizes a content or learning management system, you may already have some of the support tools you need to surround your stu dents with synchronous and asynchronous methods of collaborating and communicating and producing content. But do those systems have all the tools you need? Could there be more options out there? This presentation will showcase tools for collaborating, sharing, creating content, managing your learners, and offering the most engaging synchronous and asynchronous support tools to your immersive experience.
http://business.treet.tv/shows/bpeducation/episodes/bpe2011-056
Track: Content Based and Informal Presentations
Featured Speaker: Chris Gibson–Learning Systems for Virtual Learning Spaces...Breakdown, Breakthrough, and Breakout!
Author(s): Chris Gibson
Abstract:
Teaching and learning using virtual worlds has been cloaked in turmoil since the very inception of the idea. Participate in any Second Life educators meeting and the same issues inevitably surface; lack of administrative support, concern for secured delivery, technical overhead on both sides of implementing and developing, lack of a model with applicable success and no common organization of resources. Perhaps this categorization is a bit general, however most of these road blocks will arise anytime you get more than one educator in a room discussing the challenges of teaching and learning in virtual spaces.
Understanding and overcoming the challenges for virtual world education has been the focus for one team of educators for more than four years. This group of developers have been relatively inconspicuous the past year, especially considering they exploded onto the virtual world community with the release of an entire college degree offered primarily through Second Life more than two years ago. Since that time, Vushi, the Second Life development team for Texas State Technical College has reappeared offering solutions for some of these common road blocks. The teams‘ answer: a virtual learning network based on a holistic approach to education in a 3D world. The learning network is supported with numerous resources including a virtual learning system steeped with tools focused on overcoming common challenges.
Join Chris and other members of the Vushi team as they discuss how they have traversed many of these hurdles on their exciting journey through the use of virtual worlds in education. Upon conclusion of this session it is the intent of the Vushi team that each participant leave with a new appreciation for virtual learning systems or at least with a renewed energy to Breakdown, Breakthrough, and Breakout using virtual spaces to achieve their educational goals.
Featured Speaker: Dennis Beck–Influence of avatar choice on expectations, perceptions, and evaluations
Author(s): Dennis Beck
Abstract:
Much has been written about the influence of MUVE's on identity. For example, Sherry Turkle has written in-depth about the use of MUVE‘s for what she calls, "identity play". But the other side of the identity coin is the perceptions of others. In the physical world, how we perceive others has a great influence on their self-efficacy and achievement (i.e. factors that influence identity). But how does that translate to a MUVE? What opportunities and pitfalls do these perceptions create for those who frequent MUVEs? This talk will explore these issues in the context of education, as we discuss the influence of teacher and student avatar choice on the perceptions, expectations, and evaluations of others.
Featured Speaker: Dr. David Gibson–Emotional Impacts of Digital Media
Author(s): Dr. David Gibson
Abstract:
Find out about the fascinating neuroscience work being done with special EEG headsets to map emotions, engagement and thinking by monitoring brain patterns. Dr. Gibosn's team is from the School of Social Transformation, Equity Alliance at ASU, Arizona State University.
Featured Speaker: Kaseidio Quandry – Digital Literacy and the Death of Community: Implications for Education
Author(s): John Carter McKnight
Abstract:
Contemporary Americans of seemingly all backgrounds exercise such power as they may have to join social networks–voluntary associations of similar backgrounds–and to opt out of community–involuntary associations which may manifest diversity. Digital literacy, the ability to make and extract meaning from digital technologies, is one such power. Online tools, including games and virtual worlds, are routinely used to avoid diversity and seek out similarity. At its best, this trend allows the different to find belonging and acceptance, but all too often it enables racism, homophobia and sexism. Educators working to build digital literacy must understand and confront the dark side of the social network by teaching the skills of community: civility, tolerance and the capacity to search for common ground.
Featured Speaker: Pathfinder – Exploring the Educational Affordances of Web-based Virtual Worlds: Jibe and Unity3D
Author(s): John Lester
Abstract:
Educators have many different pedagogical goals, and it is critical to find the best match between tools and specific needs when creating a new learning experience. Fully immersive virtual worlds such as Second Life and Opensim provide a novel way to deeply engage students in collaborative experiences. And for many learning objectives, they are a perfect match. But when leveraging a preexisting curriculum with educational content that may be primarily web-based, many educators are looking for a more lightweight way to engage students with a 3d virtual world experience that integrates more fully with their work on the web.
This session will focus on discussing different learning objectives that educators commonly have, and how to think strategically when exploring the right tool for the right job. It will include a demo of Jibe (http://bit.ly/Jibe_Summary), a web-based virtual world platform developed by ReactionGrid and based on the Unity3D game development system. Participants in this session will learn more about the specific affordances of web-based virtual world platforms and how they may be used as part of the spectrum of different virtual worlds available to educators.
Featured Speaker: Maria Korolov: Our HyperGrid Future
Author(s): Maria Korolov
Abstract:
What is the hypergrid, and how can you get on it?
Featured Speaker: Randy Hinrichs
Author(s): Randy Hinrichs
Abstract:
Featured Speaker: Steve Zapytowski
Author(s): Steve Zapytowski
Abstract:
vSTEM at Kent State University
Steve Zapytowski gives an overview of the vSTEM (Virtual Science Technology Engineering Mathematics) project at Kent State University-progress so far and still planning for the future as part of iLIVE (Institute for Learning in Virtual Environments)
A Virtual 3D World to Create an Engaging Learning Environment
Author(s): Kathlyn Bradshaw; Danielle Navarro
Abstract:
The purpose of the presentation will be to share our experiences with incorporating Second Life into a fully online post secondary course offered by Algonquin College, Ottawa, Canada. In the fall of 2010, the course GED5300 The Science of Everyday Life included ―field trips‖ in Second Life. Participants in this presentation will be offered the thinking and planning that went into this initiative, as well as our experiences and observations. In addition, participants will be offered a preview of other Second Life related teaching and learning initiatives at Algonquin.
A Virtual Traveler’s Notebook “Some Reflections on Professional Learning & Sharing in Second Life”
Author(s): Kimberly Flack
Abstract:
Come learn how virtual worlds can become professional learning communities and be a reason to travel with your students collaboratively. Dip your toes in the water and see what experiences one PBS educator has had as an explorer and presenter welcomed in many communities in Second Life. Share some wonderful landmarks and talk about how powerful it can be to share other online resources in new ways through Second Life to this global community!
A Work of Fiction Comes to (Second) Life: Creative Amplification?
Author(s): Dana Paxson
Abstract:
The development of a new mode of writing fiction, called by the author the "electronic literary macramé", motivates a broad range of connections to virtual settings that amplify and enrich the reader‘s encounter with the written work. While developing different presentations of the fiction in Second Life, the author found that the virtual world began to react upon the written work itself, reshaping it and extending it with new content and associations, visual, textual, and programmed. The results, presented via a tour of the features of a model setting taken from the fictional work, demonstrate the potential for creative collisions among the proliferating new media, and suggest that the same kinds of synergies amplify instructional and learning materials as well.
Avatars in class: Campus Hamburg in 3D
Author(s): Hanno Tietgens; Prof. Dr. Wolfgang Swoboda; Sue Gregory, Grad. Dip. Ed.; Prof. Dr. Andreas Hebbel-Seeger; Micha Becker, Dipl.- Ing.
Abstract:
Revisiting four years of teaching, learning, collaboration and research–discussing the future of avatar based education in Second Life and beyond. The panel presentation sums up four years of experience gained in projects associated with the "Campus Hamburg in 3D" initiative. Participants will discuss the stunning development of social web 3D technology, the adoption of immersive learning spaces in Germany and the future potential of the avatar as a catalyst for research, teaching, learning, and work. The event will connect VWBPE attendees to a real life audience in Hamburg, aiming to provide insight, inspiration and arguments for educators and other decision makers involved with new media in education. For more information check http://www.buerox.de/documents/VWBPE2011_Panel.html.
Best Practices in Virtual Architecture for Education-Related Projects
Author(s): Jon Brouchoud
Abstract:
This presentation will cover best practices in virtual architecture for education-related projects and will be presented within the soon-to-be-launched 'Architecture 101' installation on Architecture Island; an interactive, self guided educational project that teaches visitors about architectural fundamentals, design processes, strategies and best practices for creating effective virtual world projects. The installation also includes several case studies of education-related projects, and offers specific tips, tricks and techniques drawn from over 5 years of experience designing virtual environments.
Bringing Students and Faculty to Virtual Worlds to Enhance Learning in Higher Edu
Author(s): Betsy Price
Challenge Based Learning in Virtual Worlds: Integrating Quest Atlantis as a Real World Problem-Solving Engaging Environment
Author(s): Jesus De Leon; Roxanne De Leon
Abstract:
Imagine combining the elements within such a successful model as Challenge Based Learning with the engaging qualities of a virtual world environment such as Quest Atlantis. On the summer of 2010, the Seminole County Public School System in Florida offered a pilot program with that exact goal in mind. Join us as we share our experiences provided by this engaging and powerful 21st Century learning opportunity.
Creating Something for Learners to Run Towards!
Author(s): John Jamison
Cypris Chat English Learning Community: Life Changing Learning Is Here
Author(s): Mike McKay
Abstract:
Cypris Chat is a not-for-profit language learning community in Second Life. In two years the Cypris Chat group has grown to over 450 active members from more than 50 countries; all with the same mission, to practice speaking English. This concept of international helping communities in virtual worlds can be adapted in most any community, be it education or business. The presenter believes the key is a passion for helping from a leader who cares. The founder, Professor Merryman, will share data and feedback from 2010 as well as common practices in the group.
DigiSLab: example of Web 3.0 application
Author(s): Debora Muresu; Letizia Cito; Francesco Masulli; Stefano Rovetta; Pierpaolo Basso; Olayinka Olabinjo; Antonio Giordano; Giuseppe Russo
Abstract:
Sbarro Health Research Organization Inc. (S.H.R.O.) is a nonprofit organization dedicated to elucidating the molecular basis of different human diseases. S.H.R.O. eHealth program focuses on the intersection of medical informatics, public health, communication and eLearning/education, with the goal of improving health care through the latest information and communication technology. One important aspect of this program is DigiSLab, a Web 3.0 application. DigiSLab is hosted in two islands in Second Life (Biomedicine Research Labs and Biomedicine Research Lab2) containing virtual buildings, auditoriums, laboratories, offices, meeting rooms and a hospital. A typical application of DigiSLab is the virtual laboratory (figure 1a and 1b), a virtual space where it is possible to experience different molecular biology laboratory experiments. DigiSLab is open to everyone.
Digitally Preserving Spiritual & Cultural Heritage with Traditional Artists in Second Life
Author(s): Tonietta Walters; Jennifer Saxton
Abstract:
Virtual world technology, as a participatory tool that engages users, allows for an immersive experience and the virtual world of Second Life has emerged as a preferred tool for providing hands-on experiential learning. Moreover, the nature of preserving conceivably marginalized cultural information is predicated by attention to various aesthetic underpinnings of these milieus when designing associated virtual environments and the objects within them. This paper reports on projects that adopt a straightforward participatory model where traditional artists or object-makers within these cultures provide artistic material and collaboratively inform the design process and thus augment epistemic aims of digitization.
Experiential Learning in Second Life: An Application in Retail Management
Author(s): Christy Ashley; Sharon Collins; Susan Thornton
Abstract:
In an effort to promote critical thinking in a Retail Management class, Second Life was used to simulate real-world experience developing and executing elements of a retail strategy. Student groups created retail store concepts and outlined the store‘s target audience, unique selling proposition, merchandise assortment, store design and display. After the proposed retail strategies were brought to life by a team from Information Technology and Computing Services, shoppers were invited to the mall. Students‘ avatars provided customer service and observed the competition as the number of visitors and items transferred to shoppers were tracked by store. Students were asked to analyze the performance of their stores relative to other students‘ groups, with an emphasis on the impact of store design, customer service, merchandise and displays on shopper behavior. Students were assessed on their analysis and the reasoning behind recommendations. The manuscript concludes with student feedback and instructor reflections, as well as recommendations for future adaptations the exercise.
Explore It! Career Academy
Author(s): Liz Russotti; Dennis Schaefer
Abstract:
The Explore It! Career Academy project is a grant funded by the California Governor's Initiative on improving and strengthening Career Technical Education and awarded to Santa Barbara City College under the direction of Professor Liz Russotti. The project involved developing a virtual environment in Second Life for high school students to explore technical careers. This 3D environment brings a new dimension to career exploration and our goal is to increase the percentage of students successfully transitioning from high school tech-prep programs to community college.
The Explore It! Career Academy virtual world is a computer-based simulated environment intended for its users to inhabit and interact via avatars.
Virtual worlds represent a powerful new media for instruction and education and can give teachers the opportunity to have a greater level of student participation. Faculty and counselors have been trained in this environment and ultimately will bring their students into this world to explore the careers in an immersive and interactive way. The Technical Pathways we have focused on are automotive, media arts, tourism/hospitality, and environmental horticulture.
Featured: Some worlds do, some worlds don't: the successes and challenges
Author(s): Stefan Schutt; Dale Linegar
From Idea to Virtual Reality
Author(s): Danielle Mirliss; Wendiann Sethi; Mary Zedeck
Abstract:
Many educators see the value of using virtual worlds for learning but their ideas may be difficult to execute alone. Even with the support of an instructional design staff, the technical expertise may be missing because of the unique skill set required to build and manage a virtual world environment. This proposal will outline the cyclical process that occurred when developing an educational build in Second Life between faculty, instructional design support and technical experts. This presentation will is applicable to all educational sectors.
Going Live: Innovating Business Education through Virtual Worlds
Author(s): Robin Teigland
Abstract:
One of the pedagogical focuses at the Stockholm School of Economics is to enable students to "go live" in their studies. As part of their coursework, students interact with practitioners such as multinational company executives and entrepreneurs to help them solve their real-world, real-time problems in what we have labeled "Live Cases". As such, students make practical use — and sense — of the theories that are presented in their discipline-based courses. In this session, I will present some examples of how we have used Second Life in "Live Cases" within the areas of strategy and innovation.
How to Create the Universal Immersive Teaching Toolkit
Author(s): Joel Foner
Abstract:
In this session we will both discuss how to enable "the teacher next door" to be successful in immersive environments, and support the participants in taking action towards this goal. Workshops following the facilitated discussion will guide the participants through a project planning and startup process that will set strategies and tactics so that the group can start the work of creating results.In addition to the specific goals of the session and workshops, the process provides an illustration of how to use virtual environments for project planning and project coordination.
In at the deep end: student co-creation in OpenSim
Author(s): Peter Miller
Abstract:
The talk describes a "taster" session for postgraduate science students in the use of virtual worlds for collaborative endeavour. The session, themed on tuberculosis, brought together a number of traditional and innovative practices. Working in small groups, students were tasked with scavenging for information and rezzing tools, the two being used in the shared construction of both meaning and the virtual environment while learning the basics of inventory, navigation and communication. Circumstances meant that the session ran in OpenSim rather than Second Life as originally intended and the talk compares the affordances of the two environments for this particular class.
Introducing Virtual Worlds: Teacher Education Considerations and Implications
Author(s): Cris Guenter
Abstract:
Virtual environments give student teachers and professors opportunities to interact with peers and educators worldwide, experience settings and viewpoints that may be different than their own, and engage in activities otherwise unattainable in the K-12 environment. Participants in this session will consider the planning, content experiences, and reflection steps by student teachers as part of a required teacher preparation course. A discussion on key considerations will anchor the summary. Virtual world connections to K-12 learning, a timeline for introducing Second Life to non-users, expected tasks conducted in Second Life, and the use of wikis for reflections will be shared.
Learning about Community in Virtual Worlds
Author(s): Elisabeth Hayes; John McKnight
Abstract:
In this session, we describe an interdisciplinary university course that introduces students to community and governance in two virtual worlds., Second Life and World of Warcraft. We will focus in particular on the collective class project, the formation of a class "guild," and how the combination of face-to-face meetings, along with guided and self-directed experiences in both worlds, affected the students' engagement and learning. Participants will take away a course syllabus and insight into strategies and challenges associated with immersing students in virtual community-building. The session will be relevant to postsecondary educators in varied institutional settings.
Learning to Program Collaboratively in Open Wonderland
Author(s): Nicole Yankelovich; Jonathan Kaplan; Kathryn Aten
Abstract:
In order to learn to program using the Open Wonderland virtual world toolkit, a group of community members self-organized into a Wonderland Wednesday learning community. In this talk, we will focus on a Wonderland Wednesday project in which the group collaboratively designs a Wonderland module, writes code in-world using NetBeans, tracks the project with an in-world agile development tool, and tests out the software as a group. Based on observational and interview data, we will reflect on what was unique about this interactive learning experience and discuss the broader implications for using Open Wonderland as an effective learning environment.
Lego Universe...Saving the Universe
Author(s): Marianne Malmstrom
Abstract:
Third and fourth graders are engaged in an epic adventure to "Save the Universe" by playing LEGO Universe in an after school program. This MMOG, designed for ages 10+, combines quest gaming with the ability to build and animate content. Come learn more about this exciting new game and explore.
Leveraging Virtual Professional Networks: The Science Circle as a Case Study in Best Practices
Author(s): Chantal Snoek; Phillip Youngblood; Augustin Martin; Hajime Nishimura; Joan Durso; Francesco Masulli; Stefano Rovetta; Sharon Hayes; Melissa Napolitano; Giuseppe Russo
Abstract:
The Science Circle (SC) is an international scientific and educational network which has been using VWs to connect scientists across disciplines and institutions for teaching and learning since 2008. Besides offering presentations, discussions and classes, SC members support each others' individual VW research projects and collaborate on grant-writing and fundraising. What are the best practices that make SC a growing virtual network? Our approach is: (i) global, (ii) multi-focused, (iii) multi-tiered, (iv) sponsored, and (v) sustained. Sharing resources for teaching, learning and research helps build our collective experience across disciplines while leveraging individual members‘ expertise in VW presentations and formal teaching in multiple languages as well as individual building and scripting skills appropriate to the environment. SC education/research systems are open to eve ryone and powered by Moodle and Google servers. Examples of SC environments are in figure 1a and 1b (Second Life Platform, Biomedicine Research Labs islands). Our session will consider the growth of SC as a case study for a broad-ranging discussion on best practices in building virtual professional networks.
Living, Learning, and Teaching Counseling in Second Life: A Year in the Life of a Newbie
Author(s): Chadwick Royal
Abstract:
The presenter was born just before the Virtual Conference in Counseling in 2009-and has since lived as a Scholar-in-Residence at the Center for Counselor Education in Second Life (CESL). During this time, the presenter has taught graduate counseling classes, built, bought, and attended other learning experiences within Second Life. This presentation will review the Second Life experiences of a counselor educator and provide suggestions for those who wish to teach in Second Life.
Music in Virtual Worlds
Author(s): Claus Uriza
Abstract:
The presentation will give an overview of the concepts and components creating an immersive music and art platform in virtual worlds. Pop Art Lab (PAL), opened September 2008 with the mission of 'exploring how to present and promote new music in 3D environments' but soon grew into much more.What are the challenges and solutions for making successfull immersive digital designs, global digital events, entrepreneurship, 3D TV broadcasting and machinima in virtual environments? The presentation will sum up 3 years of developement and research.
New Product Development Experiences in SL
Author(s): August Chrome
Abstract:
For two consecutive semesters in 2010, groups of 54 and 42 undergrad engineering students respectively, in Lima-Peru, participated in a guided experience in which they had to develop a complex product in Second Life (SL), based on an architecture by the project professor, where the different components were developed by the student teams. The focus was mainly on programming using the LSL language. Both resulting scripted systems are still on permanent display in SL. This presentation will show the whole process, from planning, student training and task allocation to development, testing and presentation.
Now That We Are Here, What Can We Learn? Developing 21st Century Skills in 3-D Virtual World Learning Spaces
Author(s): Lilly Lu; Elizabeth Anderson
Abstract:
Three-D VWs have great potential for developing 21st century student skills, particularly the 4 Cs (critical thinking, communication, collaboration, and creativity). In the research grant project Art Café@ Second Life (SL), we found that art education students can develop the 4 Cs through learning by doing and participatory learning. This presentation will demonstrate a best practices teaching model in SL that provides students with VW learning activities, helping them develop 4-C skills. Also, we will showcase the learning events hosted within virtual spaces created by students. The best practices can be applied and modified to either k-12 or adult education settings.
Open Educational Resources and Accessibility: Designs and Formats
Author(s): Alice Krueger; Una Daly
Abstract:
Open educational resources enable instructors to select and adapt materials for targeted audiences and content, while allowing learners to access their course materials online and at low cost. Accessibility of educational resources has become a factor in evaluating them for potential adoption. College Open Textbooks and Virtual Ability, Inc. recently evaluated 60 open textbooks for accessibility. This session will explore different formats for open textbooks and explain which ones are most appropriate for assistive technology, mobile devices, and other technology-enabled learning environments. We will also discuss standards for creating an accessible online textbook and how the principles of Universal Design improve everyone‘s user experience.
P2PU + Open Wonderland = Learning virtual worlds development with and from each other
Author(s): Jose Dominguez
Abstract:
In the winter of 2011 I decided to organise a course through the Peer to Peer University(P2PU). The topic chosen was the development and extensibility of the virtual worlds toolkit Open Wonderland. Following the ideas of peer to peer learning, the course is targeted to software developers with a minimum of 2 years experience in the Java language. The experience is a mix of distance learning, peer to peer collaboration and evaluation, synchronous communication through virtual world meetings, and asynchronous communication through the P2PU online learning management system. The openness of both the P2PU model and the open source roots of Open Wonderland make the course possible. The syllabus is open to participants and it is based entirely on openly available resources. Drawing from out-of-school learning and an anthropological view of theories of situativity (communities of practice), the course is intended to facilitate the transition from peripheral participants in the community to more actively engaged members, by forming study groups that mix newcomers and longer time members. The proposed VWBPE session would provide an overview on how the peer to peer principles and open source software were used to foster participation in the community of Open Wonderland developers. The openness of all resources used would make possible to reproduce this environment in any institutional setting, although the peer to peer evaluation assessment technique used in the course might not be considered a viable option in some institutions.
Links:
P2PU: http://p2pu.org/
P2PU Open Wonderland course: http://p2pu.org/general/open-wonderland-development-java
Open wonderland: http://openwonderland.org
Open Wonderland Community wiki: http://faithhold.dyndns.org:8080/JSPWiki/Wiki.jsp?page=Topics
Aggregate of blogs (used for p2p assessment): http://p2puow.soup.io/
Paper to Pixels: College Writing Students Adapt their Research Papers in Second Life
Author(s): Rawlslyn Francis
Abstract:
Participants will learn how I have used Second Life in my face to face, hybrid and online college writing courses by helping students transfer their research essays to 3D virtual displays. By using a virtual simulation environment, students are able to go beyond analyzing their topic and synthesize the information they gathered for their research papers. Their virtual displays included images, text, hyperlinks to articles, videos and relevant websites students cite in their research essays. I will end my presentation by inviting participants to my college‘s island to walk through past and present class project builds for a hands-on experience of what my students created. Click here to visit my college SL college island.
Practical Application of the Greenhat Design Guidelines in a VLE for Students with Disabilities
Author(s): Kara Rosenblatt; Nicole Miller
Abstract:
Academic demands on students with disabilities have dramatically increased in recent years. Instruction within a virtual learning environment (VLEs) is one of many tools that teachers canuse to support the learning process for students with disabilities. This session will review the lessons learned from a study that used the Green Hat Design Guidelines to design a virtual college, called UCanFnsh within the Activeworlds Education Universe. The purpose of this study was to determine whether VLEs were conducive to learning and applying self-determination skills, a skill fundamental for success in post-high school life.
Product Based Virtual Spaces for College Recruiting
Author(s): Andrew Hughes
Abstract:
With the evolution of the virtual world industry there's been a large demand for targeted virtualworld platforms. With over 450 virtual worlds classified by K-Zero it is imperative that educators learn which virtual world spaces can be adapted to reach their initiatives. This presentation will discuss some of the open-source platforms in which are being adopted by many of the universities and will also talk about some commercial platforms used for recruiting a potential students. As virtual world platforms continue involved we will see more specialization and enhanced features that will make it more convenient for users to be able to quickly enter the virtual world space and utilize the tools within it.
Reinventing English as a Language Teaching. Again.
Author(s): waartza quixote
Abstract:
Informal/Content Based presentation Reports the author ́s professional reinvention experience using the virtual world when brought to it by the exhaustion of his own perspectives teaching English as a Second Language, taking the virtual space and context as key aspects of this teaching/learning process. Objectives: Evidence English language as key for proper exploration of virtual worlds-potential as a game and work market; Describe the methodology development process, applicability of such knowledge/practices; Additional info: simplified 25 minute long slideshow-like presentation, with "slides" to be included on a notecard and distributed at the time of the event.
email: waartzaquixote -at- gmail.com
SubQuanning in the Virtual World
Author(s): Rebecca Reiniger; Daniel Patterson; Anna-Marie Robertson
Abstract:
Dream Realizations (DR) develops 3-D objects that enable the rapid recognition of subQuans and metapatterns that directly lead to polynomial expressions typical in science, technology, engineering, and mathematics (STEM). SubQuanning is a recursive application of organized subitizing. Participants can expect to use the OMG Board to recognize subQuans, metapatterns, and identify the corresponding polynomials. DR's initial focus is to enable college students to succeed in their desired area of study, when math is their stumbling block. The company is also developing curricula, based on peer-reviewed research, for primary and secondary schools across the nation.
Syllabus 3.0; A Re-imagining in the context of Distant, Blended and Virtual Environments
Author(s): Allen Partridge
Abstract:
It has been about 150 years since the documents we now know as course syllabi were first used in academia. The documents are rooted in the traditions of the information delivery and management models of education. Session attendees will see examples of next generation syllabi. The re-imagined course guides leverage 21st Century technologies and cognitive theory to provide a course communication and planning center. These documents blend the principles of Informatics, Experience Design, Cognitive Theories of Multimedia eLearning and Constructionist concepts to create living interactive resources which initiate the 'conversation' with students in a clear, approachable manner.
Teaching Disgrace Using Second Life
Author(s): Mindy Wong
Abstract:
For this informal practice-based presentation, the English Literature unit from Innova Junior College (Singapore, grades 11-12) would like to share its Second Life role-playing lesson design, namely, the practices that worked and did not work so well in the college-preparatory literature classroom. We hope that by sharing the insights we have gained from our foray into bringing the skills and knowledge required in literary analysis and virtual role-play, we could prompt more discussion on the use of Second Life in English literature classrooms. At our last VWBPE presentation in 2010, we introduced our pedagogical rationale and our preliminary Second Life lesson design for the teaching of the Disgrace by J.M. Coetzee, which is a text assessed in a section of the A-Level Literature in English examination. Since then, we have implemented and fine-tuned the two Second Life role-play sessions based on observations of the role-players in action and their feedback. In line with the aims of the A-level English Literature syllabus, our virtual role-play sessions were designed with the objective of developing in students the ability to comment on how the historical and cultural backgrounds of the text inform the meaning of the text. In each of the two one-hour sessions, students worked in small groups of two to three students to role-play a particular character. The group manoeuvred the assigned avatar and interacted with the other three avatars in the scene. The exercise also fosters listening with understanding and empathy, in line with the Habits of Mind framework developed by Arthur Costa. Participants of our presentation session will be introduced to the rationale for our proposed project and the implementation stages. However, having completed the lessons with a few classes, the focus this year would be on practical insights we have gained on the following aspects of incorporating Second Life role-play into the classroom: 1) Crafting role-play scenarios that would allow students to extend knowledge attained from traditional lessons and take intellectual risks; 2) Preparing students for virtual role-play; 3) Steering student discussion during the actual role-play; and 4) Transferring ideas that emerged during the role-play to traditional literary analysis essays. The presentation will mainly take place through a slide presentation (to be submitted later).
Teaching Mathematics in Virtual Worlds: Experiences Teaching a Class in Second Life
Author(s): M Holmes
Abstract:
In Spring 2010 the author taught a class titled Teaching Mathematics in Virtual Worlds for the Department of Educational Technology at Boise State University. This was an elementary math methods teaching course taught in synchronous sessions in SL with an asynchronous component delivered via Moodle. An account of an initial segment of experiences in this course was delivered as part of the author's presentation at VWBPE 2010; at that time the course was still in progress. The author intends to present an outline of what was taught and what students did in this class, and of the author's impressions of how the course might be delivered if it were taught again and of general impressions gained from the course about teaching, and teaching mathematics in particular, in virtual worlds. Attendees should expect to hear an instructor discuss their experience teaching in SL and have an opportunity to ask questions about what they hear.
The Cupids Project: Educating Youth to Adult with Local Stories
Author(s): Marlene Brooks; Andrew Mercer
Abstract:
The Cupids Project originates from the 'Cupids 400th Year Celebration' of the first English speaking permanent settlement in Canada. The story of John Guy and the tradesmen who established the 1610 Cupers Cove (Cupids) settlement was the focus of such project components an Apple iPod touch and iPhone application, virtual Cupids Islands in Second Life, development of 36 character bots, and animated machinima/video. The project outcomes, according to the education Cupids 400 committee, 'resulted in...a lasting legacy and a lasting gift to the youth of Newfoundland'. A description of the educational use of project components in Newfoundland K-12 schools, lessons learned, benefits and challenges will be presented.
Cupids Education URL:
http://www.cupids400.com/english/education/second-life.php
The Four Factors that Create Engagement in Virtual Learning Environments
Author(s): David Gardner
Abstract:
Virtual educators know how difficult it is to maintain control over learners‘ attention. Without the interpersonal cues and interactions we share when communicating face-to-face, the learning experience can feel unnatural and disengaging, extracting a heavy toll on knowledge transfer. But why do virtual programs often seem less conducive to learning than ILT? The missing element is engagement. This session will examine: 1. the crucial nature of engagement to successful learning environments; 2. the four factors for creating engagement; 3. the ability of various online modalities to engage; 4. how immersive web-3D can help simply and cost-effectively replicate the in-person experience.
The Impact of Second Life (SL) on English Language Learners Motivation, Engagement and Virtual Identities
Author(s): Julian Chen
Abstract:
This virtual course was conducted in SL to provide adult learners with opportunities to practice English in various simulated real-life tasks. The pre-and-post course surveys, students‘ learning journals, teachers‘ observation notes and focus group interview revealed that students found SL beneficial to interact with other avatars in English via text/voice chat. The unique features afforded by SL (e.g., immersion, telepresence, changing appearances) also boosted their motivation, enhanced their engagement and fostered their virtual identities. In-world activities (e.g., museum field trip, role-play in Holodecks, building posters for presentations) will be showcased to participants attending this session. Lessons drawn from this study will also be discussed. Relevant websites:
Researcher blog:
http://unicorngluminos.blogspot.com/2010/10/test-page.html
Interactive whiteboard:
The Next 2500 Days
Author(s): Kevin Feenan
Abstract:
Virtual Reality generation 2 is coming to a close and VR generation 3 is about to kick off. Changes both technologically and socially are being introduced into the marketplace which have the potential to catapult virtual reality into whole new directions. This presentation looks at some of the disparate innovations which are available today and compares ways in which these innovations could be combined over the next 4-6 years to raise the bar on the ways in which virtual reality could be used to increase knowledge, awareness, social interaction, and commerce.
The State of the Art: Teaching Language in Virtual Worlds
Author(s): David Parrott; Dr. James Lenze
Abstract:
The presentation consists of three parts: a quantitative analysis of 11 language instruction "islands" in Second Life. It looks at the makeup of these islands in terms of the formal curriculum, opportunities for immersive experiences, clarity of material and signage presented, and the availability of instructors or other students to participate with in learning a second language. The second part of the presentation is an in-depth study of the current scholarly literature on the topic of language instruction in Virtual Worlds. It is a survey of over 60 published papers in the field with an analysis of important themes and theories related to this emerging pedagogic resource. The final part of the presentation is a roughly ten minute Machinima which through the use of a narrative account illustrates some of the elements of the Virtual World experience of meeting others and learning their language. It begin with archival footage of one of the authors that was filmed in Sweden, and then presents a tour of several Second Life immersive language environments which the author‘s avatar visits as he returns to a "virtual Sweden" location.
The Use of Second Life for Anatomy Education: An Introduction to Regional Anatomy for Undergraduates
Author(s): April Richardson; Matt Hazzard; Jennifer Brueckner-Collins
Abstract:
Second Life™ provides an opportunity for the unique experience of a virtual anatomy laboratory. We propose a course in Second Life that will serve as a transition between undergraduate systems-based anatomy and professional regional-based anatomy courses. Students will study anatomy modules independently and meet weekly in the virtual anatomy laboratory to participate in team-based learning sessions. This virtual small group component is designed to promote critical discussion of anatomical concepts and clinical relevancy. Participants will gain an understanding of our approaches toward the development of this course, and its potential for inter-institutional application for undergraduates interested in medical professional programs.
The Virtual World Builder's Academy: Rural Kansas Students, STEM Subjects, and Immersive Environments
Author(s): Rosemary Talab; Rich White
Abstract:
This Academy is for 36 at-risk rural Kansas middle school students and their teachers in an elective course (October 2010-April 2011) "Interactive Technologies". The goal is for students to experience a more realistic approach to contemporary STEM subjects through immersive environments. Students learn about leadership through reading the seven habits of highly effective leaders, exploring and building in both the Greenbush Grid and Rocketworld in OpenSim through constructivist and constructionist approaches. Students also interact with students in-world in Colorado and Massachusetts. Activities, student work examples, and resources will be presented. RocketWorld is a member of the Immersive Education Grid consortium.
Tips for Promoting Your Educational Event in Second Life
Author(s): Rebecca Meeder
Abstract:
Have an idea for an educational event in Second Life? Ever wonder how to promote your event in-world as well as outside of Second Life? Attracting anyone to an event in Second Life is quite difficult. Often educators host an event in-world only to have a couple of their colleagues show up. Want to avoid this embarrassing situation? This session will introduce you to various methods and tools you can use to ensure that you will have a well attended activity or event in-world that any educator can proudly take a screenshot of.
Understanding the Holocaust Using Virtual Worlds
Author(s): Andrew Wheelock
Abstract:
This presentation will highlight our project that provides Middle School students with a unique understanding of the Holocaust using virtual worlds, Moodle, and The Diary of Anne Frank.Participants will get a view of the project, its scope and sequence, and its potential for learning as well as creating more virtual world based learning environments.
Using Open Wonderland Preview 5 in Education
Author(s): Nicole Yankelovich; Jonathan Kaplan
Abstract:
The newest Preview 5 version of Open Wonderland is nearing release. In this talk, we will provide a general overview of Open Wonderland, focusing on the new features in this release that are of particular interest to educators, including an HD Video player and a poster creation tool. In addition, we will focus on several case studies of educators who have used the toolkit in exemplary ways to create highly interactive, collaborative learning environments.
Virtual World Roundup “Beyond Second Life”
Author(s): Fred Fuchs
Abstract:
Second Life is still the largest virtual world platform, providing many benefits to the educator. However, Second Life is not the only platform. This presentation would focus on the unique affordances, pros and cons, and readiness of platforms such as OpenSim, VastPark and Entropia for virtual world distance learning. These analyses would include information from technical, creative and educator perspective. The presentation would include a small panel, audio-visual content demonstrations in the form of images and/or machinima, and a Q&A session. FireSabre‘s presenters have experience in the technical, creative and education fields from which to draw. At the conclusion of the session, attendees should have a good foundation upon which to begin their own evaluations of disparate platforms, a sense of the specific capabilities and limits of the platforms discussed, and ideas for educational content possible based on these capabilities.
Virtual World Support for Caregivers of Persons with Alzheimer's Disease
Author(s): Susan Toth-Cohen
Abstract:
This presentation describes the development and ongoing work of a support group within the virtual world of Second Life for caregivers of persons with Alzheimer's disease. Progression of the group including development of the partnership between the co-leaders, is discussed. Content and media for group meetings are described; these include discussion of video shown in-world, presentations about recent developments related to Alzheimer's disease (the Shriver Report and the National Alzheimer's Project Act), and an exhibit of mixed reality artists‘ perspectives on Alzheimer's. The presentation also focuses upon and invites audience comment about issues that arose during discussions and future possibilities for expansion to bring together those with Alzheimer's, their caregivers, the health and human service professionals who serve them, and policy makers.
Virtual Worlds as Online Distance Learning
Author(s): Fred Fuchs
Abstract:
Often, virtual worlds are treated as if they are an educational tool separate from other forms of technology-mediated learning. In many ways they are– but in many ways they are a form of online distance learning similar to solutions provided by Moodle, Blackboard and others. The session will focus on integrating virtual worlds with these solutions, as well as a conceptual approach to using distance learning methodologies to the medium. This includes both ways in which the virtual world platform may enhance these approaches and situations in which we must overcome areas in which flat-web solutions may outperform. The presentation will include a panel, discussion/participatory brainstorming session and Q&A. FireSabre‘s presenters have experience in the technical, creative and education fields from which to draw. At the conclusion of the session, attendees should have ideas on enhancing their own solutions and a perspective from which to consider virtual worlds as part of an integrated distance learning program.
Who is studying Languages using virtual worlds and why are they doing it?
Author(s): Shiv Rajendran
Abstract:
Adoption of online language learning is fairly new and questions of its suitability for mass adoption are common. This presentation will reveal who is currently choosing to learn in virtual worlds and the reasons they do so. Based on data collected from 3000 students studying English at Languagelab, the speaker will provide information on the nationalities, professions and age groups that currently learn in virtual worlds. The presentation will highlight the interesting patterns of motivation in students from 70 countries and whether nationality has a bearing on adoption of new technology for learning. The speaker will address the question of whether students choose a traditional school and face to face instruction as an alternative or supplement to learning in a virtual world, and the differences in pedagogy that appeal to them. Trends in the adoption of virtual worlds based learning will be discussed and how they are likely to develop in the future.
You Are Here, Even When You’re Not. Web 2.0 Tools to Support Teaching and Learning in Immersive Environments
Author(s): Rinda Conwell
Abstract:
You can‘t be online all the time that your students are online. Most projects in teaching and learning in immersive environments begin on a shoestring. You don‘t have a lot of support from your school or institution. You need to find ways to support the work the students and participants will be doing. Just meeting in an immersive environment is not enough. You need other ways to share, collaborate, and create content together. If you are part of a K-12 or university system that utilizes a content or learning management system, you may already have some of the support tools you need to surround your students with synchronous and asynchronous methods of collaborating and communicating and producing content. But do those systems have all the tools you need? Could there be more options out there? This presentation will showcase tools for collaborating, sharing, creating content, managing your learners, and offering the most engaging synchronous and asynchronous support tools to your immersive experience.
Track: Explorations of Virtual Worlds
3rd Rock Grid
Author(s): Lazul Pooraka
Abstract:
To access 3RG for the tour simply use your browser and go to http://3rdrockgrid.com/
Select either the join button on the right or click login on the menu selection bar.
You will see the Login/Register screen, select "Register for an Account"
Enter in an Avatar First and Last name
Select Dick or Jane Template as your starting avatar
Enter an VALID email (you will be receiving an activation email)
Enter and verify password
Go to your Email and click the activation link to make your account active for your viewer
Use many of your current viewers to access 3rdrockgrid (We recommend Imprudence). If 3rdrockgrid is not listed as a selection in your grid manager you can either:
download the Imprudence from the 3RG website at http://3rdrockgrid.com/index.php?option=com_content&view=article&id=1&Itemid=39 Click the Grid Manager button, make sure it shows 3rdrockgrid and select the "Get Grid Info" button.
Or use the add grid tab and put in the following login URI http://74.84.131.89:8002/ then select the "Get Grid Info" button. Select "OK"
Fill in the "First Name", "Last Name" and "Password" of the avatar you created.
Log in!
Featured Tour: Intro to World of Warcraft tour
Author(s): Abacus Capalini
Abstract:
"Beginner Tour of World of Warcraft" the Sisters of Elune Alliance tour sponsored by Global Goblin Gathering a subsidary of Jokaydia, Center4Edupunx and endorsed by the guilds Socially Inimacable (Worgen) and Inevitable Betrayal (Horde).
Registration for the tours are required please email abacuscapalini -at- gmail.com
Participants will be emailed with login and server information. This tour does require you to register for a free account and download an application that can take 2 hours or longer depending on the computer.
You will also need to download Ventrilo at http://www.ventrilo.com/
For more information on the vwbpe tour please email abacuscapalini -at- gmail.com
For more information on the projects please go to:
WoW in School wiki http://wowinschool.pbworks.com/
Edurealms blog on World of Warcraft in schools http://edurealms.com/
Global Goblin Gathering http://jokaydia.com/2010/12/08/a-global-goblin-gathering/
Featured Tour: The Future will be Connected: Exploring the Constellation of Interconnected Virtual Worlds with the Hypergrid Adventurers Club
Author(s): John Lester
Abstract:
The "Hypergrid Adventurers Club" (http://becunningandfulloftricks.com/hypergrid-adventurers-club/) is an open group of explorers who discuss and visit many different Opensim-based virtual worlds. By using Hypergrid connectivity, avatars can jump between completely different Opensim grids while maintaining a singular identity and inventory.
This session will feature a discussion about the Hypergrid connectivity and how it relates to the growing network of interconnected Opensim grids. We will also discuss the educational benefits of interconnected grids and how educators can leverage such connections for collaborative education projects and student field trips.
For the second half of the session, participants will take a live tour of the Hypergrid and learn firsthand how to jump between different Hypergrid-enabled Opensim grids. Participants will need an account on jokaydiaGRID (http://jokaydiagrid.com) to join the tour, so be sure to sign up for an account before this session.
Featured Tour: WOW in Schools
Author(s): Abacus Capalini
Abstract:
Please RSVP to abacuscapalini@gmail.com, download prior to the event required.
This 50 minute tour is for educators who are new to WoW. Participants will receive tours with experienced WoW players - and did we mention students! Topics to be covered Quests, Character Improvement, Gaining Experience, Maps and Communication.
Virtual World Tour: Jibe
Author(s): Bill Krebs
Abstract:
Jibe is based on Unity3D. Instructions for access will be provided at the time of departure.
Virtual World Tour: Sococo Tour
Track: Explorations of Virtual Worlds
Author(s): Bill Krebs
Abstract:
Participants should ensure that they have already installed the software and created an account prior to embarking on this tour.
https://www.sococo.com/home.php
Sococo is a new communication service that brings people together in an immersive, shared experience. Sococo allows you to communicate naturally, as if you were face-to-face. All Sococo services are delivered through our patented realtime communication platform. Developers can create new services that allow users to share an experience together in realtime or can integrate new communication capabilities into their existing services. Whether in an office building, a personal hangout, or playing a game, Sococo enables users to come together live with the people that matter to them.
Virtual World Tour: SpotOn3D
Author(s): Bill Krebs
Abstract:
Participants should ensure that they have already installed the software and created an account prior to embarking on this tour.
SpotON3D® Web System is a life-like virtual environment that allows its users to interact is away that is very similar to how they relate to one another in real life-so much so that many see these new social web spaces as an extension of their real lives. They are designed as social, education and business incubators, spawning interlinked grids in an organic fashion. Ever rock, building and scene is owned and developed through the collaboration of its the residents, SpotON3D and/or its Private Label Grid owner.
Virtual World Tour: VenueGen
Author(s): Bill Krebs
Abstract:
Participants should ensure that they have already installed the software and created an account prior to embarking on this tour.
VenueGen is a browser-based 3D immersive internet meeting platform where business colleagues meet, collaborate, share and present information in board rooms, training rooms, and meeting halls. Users simply select a meeting room, upload their content, and instantly enter a virtual room with directional voice where they can hear colleagues around the room! Engaged, active and immersed attendees communicate, make decisions, learn faster, and are more productive than with online alternatives.
A guided tour of Città Ideale in SL
Author(s): Carmela Dell'Aria
Abstract:
A guided tour to Città Ideale which is a 3D rebuilding of the painting attributed to Piero della Francesca (it dates back to the end of 1400), opened in 2009. It is the model of the Ideal City in Renaissance, designed as a chessboard, where the floor reflects and underlines the organization of a city. We will focus on a simulated real-life scene, recreation of historical monuments, real life place, and lively, active community in Second Life.
An Introduction to the IBM Learning Commons
Author(s): Henry Watson; Amy Groves
Abstract:
The IBM Learning Commons is a multi-purpose configurable environment that incorporates 3D learning design patterns harvested from years of developing learning programs and conducting events in virtual world environments at IBM. The tour will highlight archetypes that effectively leverage 3D immersive social environments for corporate learning, how multi-purpose configurable spaces can be effectively leveraged by facilitators to meet their specific learning needs, and to how to best equip environments with intuitive controls and tools for users. The approach and design of this environment can serve as a useful reference for the development of any university campus or adult immersive learning platform.
Artstonia: a Fantasy Medieval Role Play Sim
Author(s): Doris Molero
Abstract:
Are you ready to learn something about Sim role playing culture? Have you ever wondered what a language learning activity in a virtual world could be like? This is your opportunity to experience role playing in a medieval sim. Join us in a tour to a wonderful fantasy world: Artstonia and help us explore how to take full advantage of these virtual world environments to give students a motivating and engaging experience in which they can learn a new language. Find out more about Artstonia here;
Arstonia SLurl: http://slurl.com/secondlife/Artstonia/216/118/127
Be ready to:
1. Learn some basic things about living in medieval village
2. Develop a character.
3. Participate in a roleplay
4. Reflect how these environments can help learn a different language
You should wear medieval clothes to join us in this adventure. If you don't have any...don't worry...we'll get you some...
Avatar Movement Analysis-A New Tool For Understanding Student Behavior In Self Paced Interactive Virtual Learning Experiences
Author(s): Anne Ogborn
Abstract:
Self paced interactives offer many advantages over traditional classroom situations. However, with the educator not always observing it becomes difficult to understand what is and is not effective in the presentation. A new tool addresses this issue through the suprisingly simple method of recording how long students stood where. Tour conducted at the HHP at UH sim will give participants a chance to use the tool to explore the data set themselves. Researchers will demonstrate places in the sim where the tool provides revealing patterns of student behavior.
Conne River Project Exploration
Author(s): Marlene Brooks; Cathy Wicks
Abstract:
Explore Conne River's Muinjij Island in Second Life and associated website and machinima. The project is based on the book 'Muinji'j Becomes a Man' written by Chief Misel Joe. The following is a brief description. MUINJI‘J BECOMES A MAN Muinji‘j has been waiting all his life to make this trip with his grandfather-a trip to the city to sell rich otter, beaver and muskrat pelts and bring back supplies to the village. It‘s a long expedition that tests Muinji‘j‘s reserves of strength, patience and maturity. Just as he thinks he and his niskamij have faced all of their challenges, the worst happens-his naskamij falls ill. Although Muinji‘j gathers the medicine his grandfather asks for, it doesn‘t help fast enough. Both of them realize that there is only one solution: Muinji‘j must continue the journey alone. He must face the challenges and mysteries of a city he has never seen, and return to help his grandfather as well as his village that relies on him.
el Día de los Muertos: Exploration of Mixed Realities
Author(s): Kavon Zenovka; Cherry Emerson; Rurik Nackerud
Abstract:
This session invites participants to explore el Día de los Muertos on Front Range. Students of an Introduction to Chicano Studies at a community college had the opportunity to immerse themselves in the holiday, tradition, and culture using a mixed reality curriculum. Students created a Día de los Muertos altar for a real world museum. Then the students helped design a traditional Mexican cemetery and learning experience within Second Life. The reality-based altar‘s display was temporary yet the virtual creation continues as a tool for Ethnic Studies, Anthropology, and other courses.
Explore Cupids: The Settlement of Cupids Canada
Author(s): Marlene Brooks; Cathy Wicks
Abstract:
Explore the historical replication of Cupers Cove settlement in Second Life. The Cupids Project is an example of how educators can bring stories to life where there is an emphasis on active rather than passive learning and engagement with historical content in new and innovative ways using virtual world technology, machinima and mobile learning. Description: In 1610, John Guy led a ship of intrepid English settlers across the Atlantic to a sheltered inlet named Cupers Cove in what was then known as the New Founde Land. It was the first English settlement in what would become Canada. The land was as rugged as it was wild but John Guy and his fellow settlers made it their home. The community he founded is known today as Cupids, Newfoundland and Labrador. The oldest English-speaking settlement in Canada. (Cupids 400 Year Celebration: http://www.cupids400.com)
Ich bin ein Berliner
Author(s): Heike Philp
Abstract:
May we invite you to attend a German lesson in the Berlin of the 20s sim? Explore the rich culture and history, get dressed 20s style and talk about it during authentic German language classes.
Our weblog for the German course is http://teleportnovela.blogspot.com
Every Thursday and Friday at 9pm Berlin, 3pm New York, 12pm SL time
Location Hindenburg School http://maps.secondlife.com/secondlife/1920s%20Berlin/50/219/24
Meeting point: Teleportplatz. A free set of clothes is provided
Immersive Environments Provide Immersive Learning
Author(s): Diane Lewis
Abstract:
Seminole County Public Schools provides an extensive array of virtual worlds for learning-Quest Atlantis, Second Life EduPLACE for educators and Second Life Seminole Islands for Teens, World of Warcraft, Wolf Quest, DimensionM, and many others. The deep, immersive learning that takes place with each of these virtual worlds makes a compelling case for the important role of virtual worlds in education. See the impact each of these has on the learning process and what our plans are for expansion.
PATINS-Project Island: Second Life as a K-12 Professional Development & Collaboration Tool
Author(s): Daniel McNulty
Abstract:
This session will demonstrate and provide opportunity for discussion around the PATINS-Project Second Life Island development, for the purpose of professional development, staff meetings and collaboration with K-12 public school personnel in Indiana. This session will be approximately 1.5 hours in length, with 25 minutes for discussion at the end. Questions, discussion and interaction will be encouraged throughout the entire exploration as well. Voice chat, text chat, document exchange, interactivity, presentation slides, video and 3D model construction will all be utilized to demonstrate potential for teaching and learning in Second Life.
Set Sail on Seton Hallâ’s Pirate Adventure: A Tour of Pirate Island
Author(s): Danielle Mirliss; Wendiann Sethi; Mary Zedeck
Abstract:
Pirate Island, Seton Hall‘s private island in Second Life, is home to a unique range of interactive and educational settings. Instead of replicating the camps, the goal of Pirate Island is to support a variety of learning experiences including, but not limited to:
1. House of the Seven Gables–Literature Build
2. Virtual Marsh–Ecology Case Study
3. Classroom Management–Education Simulation
In addition, the Island has a themed welcome center, building sandbox and Amphitheater. Faculty and instructional design staff will be available to guide participants on their tour. This presentation will is applicable to all educational sectors.
SLurl: http://slurl.com/secondlife/Seton%20Hall/63/201/23/
WIKI: http://tltc.shu.edu/virtualworlds/mediawiki/index.php/Main_Page
Steampunkery and Lifelong Learning for Fun: A Guided Tour of Educational, Arts, and Cultural Sites in the Virtual Steampunk World of SL
Author(s): Stasia Weston
Abstract:
This tour is a compilation of several of the educational tours hosted out of Caledon Oxbridge and Jaguarland. The focus is on the ―Steamlands‖ of Second Life, including Caledon, New Babbage, Steeltopia, and Steelhead. Stops include themed libraries, museums, galleries, and tutorial areas. By being involved in such tours, adult learners in Second Life not only get a feeling of shared experience with other virtual tourists (thus forming a sense of community), but also see some of what is available in SL that offers educational value and experience, while still having a quirky and fun twist of "steampunkery."
University of Leicester Virtual Genetics Lab Tour
Author(s): Paul Rudman; Suzanne Lavelle
Abstract:
Laboratory-based learning in Genetics is constrained by laboratory availability and resources. In addition, the lab environment creates issues of safety and limits the forms of teaching that are practical. The SWIFT project at the University of Leicester seeks to overcome these constraints, in so doing offering undergraduates an enhanced learning experience. The tour will comprise an explanation and demonstration of the virtual genetics laboratory that SWIFT has designed and created in the virtual world of Second Life. The virtual lab allows students to conduct three genetic screens. Students have one taught session in the lab, and may return at any time for revision. In particular, the virtual nature of the lab allows microscopic-scale events to be demonstrated in context and students can benefit from individual (automated) guidance and testing. SWIFT is researching the student experience and learning outcomes from these activities and their effectiveness for teaching and learning in biomedical sciences as complementary activities. The project compares them with outcomes from other modes of learning, and will provide exemplars for transfer to other sciences. SWIFT is a collaboration between the BDRA (Beyond Distance Research Alliance), who research the application of new technologies to education, and GENIE (Genetics Education Networking for Innovation and Excellence), which is a Centre for Excellence in Teaching and Learning (CETL). SWIFT is funded by the Higher Education Academy under the National Teaching Fellowship Scheme (NTFS).
Virtual Classroom: Developing professional dispositions in pre-service teachers
Author(s): Jami Cotler; Robin Voetterl; Mike Tanski; Ember Traino
Abstract:
This is a descriptive study in which we explore the virtual design principles that are necessary to incorporate teacher education coursework into a virtual learning environment and analyze the affects of the virtual learning environment on pre-service teacher‘s professional dispositions. Specifically we focused on how activities and assignments using virtual classrooms affect teacher candidates ability to communicate with students (enhancing their communicative competence) and levels of self-efficacy regarding working with students with differing abilities and from different cultural backgrounds.
Virtual World Graduates: Where are they now?
Author(s): Valerie Hill
Abstract:
Graduates from the University of Washington‘s Certificate in Virtual Worlds Course are working on virtual world projects in a variety of disciplines: library and information science, cognitive engineering, museums, career counseling, healthcare, project management and computer programming. Examples include exhibits on Info Island at the Community Virtual Library, research work at the University of Washington's ischool, 3D information literacy lessons, machinima, virtual conferences, and educational tools for teaching math through visualization.
Western Institute Virtual Tourism-from Moodle to Opensim!
Author(s): jokay Wollongong; Rob Merchi
Abstract:
Join the project team for a live guided tour of Wards Resort‘ and the other learning spaces that have been created as part of the Wes tern Institute Virtual Tourism Project. During the tour, participants will be invited to take part in some simple activities designed to support students in developing a range of skills and knowledge including customer service skills occupational health and safety. Following the tour we will meet at the Resort Restaurant for a Q&A session and an opportunity to discuss how these types of immersive environments can be used to assist students in developing skills for the workplace, and the outcomes of a 5 week pilot undertaken with 15-18yo students in 2010. The Western Institute Virtual Tourism Project commenced in 2010 and was funded by the Australian Flexible Learning Framework‘s eLearning Innovations Project. It is focused on developing virtual worlds learning experiences for vocational education and training (TVET) students studying Tourism and Hospitality subjects at TAFE NSW-Western Institute in NSW Australia and is currently located at jokaydiaGRID-an opensim grid which supports a community of educators and artists.
Whistlestop jokaydiaGRID!
Author(s): jokay Wollongong
Abstract:
Join us for a whistlestop tour and meet the residents who are creating jokaydiaGRID! Visit our residents and find out more about the vario us projects that they are building! After the tour we will meet for a fireside discussion focused on the joys and challenges of exploring opensim virtual worlds environments for education and the arts. jokaydiaGRID officially opened in March 2010 and has since grown to become a vibrant opensim virtual worlds environment that supports a community of more than 1000 registered users. For further info see: http://www.jokaydiagrid.com
WonderSchool
Author(s): Roland Sassen
Abstract:
WonderSchool, a startup formed by Els van Tol and myself, is a portal for schools where they can build their own virtual world, or use an existing one, and give their users access to software programs. WonderSchool uses the open source virtual world software from the OpenWonderland Foundation. The Journal: Alice in OpenWonderland. Alice is a program designed to make animations and games with just a few clicks of the mouse, while at the same time teach the basics of computer programming in a playful manner. Collaboration is made possible by using the Alice application inside an Open Wonderland virtual world. Users can take control of the Alice application, make changes, release control, and the next user can take control and add or change the Alice content. All users see what is happening in real-time. WonderSchool makes Alice immersive. Kids and students can program collaboratively in-world and then drag and drop the completed animations into Wonderland and be immersed in their animations.
Track: Games and Simulation
Featured Speaker: Kaseido Quandry – The Perky Pug: Engineering Play With Strangers in World of Warcraft
Author(s): John Carter McKnight
Abstract:
World of Warcraft is typically played "alone together:" players solo game content while chatting with friends in voice or text. However, from the beginning MMOs (massively multiplayer online games) have been built around the assumption that playing together, particularly playing with strangers, is inherently good. Game designers have evolved rules, penalties and incentives to push players together, whether they want to group or not. The pick up group‘ or PUG, is a product of social engineering, with its designers attempting to teach vital social, civic and political skills in the game space. This talk will examine designers‘ motives for countering demands for solo play, the player experience of encouraged sociability, and trends in the engineering of social play.
http://video.foxnews.com/v/4511179/video-game-class-offered-at-arizona-state-university
http://www.statepress.com/2011/01/17/professors-hold-class-in-%E2%80%9Cworld-of-warcraft%E2%80%9D/
Curiosity AI: Intelligent Agent for Learning
Author(s): Archivist Llewellyn
Abstract:
Curiosity Scientist can aid students and researchers by performing library-type information search/retrieval. Curiosity uses AIML to converse in natural language with a sense of humor while performing web-based keyword and natural language research using search engines, Wikipedia & public/academic/government databases. Curiosity performs animations, obeys directional movement commands & can follow nearby avatars. Participants receive a free spacesuit and send their avatar names to Mars aboard the actual NASA Curiosity rover. The Curiosity AI project is part of a US Army federal challenge advertised by the White House and passed the first stage in the use of virtual world artificial intelligence.
Designing Simulations and Games: Design Tips and Tricks
Author(s): Cynthia Calongne
Abstract:
Do you want to create a virtual world simulation or a game that is engaging and makes learning a memorable experience? Are you a World of Warcraft fan, a virtual world instructional designer, an enthusiastic educator or a visionary and pioneer? This session weaves demonstration with interactive design to offer tips and tricks for creating games and simulations. The focus is on the fast development of engaging simulations that minimize rework and sup port learning. The topics include defining a conceptual model, transforming your learning objectives into activities, designing the simulation via modeling, texturing, scripting, animating behaviors, linking the objects and planning for assessment.
More Than Just a Game. Training Real-World Emergency Professionals Online In Second Life “A Prototype”
Author(s): Amrei Gross; Jessica Hoffmann; Klaus Bredl
Abstract:
Real-world disaster training is extremely time-consuming, expensive and difficult to organize. Because of this, real disaster training exercises are rare and there is a great need for efficient and affordable solutions to make training available at the point of need. In a project by the Institute of Media and Educational Technology at the University of Augsburg, a prototype for an online training scenario was created in Second Life, simulating a cargo plane crash over a suburban area. Within this disaster site, the individual player has to perform a triage with various injured persons and manage multiple spreading fires.
Transformational Learning with Playable Fictions
Author(s): Bronwyn Stuckey
Abstract:
Many people confuse virtual worlds and games or assume these terms/environments to be synonymous. This session will explore true instances of where virtual world community does support a strong game architecture through a series of playable fictions. This virtual world is Quest Atlantis http://www.QuestAtlantis.org. More than simple simulations these playable fictions engage students in role play within a rich narrative framework. The students adopt a role,intentionally becoming part of the story to take on an authentic challenge. In completing the tasks students will investigate, research, explore, making choices and decisions which in their final game play will see the physical virtual world change as a consequence of their actions. The world and the learner are transformed through immersive engagement in these playable fictions. Educators and designers will benefit from this session as it leverages and draws together best of current research in play, community and learning. Transformational play and playable fictions are both concepts to be embodied in best practice virtual world learning design.
Using Serious Games and the Virtual World to Solve Real World Problems
Author(s): Kimberly Winnington
Abstract:
Serious games open up many new opportunities for learning in education. They have the potential to be an important teaching tool because they are interactive, engaging and immersive activities. Virtual worlds can provide a comprehensive environment for education, storytelling, collaboration, and problem solving relating to real world issues. The inherent complexity of such virtual games and simulations though, can require large efforts for their development. We will begin this session by exploring The Virtual Mine. The Virtual Mine is an immersive, interactive, and educational 3D experience. It was developed to educate, explore, and examine our nation‘s struggle with mountain top removal coal mines in support of the documentary film, Deep Down. It explores the challenges of balancing the environment, power demands, and economic interests raised in the film by inviting players to take part in a story as it unfolds through a series of three games. Participants will have the opportunity to complete a series of tasks including clearing a section of land and blowing up mountains; going through the town to turn off as many electric items as possible and reduce the demand; building a sustainable grid with solar and wind power terminals; and ultimately trying to solve the power crisis in this virtual town. As we explore each level, we will take a closer look at how the game can be used in the classroom. After the walkthrough we will take a closer look at what defines serious games and their relationship to virtual worlds and educational games. We will also examine who is using these games and how they are measuring and assessing learning. As developers, we will also discuss what goes into developing these virtual simulations and games, and examine their challenges and successes. We will conclude the session with Q&A. This session will be held in the Virtual Mine in Second Life.
When Learning is WOW “Using World of Warcraft and other MMO’s with Students”
Author(s): Diane Lewis
Abstract:
At Sanford Middle School in Seminole County, Florida, at-risk students have been using World of Warcraft as part of an after school program to learn leadership, communication, collaboration, teamwork, language arts and mathematics. The success has been so remarkable that it and other MMO‘s are being examined for inclusion in the regular curriculum. We will share our structure, successes, lessons learned and plans for expansion both as an after school program and as part of the curriculum.
Track: Keynote Speakers
Keynote Speaker: Dean Groom - Games and Simulations
Author(s): Dean Groom
Abstract:
Games and Simulations
Keynote Speaker: Digistar Brouwer - Bridging the Gap between 3G and 3D
Author(s): Tim Gorree
Abstract:
Bridging the Gap between 3G and 3D
Keynote Speaker: Jackie Marsh - Breaking the ice: play, friendships and social identities in young children’s use of virtual worlds
Author(s): Jackie Marsh
Abstract:
In this presentation, I outline findings from a study in which children in one primary school in the north of England reported on their out-of-school use of virtual worlds. Survey, interview and observational data are drawn upon in an exploration of the social practices of children as they use virtual worlds, focusing in particular on the relationship between online and offline play, the nature of their online friendships and their construction of social identities in these environments. Findings suggest that there is a complex relationship between children‘s online and offline play, friendships and social identities and that their experience across domains needs to be viewed as a continuum.
Keynote Speaker: Mal Burns
Author(s): Mal Burns
Keynote Speaker: Peggy Sheehy, As The WORLDz Turns
Author(s): Peggy Sheehy
Abstract:
Last year the sky fell in, or did it. Peggy explores all the new worlds of opportunity and online spaces for learning. There is no stronger advocate for innovation with K-12 kids education than Peggy so don't miss this inspiring presentation.
Keynote Speaker: Skoolaborate
Author(s): Westly Fields
Keynote Speakers: Veteran Dialogues - Scott Thompson [SL: Jazz Davidov] & Larry Winters [SL: Brotherkeeper Snowpaw]
Author(s): Scott Thompson; Larry Winters
Abstract:
Coming Unhinged and Feeling Whole: Carbon Based to Virtual World Dialogue
The 2 presenters are both experienced facilitators and have created in New York City, the Veteran–Civilian Dialogue TM. A social healing project designed to bring together veterans and civilians, in equal numbers, to talk about the impact of war upon both groups. Their recent VCD was attended by 87 people, along with the New York Times who wrote an article for the Metro Section on Tuesday, February 7, 2011.
http://www.nytimes.com/slideshow/2011/02/11/nyregion/20110211WIP-5.html
http://www.nytimes.com/2011/02/08/nyregion/08vets.html?_r=1
On September 17, 2010 they brought the VCD to the virtual world of Second Life. Intersections International is a New York-based non-governmental organization (NGO) dedicated to promoting justice, reconciliation and peace across lines of faith, culture, ideology, race, class, national borders and other boundaries that divide humanity. Founded in 2007, Intersections is a permanent multi-faith, multi-cultural effort of the Collegiate Churches of New York, the oldest corporation in North America, dating back to 1628.
Using arts immersion, social marketing, intentional dialogue and other innovative methods, Intersections' work includes projects that promote pluralism in emerging democracies, eradicate ignorance regarding Islam, nurture global peacemakers, dismantle systemic discrimination against the LGBT community and initiate conversation among disparate groups to develop new ways of problem solving for some of society's most intractable issues. Intersections' work lies in three programmatic areas: amplifying marginalized voices, interfaith dialogue and cooperation and addressing the consequences of conflict.
www.intersectionsinternational.org
Track: Machinima Presentations
Featured Speakers: Sonicity Fitzroy and Lowe Runo, The Fantastic and The Furious: Capturing Moments Through Machinima
Author(s): Dr. Phylis Johnson; Lowe Runo
Abstract"
This presentation is designed to show educators and others the potential of making machinima that moves beyond the mundane to a new level of storytelling that will captivate audiences, especially students. What is it that makes a good story, and how can that be expressed through machinima?
The authors borrow examples from their forthcoming book grounded in numerous interviews from the machinima community, as well as filmmaking research and experience, to reveal the fantastic and furious nuances of this expressive medium that borrows from animation, cinema and television, but has emerged with its own character. This presentation also shares an overview of the state of the machinima practice in virtual worlds.
The Professional Machinima Artist Guild and The Second Machinima Artist Guild serve as member showcases and archival and learning resources to the machinima community and its supporters.
Websites:
http://slmachinimaarts.ning.com/
http://www.machinimaguild.com/
Featured Speakers: Decka Mah and Knowclue Kidd
Author(s): Lindy McKeown; Marianne Malmstrom
Abstract:
Machinima through multiple lenses: Lights Camera! Learning!
Digital Storytelling Using Virtual World Technology: The Making of Machinima
Author(s): Marlene Brooks; Cathy Wicks
Abstract:
Distance Education and Learning Technology (DELT) Memorial University in partnership with the Miawpukek Conne River First Nations and Cupids 400 Year Celebration Committee embarked upon the creation of machinima for use in educational environments. The projects' outcomes include a 53 minute machinima of the Muinji'j Becomes a Man story and 18 minute machinima that represents the story of John Guy and the tradesmen who established the 1610 first English speaking settlement in Canada. Each machinima was divided into sections that educators in the K-12 and university could use The purpose for developing machinima for educational environments, pre-planning, execution and distribution stages, and use of avatar and bots will be highlighted in this presentation. Lessons learned, benefits and challenges will be discussed.
Heroic Assumptions: Choosing and Using MMORPGs in Your Classroom
Author(s): Kae Novak; Rurik Nackerud
Abstract:
What classes do you teach? Could they be enhanced by using a MMORPG? Can you see the pedagogical value of using World of Warcraft in your classroom? What about War Hammer, Rift or even Club Penguin? This discussion will focus on using MMORPGs (Multi-Player Online Role-playing Games) for more than edutainment. All are welcome to join-educators already using, those investigating, and of course, educators who are merely curious about MMORPGs in the classroom.
Machinima 4 Your Classroom: Machinima 4 Mere Mortals
Author(s): Abacus Capalini
Abstract:
This discussion is brought to you by the Machinima Working Group or Machinima 4 Mere Mortals
It will cover some basics for the classroom such as setting up a YouTube channel, images and creative commons, peer reviewing for your students. Then the discussion will turn to some quick and easy Machinima making, alternatives to you and Machinima groups in Second Life. This session starts out for beginners but all are encouraged to attend. Intermediate and advanced participants will be encouraged to share their knowledge. (plz)
Machinima Working Group:
Abacus Capalini, Dot Delli, Rosie Halostar, Knowclue Kidd, Rurik Bellingshausen, LeeDale Shepherd, Tanya Smedley and Kavon Zenovka
Machinima 4 Mere Mortals Blog
http://machinimabehindthescenes.wordpress.com/
twitter @machinimamania
YouTube channel http://www.youtube.com/user/TheMachinimamania
Machinima Best Practices: Preserving Virtual Worlds Through Video Documentation
Author(s): Archivist Llewellyn
Abstract:
In the past, libraries used pictures, videos, screencasts, Slideshares, Youtube videos for library instruction, information literacy training, promotion and marketing of library services, and more. Just about same time that "Avatar" became a theatrical blockbuster, libraries are also pursuing animation and machinima videos created in 3d virtual worlds. Online machinima tutorials can be used to facilitate information literacy for all age groups in a low-stress manner equivalent to animated entertainment. Machinima offers the ability to create films which implement the best of traditional film making and animation as well as take advantage of this new media format. Broadly speaking, machinima can be used to: educate through video tutorials using 3d animation, memorialize concerts, lectures, conferences, and special events held in Second Life, as well as creatively direct, film, and produce animated movies, short films, television shows/series, commercials, and music videos. Bohle will discuss the Machinima Best Practices guidelines she compiled in conjuction with assistance from the Second Life machinima community for the creation, distribution, and long term storage of machinima video. Highlighted videos will include her machinima video shown at the Nobel Museum in Stockholm, Sweden, Life 2.0 which was filmed in Second Life and premiered at the Sundance Film Festival in 2010, a Second Life music video machinima by a Grammy Award winni ng artist, an archival instructional machinima created by Stanford University Libraries, and several others. Technical specifications, including hardware, software, as well as ―tips and tricks‖ to achieve the highest, archival quality machinima videos will be explained.
Submission for Reviewer Video
Author(s): John Smith
Abstract:
This is a generic submission to allow the taping of how reviewers will be able to use the Open Journal System.
VWBPE Machinima Screening
Author(s): Spiff Whitfield
Abstract:
Hosted by Spiff Whitfield and brought to you by the Machinima Working Group
The Machinima Working Group and the Machinima Stream at VWBPE would like to cordially invite you to screening of our first ever Machinima 4 Educators Appreciation Contest.
Based on the number of contestants we have narrowed it down to 3 categories and a people's choice please go to http://tinyurl.com/4n39lvh
The first three categories were narrowed down by the Machinima Working Group judges:
- Best Education Machinima
- Best Production
- Best Storyline/Narrative
The fourth category is the People's Choice and it lists all the Machinima videos in the order in which they were received. Please attend the screening and help us select.
Machinima 4 Mere Mortals Blog http://machinimabehindthescenes.wordpress.com/
twitter @machinimamania
YouTube channel http://www.youtube.com/user/TheMachinimamania
Cafe Bumbles-Teen Safety-Second Life
Author(s): Patricia Murphy
Abstract:
This is a machinima submission. A proof of concept for Teen Safety Island commissioned by NIOSH (National Institute of Occupational Safety & Health). A place for teens to learn what is expected and their rights when entering in the work force.
Celebrate Virtual Texas
Author(s): Valerie Hill
Abstract:
Librarians from the Texas Library Association Second Life Community Group displayed a virtual exhibit at the Community Virtual Library on Info Island. A virtual field trip took participants to Antiquity, Texas to see the Alamo and fireworks at the Texas state capitol. The display featured virtual books, posters of Texas universities in Second Life, and Texas resources in a variety of formats. This video was taken at the live tour on Feb. 3, 2011.
Civil Rights Movement Comes of Age in Second Life
Author(s): Robert Wertz
Abstract:
The Civil Rights Movement of the 1960s is a watershed moment in American history. Explore the power of educational simulations and serious games with this Second Life experience created by doctoral students at the Indiana University of Pennsylvania. This Second Life machinima highlights four areas of exploration: the 1955 Montgomery Bus Boycott, the 1963 March on Washington, the 1964 Mississippi Freedom School Movement, and the 1965 Voting Rights March from Selma to Montgomery, Alabama. Watch the trailer in first life. Take the journey in Second Life.
http://www.youtube.com/watch?v=XPW9wfLyhUM
Click: Immersive & Interactive Virtual Art
Author(s): Lori Landay
Abstract:
http://www.youtube.com/watch?v=2Sf3Q2VAlKE&hd=1
This "machinima" video (digital video captured in real-time in a virtual world or other 3-d game environment) shows examples of virtual art that is immersive or interactive. You click; something happens. The examples are some of the prize winners and other entries in the University of Western Australia's Imagine 3d Art & Design Challenge, a year-long art competition with monthly awards. Written, filmed in Second Life at UWA Winthrop, & edited by L1Aura Loire/Lori Landay for the Art of the Artists MachinimaUWA II competition, 2010, part of the year-long University of Western Australia Imagine 3d Art & Design Challenge.
Pieces showcased, in order:
- THE LAST OCEAN by Nish Mip
- WHAT A WONDERFUL WORLD by Lea Supermarine
- EINSTEIN'S UNFINISHED SYMPHONY by Gleman Jun
- TORSO SERIES (FIRE & WATER) by Eliza Wierwight
- MUTASCOPES by FreeWee Ling
- HEATH by Flivelwitz Alsop & Fuschia Nightfire
- AURACARIA ARTIST BOOK by Anyunie Daviau
- OCEANS OF LIGHT by Kolor Fall/Patrick Faith
- ATOMIC-GO-ROUND by Atomic Gaffer
- UMBRELLAS by Nish Mip
- THE DEEP by Blue Tsuki
- NIGHT LIGHT by Alizarin Gldflake
- ORGANIC RECURVE by Glyph Graves
- JULIA'S MAGIC MIRROR-DEMON by Julez Odigaunt
- THE SATIRICAL POLEMICIST by Eliza Wierwight26
- TINES by Bryn Oh
- DRIFT by Maya Paris
- SIERPINSKY SIEVE by Takni Miklo
Cupids: Settlement Tour and Tradesmen Machinima
Author(s): Marlene Brooks
Abstract:
Thirty-six chat bots were developed for placement on Cupids Islands. The bots represent John Guy, Henry Crout, and tradesmen including a gardener, cook, farmer, blacksmith, stonemason, hunter, lumberjack, boat builder, fisherman, cemetery worker. A script was written and voices recorded. The machinima include the bots that provide information regarding resources found in Cupers Cove and descriptions of the lifestyle of the 1600's settlement. In addition, a pirate bot represents the existence of pirates in the Cupids area during this time. Through a partnership of the Cupids 400 Celebration Education committee and the Department of Education, Newfoundland, the machinima will be used in activities for the Grade 5 Social Studies and Grade 4 curriculum. Tours of Cupids Islands were storyboarded, voice scripts developed and recorded, and bots animated to produce the following video:
a) 18 minute machinima of the plantation house, surrounding landscape of Cupers Cove, a visit with John Guy, Henry Crout, tradesmen and tours of the Indeavor and pirate ships. Used in Grade 5 Social Studies, the tour machinima provides educators opportunities to explore 'what it would be like in the Cupers Cove (Cupids) settlement of the 1600's.
b) Sequenced sections of the 18 minute tour machinima were developed for use in the K-12 public and university education classrooms. Rather than teachers presenting the tour as one long machinima, the shorter machinima clips provides teachers opportunities to choose a tour that provides the content for their curriculum.
c) Short 30 second machinima clips of the tradesmen were developed from the tour machinima. The tradesmen in the machinima describe who they are, what they do, the resources available and/or history of the settlement. The short 30 second clips enable Grade 4 teachers to explore 'The Trades in a New Settlement'. Students select the trades they think important in a new settlement and which trade they would be as a 'new settler'.
Document of Time / Interview with Holocaust Survivor Fanny Starr
Author(s): Pooky Amsterdam
Abstract:
High school students are able to ask Mrs Fanny Starr questions in real time to understand what her life was like during the Holocaust. A remarkable use of Second Life as a media platform, utilizing immersive learning. Enabling speakers to reach students who would otherwise not be able to travel to them.
http://www.youtube.com/watch?v=CyrWTnpz-oA
Explore It! Promotional Machinima
Author(s): Dennis Schaefer
Abstract:
I was part of the creative team that created the Explore It! Career Academy build in Second Life. I created this video to publicize and promote the project, and am submitting it for your Machinima Festival in the "Other" category; this category only because I don't think it quite fits into any of the other categories. If you feel it does fit into one of the others, please feel free to drop it into whichever category you feel is appropriate.
MACHINIMA: Curiosity AI: Intelligent Agent for Learning
Author(s): Archivist Llewellyn
Abstract:
Curiosity Scientist can aid students and researchers by performing library-type information search/retrieval. Curiosity uses AIML to converse in natural language with a sense of humor while performing web-based keyword and natural language research using search engines, Wikipedia & public/academic/government databases. Curiosity performs animations, obeys directional movement commands & can follow nearby avatars. Participants receive a free spacesuit and send their avatar names to Mars aboard the actual NASA Curiosity rover. The Curiosity AI project is part of a US Army federal challenge advertised by the White House and passed the first stage in the use of virtual world artificial intelligence.
Muinji'j Becomes a Man Machinima
Author(s): Marlene Brooks
Abstract:
The Conne River Project machinima presents the story, Muinji‘j Becomes a Man, written by Chief Mi‘sel Joe. The story is about a Mi'kmaq boy's journey towards becoming a man. Machinima include a trailer, a 53 minute machinima of the whole story, seperate journey area machinima for teachers' use in the classroom. The machinima is used at St. Anne's School in Conne River for language, social studies and history classes. In addition, 100 DVD of the machinima were distributed throughout the community. Another 230 DVD along with the Muinji'j Becomes a Man book were sent to 230 public schools in Newfoundland Canada. The following are the url to the machinima:
Machinima Trailer:
The 53 minute machinima is located on the Conne River website and can be viewed at one time. (http://www.storiesofconneriver.ca/EN/stories/machinema.php). The machinima has been divided into 8 sections for teachers' use in the classroom (http://www.storiesofconneriver.ca/EN/stories/secondlife.php) The machinima is available on DVD for those who cannot access the video from the website.
Return to Sweden Machinima
Author(s): David Parrott
Abstract:
A narrative about a young man who travels back to visit a friend in a virtual world Sweden, visiting foreign language sites along the way.
SWIFT Virtual Genetics Lab
Author(s): Paul Rudman; Suzanne Lavelle
Abstract:
This video introduces the University of Leicester's genetics laboratory in Second Life. It describes the advantages of using a virtual world for this purpose and the expected benefits. Includes clips from student sessions in the lab.
http://www.youtube.com/watch?v=uMMfHZUNpZY
The Journey of Third Culture
Author(s): Hsiao-Cheng Han
Abstract:
From revealing the didactic character of imagery in the 3D animated virtual world to the Third Culture http://maps.secondlife.com/secondlife/Dace/108/251/1000 Culture is about who we are and how we live our lives. Second Life users are creating the Third Culture. Immersed in the Third Culture, users learn and relearn multiple meanings and contradictions of imagery. In the Third Culture, the meanings of images, built by users, are negotiated by Third Culture residents to create the culture.
http://www.youtube.com/watch?v=4kYRcyx-UE4
Time Travelers-Episode 1-The Time Machine
Author(s): Pooky Amsterdam
Abstract:
Using Second Life for real time animation, PookyMedia presents three college age teens who encounter educational advancement in the future. Science fiction series originated to encourage college applications and access to affordable funding.
http://www.youtube.com/watch?v=KCvktXDi6Z8
Time Travelers-Episode 2-The Future Will See You Now
Author(s): Pooky Amsterdam
Abstract:
Using Second Life for real time animation, PookyMedia presents three college age teens who encounter educational advancement in the future. Science fiction series originated to encourage college applications and access to affordable funding.
http://www.youtube.com/watch?v=6RR_xohMrvU
Virtual Worlds
Author(s): Ian Pahute
Abstract:
We often get so caught up in the technology and potential of Virtual Worlds that we forget that, for those who have not experienced one, it can be a completely baffling experience. This video attempts to introduce the basics of a virtual world: the concept of your avatar, moving around virtual spaces and places and simply talking with others. No technology overload, No 'and you can do this and this and this'. Hopefully, just something my Gran could understand!
http://www.youtube.com/watch?v=j6MC0Dq1H3U
WB Yeats-An Irish Airman Foresees His Death
Author(s): Russell Boyd
Abstract:
I have worked in Further Education for over 21 years in Glasgow and I also direct Machinima films for Wee Bit Films and PookyMedia. I make films in Second Life, Rise of Flight, IL2 and Moviestorm. While this film was not made primarily to be used in the classroom, I recognised the significance of bringing classic poetry to life using Machinima. This was reinforced by one of the comments, "I have searched for years to find a way to make this poem relevant and meaningful to my classes. I love the way you have interpreted it and will direct them to this site for a fuller understanding than my lessons can give them.
http://www.youtube.com/watch?v=tLvHTDa1fkE
Track: Panel Presentations and Roundtables
Featured Discussion: VWER - Virtual Worlds Education Roundtable
Author(s): AJ Brooks
Abstract:
Virtual Education Roundtable: "Best Practices", come prepared to discuss what that means to you and what your best practices have been.
Best Practise in Language Education in Virtual Worlds
Author(s): Heike Philp
Abstract:
This panel includes language educators and practicioners who are using Second Life for teaching a language. These include representatives of the AVALON project, an EU funded project which explored the potential of language learning in virtual worlds over a period of 2 years (2009-2010) with a total of 23 European partners. AVALON stands for 'Access to Virtual and Action Learning Live ONline'. These also include practicioners who have been introducing their language learners to role-playing sims and their active and sociable communities. Moderator of this panel: Heike Philp aka Gwen Gwasi (SL)
Hats, HUDs, Wands and Weather: Building Activities for Engagement in Second Life
Author(s): Marianne Riis; Robin Heyden; Liz Dorland; Mark Childs
Abstract:
There are numerous barriers to engagement in virtual worlds. First, new residents must become familiar with the interface. Beyond technical considerations, the nature of their early experiences will determine whether and how quickly they will build an identification with their avatar and a reason to stay. Without this, it is likely that their interest in further engagement in the virtual world will lessen and their participation will drop off. A sense of presence and identity through embodiment and immersion is an important contributor to ongoing and satisfactory participation in the world and finding the motivation to continue to return until the technical and navigational thresholds are surmounted. This roundtable will discuss the essential acts, the "ah-ha" or Eureka moments, the triggering gizmos, features, activities or places that inspire students or colleagues (and have inspired us) to continue to participate. In other words, what works to help new residents pass these technical and navigational thresholds? The speakers will share their own stories drawn from their work with students in higher education, business people, health professionals, and education colleagues. Presentations will include demonstrations and audience participation. Panelists will elicit suggestions from attendees during the discussion. Was it discovering that you could design clothes or create buildings? Or perhaps visiting the Sistine Chapel, meeting others from around the world, or finding just the right hair was the catalyst that helped you to find the reason to be in Second Life. What was the final piece of the puzzle that brought your avatar to life? We want the audience to join our conversation.
Author(s): Firery Broome
Abstract:
In this session, notable Second Life machinima creators will share their expertise through interviews and a panel discussion. You'll learn how to plan a project from start to finish while avoiding time-consuming pitfalls. This session is applicable to all sectors of the educational community. Questions posed to the panel will focus on important issues for educators producing machinima to promote their work and for teachers assigning machinima as a class assignment. Participants will leave with a better understanding of what tools are required to take advantage of machinima through software selection, in-world tools, video techniques unique to virtual worlds, scene creation, set design, location scouting, and managing your time from start to finish. Sample work from the panelists will be available for preview before the session. Should this proposal be accepted then a late afternoon, European/ US friendly time slot would be very much appreciated as some of the machinimists under consideration are located in Europe and West Coast USA.
Rockcliffe Research Library Roundtable
Author(s): Mel Krupinski
Abstract:
Share cross-disciplinary research resources and tools useful for finding peer-reviewed material for your virtual worlds research. Audience discussion and resource sharing will be encouraged throughout the program. Discussion results will be added to the Rockcliffe University Consortium's Library wiki at http://library.urockcliffe.com
What is 'education' in a virtual world? ScienceCircle Network experience
Author(s): Chantal Snoek; Phillip Youngblood; Augustin Martin; Hajime Nishimura; Joan Durso; Francesco Masulli; Stefano Rovetta; Sharon Hayes; Melissa Napolitano; Giuseppe Russo
Abstract:
When 3D virtual environments are used well for teaching and learning, the strong interactive and immersive effects help students develop greater understanding of problem domains, better problem-solving skills, and faster transitions to higher-order thinking about issues and rationales to support their solutions. But what makes a virtual environment presentation/class/discussion attractive and interesting? How do teaching philosophies practiced in live classrooms and laboratories translate successfully into virtual teaching environments to insure these desired outcomes? Are inclusiveness/interaction and formality/legitimacy mutually exclusive? Can solely-virtual institutions meet students‘ credentialing goals? Our panelists addressing these questions are members of the Science Circle (SC), an international scientific and educational network connecting scientists across disciplines and institutions for teaching and learning in VWs. Examples will be drawn from SC members‘ course offerings in diverse fields including Archaeology, Astrophysics, BioInformatics, Earth Sciences, Epistemology, Principles of Health Behavior Change, Public Health Strategies for Physical Activity Promotion and Obesity, and Telecommunications. Attendees will gain a nd share new ideas for better virtual teaching and learning by participating in a lively conversation on inspirational teaching.
...from Here to Where? A Roundtable Discussion with Pathfinder, Dave Levinson, David Gibson, and Kevin Feenan on the Future of Virtual World Education and Training
Author(s): Dave Levinson; David Gibson; John "Patherfinder" Lester; Kevin Feenan; Douglas Jerolimov
Abstract:
Virtual world educators are making and exploring new settings for teaching and learning. The sources of innovation are diverse: educational institutions, commercial developers, and game developers. What might we expect to see in future virtual world environments for education and training? What kinds of tools will we use? How will the interfaces and interactions change? What kinds of collaboration can we expect among commercial entities and educational institutions? Kevin Feenan will moderate a panel discussion of distinguished experts. Arranged by Douglas Jerolimov. .
Track: Portugese Language Track
Ae3D: conectando mundos virtuais a Ambientes Virtuais de Aprendizagem on-line
Author(s): Andréa Corrêa Silva
Abstract:
Apresenta os resultados da pesquisa realizada sobre estilos de aprendizagem e de uso do espaço virtual por residentes do Second Life. Em destaque, a necessidade do uso de recursos que caminhem para a construção do conhecimento, baseado em intensa colaboração e pesquisa. Dessa forma, o educador necessita de ferramentas tecnológicas que facilitem o desenvolvimento de parcerias com seus estudantes.
Desde 2007, o Laboratório de Tecnologias Interativas (Interlab) da POLI-USP desenvolve a ferramenta Ae3D, que conecta mundos virtuais 3D a Sistemas Gerenciadores de Aprendizagem (LMS) tradicionais.
O Ae3D conecta o LMS Tidia-Ae (Ae) ao Second Life, mas sua arquitetura foi criada para conexões com quaisquer outros mundos virtuais 3D. No momento, testes estão sendo feitos como ambiente OpenSim.
Entendendo a nomenclatura ou ferramentas: o professor em um mundo virtual 3D
Author(s): Cilene A. Mainente Lora; Romano Flow
Abstract:
No livro Teaching Digital Natives: Partnering for real learning, Marc Prensky sugere que se adotea pedagogia da parceria e que para tanto, o professor deve utilizar-se dos recursos tecnológicos como aliados. Em especial, o capitulo 7 "Understanding the Nouns, or Tools", apresenta uma coletânea de recursos e conceitos, para facilitar o desenvolvimento de ambientes de trabalho colaborativo no meio educacional.
Em um ambiente virtual com o Second Life, o desafio para o professor é determinar que recursos podem ser utilizados em suas aulas na web, e como esses recursos podem ser utilizados em aulas presenciais.
Serão apresentada uma coletânea de recursos e métodos disponíveis no SL, buscando oferecer novas opções àqueles que estão iniciando suas práticas educacionais nesse ambiente. A apresentação incluirá ainda, recursos desenvolvidos por educadores brasileiros.
Experiências com o Second Life em Portugal
Author(s): Teresa Bettencourt
Exposição 8 DE NÓS
Author(s): Simone Queiroga
Abstract:
Temos o prazer de apresentar a Exposição 8 DE NÓS, onde participam os artistas Adreano Constantine, Cullum Writer, DeMarco Galthie, FatBear Flamand, Geppex McCaw, Kati Kristan, Lissa Charron e Paula Dix.
Este projeto foi idealizado pela curadora da galeria Ice Caverns, Sunset Quinnell e desenvolvido pelos artistas convidados durante 2 meses.
Oa trabalhos de arte apresentam o conceito de MASHUP, onde um artista complementa e acrescenta na criaçao de outros, agregando valor e dando uma nova interprestacao a arte inicial.
Mashup é um processo imaginario de criação coletiva, já utilizado em alguns cursos de arte, e experimenta aqui na galeria Ice Caverns pela primeira vez no formato à distäncia e utilizando diferentes mídias para produzir trabalhos derivados de artes.
Passeando pelas diferentes câmaras da galeria irão encontrar pinturas, fotografias, esculturas, desenhos digitais e animacões inspirados no trabalho artistico original.
Os oito artistas participatnes contribuiram com seus trabalhos originais em seguida aplicaram suas competëncias e interpretaçoes artisticas para criar esta extraordinaria exposicao.
O layout da exposição foi organizado de maneira apresentar os trabalhos originais e suas versões meshup, que estarão sempre em evidência, apresentadas em tamanhos maiores uma vez que é aproposta principal deste trabalho.
Poderão encontrar por vezes trabalhos modificados por mais de um artista, neste caso apresentaremos a evolução em suas diferentes fases destes incriveis trabalhos de arte, por vezes com modificações sutis que requerem um olhar atento.
Ao visitar a exposição é importante de girar a câmera sempre em torno dos trabalhos e habilitar o som do viewer para também ouvir os sons das artes.
Embaixo dos trabalhos de Meshup existem sinais de indicaçao de MASHUP e cliclando nele mensagens explicativas aparecerão nas telas.
INOVA Design Fundamental: Machinimas + Open Simulator no Ensino de Design
Author(s): Marcos (Archanjo) Pereira
Abstract:
A palestra terá como objetivo apresentar os resultados obtidos com o uso de produções multimídia em machinima e a criação de um ambiente virtual para o Curso de Design do UniFOA-Centro Universitário de Volta Redonda e suas implicações no processo de ensino e aprendizagem de Design, no âmbito do ensino superior de graduação.
Alguns pontos de destaque da proposta:
- Melhora considerável da assimilação de conteúdos através do uso de uma linguagem audiovisual de vanguarda (o uso de machinima, de um avatar, no lugar de um apresentador físico) e maior identificação do público alvo (millenials, nativos digitais) com o educador e o conteúdo da disciplina.
- Potencialização da criatividade e do aspecto lúdico do aprendizado, confrontando as práticas adquiridas na trajetória por instituições de ensino fundamental e médio (que eu comumente chamo de "masmorra").
- Aquisição de novas práticas e linguagens comunicacionais, utilizando redes sociais e ambientes virtuais imersivos que refletem diretamente no desempenho acadêmico e, num futuro próximo, no profissional.
- Oferecer ao estudante-ou melhor, ao designer em formação-a percepção de que seu ambiente educacional não é anacrônico, tampouco plenamente dissociado da sua realidade cotidiana, na qual ele irá atuar como profissional.
O OBSUNI na Ilha da Educação
Author(s): Luis Paulo
Abstract:
A apresentação descreve um experimento conduzido na Ilha da Educação, ao longo de 2010, denominado OBSUNI, acrônimo para Observatório da Universidade. O OBSUNI é nas suas origens, um BLOG voltado para o debate de assuntos relacionados à universidade de uma maneira geral e também ao Ensino a Distância. Em 2009, objetivando incrementar essas duas vertentes, foi estabelecida uma parceria com a Ilha da Educação que permitiu o desenvolvimento de várias atividades, do lançamento de livros, passando por exposições fotográficas, ciclo de palestras até um curso prático de análise exploratória de dados.
O traço comum a todas as essas atividades foi o nível de interatividade entre os participantes, de todo o Brasil e também de fora do país. As possibilidades têm o limite da imaginação. Com a disseminação e melhoria da banda larga no Brasil, os ambientes virtuais tendem a ocupar um papel cada vez mais relevante na educação e cultura nacionais.
O uso do Metaverso Second Life em programas de pós graduação em nível de mestrado e doutorado
Author(s): Eliane Schlemmer; Amarolinda Saccol
Abstract:
Nesta sessão serão apresentadas e discutidas algumas experiências relacionadas a processos de ensino e de aprendizagem em metaverso, com foco na criação de um espaço de informação, de interação e de pesquisa, para o desenvolvimento de práticas pedagógicas e processos de formação de professores-pesquisadores, no contexto da Pós-Graduação Stricto Senso (SS) na UNISINOS, utilizando a tecnologia-conceito "Espaço de Convivência Digital Virtual"- ECODI (SCHLEMMER 2006, 2007, 2008, 2009, 2010). Essas experiências estão vinculadas a pesquisa "Espaço de Convivência Digital Virtual nos Programas de Pós -Graduação (Stricto Sensu)–ECODI-PPGs UNISINOS: uma proposta para a formação de pesquisadores (a qual está vinculada a Bolsa Produtividade CNPq) e a pesquisa "METARIO–Rede de Pesquisa e Formação Docente em Metaversos: Desenvolvimento de Competências para a docência em Administração" (financiada pela CAPES-PROGRAMA DE APOIO AO ENSINO E À PESQUISA CIENTÍFICA EM ADMINISTRAÇÃO-EDITAL PRÓ-ADMINISTRAÇÃO 09/2008).
Essas pesquisas têm como objetivo principal compreender como o uso da tecnologia de metaverso, juntamente com outras tecnologias digitais virtuais, pode contribuir para a formação de pesquisadores e, a partir de uma abordagem fundamentada na concepção interacionista/construtivista/sistêmica/complexa, propor a constituição de um ECODI PPGs-UNISINOS. Esses processos investigativos dão continuidade às pesquisas desenvolvidas pelo Grupo de Pesquisa em Educação Digital–GP e-du UNISINOS/CNPq, e apresentam contribuições relevantes para a área por tratar de um tema atual que está na agenda dos PPGs: o uso de tecnologias digitais virtuais para a realização de ofertas na modalidade online.
Reinventando o ensino de Inglês. Novamente.
Author(s): Luciano Miguel Barsotti
Abstract:
Relata a experiência de recriação da prática profissional do autor quando trazido ao mundo virtual pelo esgotamento de suas próprias perspectivas enquanto professor de inglês, tomando o contexto e espaço virtual como aspectos-chave desse processo ensino/aprendizagem.
Objetivos:
- Descrever processo de aprimoramento metodológico e aplicabilidade dos novos saberes e práticas;
- Cogitar perspectivas quanto à atuação profissional em mundos virtuais, bem como a potencialidade dos mesmos enquanto mercado de trabalho.
Informações adicionais: Apresentação simplificada de 25 minutos em forma de slides a serem distribuídos num "notecard" no momento da apresentação.
Utilização das Tic e do Sl no desenvolvimento de actividades Lúdico-Educativas
Author(s): Casimiro Pinto; Paula Justiça; Adelina Silva
Abstract:
Quando do outro lado do computador se encontram outros jogadores a tarefa de os enfrentar pode ser aliciante, principalmente por não lhes conhecermos a face ou por apenas conhecermos deles o que nos querem mostrar. Muitas plataformas virtuais, entre as quais podemos salientar o Second Life, proporcionaram uma vertente lúdica, quer através de jogos comuns, como o bingo, ou de jogos de faz de conta, como os role-playing, entre muitas outras hipóteses. Estes jogos podem ser jogados dentro daprópria plataforma, mas não são eles que motivam a maioria dos utilizadores a usá-la. Neste caso a comunicação e a interactividade sobrepõem-se ao jogo e existem outros domínios lúdicos considerados mais apelativos pela referida maioria.
O Second Life é também um local de aprendizagem, quer no contexto de um ensino formal, com aulas e workshops, seminários e convenções, quer no das experiências vividas como fonte de conhecimento. Como as experiências podem diferir das que temos no mundo real e como podemos visualizar o que apenas conhecíamos teoricamente, as fontes de ensino e os meios de aprendizagem são aqui inesgotáveis. Quer seja utilizado como uma forma de apoio à aprendizagem não virtual, quer seja o único meio utilizado no ensino formal, os resultados da inserção neste contexto virtual têm sido favoráveis à continuação das experiências de ensino-aprendizagem que aqui têm sido realizadas e divulgadas-no Coied e no SLactions, por exemplo.
Mas como um dos principais atractivos do Second Life é a interactividade, também copia e em muito a vida real, como acontece com os edifícios que são um decalque dos reais, das aulas que são dadas em salas semelhantes às reais, dos encontros entre pessoas interessadas numa mesma temática. A diferença é que na vida real dificilmente juntaríamos pessoas tão dispares numa mesma sala, seria impossível deslocarmo-nos tão rapidamente para qualquer local do mundo e muito dificilmente conseguiríamos falar com qualquer um desses interlocutores tendo um tradutor automático a e sclarecer o que acabamos de escrever. Para além disso, a informalidade com que os avatares falam uns com os outros, principalmente por escrito, facilita a comunicação entre pessoas que não têm a mesma cultura e que pertencem a ambientes antípodas.
Unindo a faceta lúdica à educativa, podemos participar, no Second Life, tal como na vida real, em sessões de poesia, em tertúlias, em grupos de teatro, de dança, de ópera, em aulas sobre a etiqueta e a construção do próprio mundo virtual. Na sala de aula, devido às dificuldades deacesso a esta plataforma, quer por existir um limite de idade para a sua utilização, quer por causada qualidade dos computadores escolares e das interdições de acesso ao que se considera como jogos virtuais, os professores utilizam usualmente outras plataformas para que os alunos possam aprender ao transformarem-se em personagens de jogos ou ao criarem os seus próprios jogos educativos.
Web 2.0: regime de imersão e mediações interatores
Author(s): Suzana Geudes Cardoso
Abstract:
Essa proposta de pesquisa visa estudar o potencial das novas tecnologias Web 3D, no que diz respeito à experiência imersiva do usuário e a representação imaginária do real. O objeto de pesquisa a ser investigado será a disciplina Introdução à Informática, ofertada nos cursos de graduação da Universidade Aberta de Brasília (UAB), na Universidade de Brasília (UnB), no ambiente Second Life e Moodle. A pesquisa visa a revisão e reformulação de metodologias, das teorias comunicacionais e educacionais, e, por fim da interatividade no contexto da realidade tridimensional. A partir de um estudo comparativo entre as duas plataformas, Moodle e Second Life, os principais métodos e teorias serão identificados, selecionados, adaptados ao contexto tecnológico da Web 3D. Conseqüentemente, os estudos vão avaliar se foi efetivada a interação social entre alunos e as duas plataformas, a aprendizagem colaborativa e as formas comunicativas entre alunos e educadores.
Imersão em Peace-Janjii’s Dreamland: experiências estéticas na Second life
A exemplo do que ja temos realizado com grupos de alunos de pósgra duação, do prof. Romero Tori , da escola politécnica e do SENAC, o trabalho proposto é uma visita guiada com a mediação do Avatar Janjii Rugani proprietária da Ilha e da hostess Nill Damour, uma imersão nesse ambiente virtual interdiciplinar num período de 3 a 4 horas para apreciação de exposições de arte , vivências no Instituto de artes do corpo, Workshop de criação de um site specific em grupo e um encerramento com a apresentação de uma performance que é a recriação para a Second Life da dança dos bas tões de autoria de Oscar Schlemmer em 1920 quando era professor da BAUHAUS.E como não poderia faltar uma festa de confraternização bem ao estilo da SL.
Peace-Janjii‘s dreamland é uma ilha na Second Life dedicada a arte e cultura com 3 edifícios :
1. O MADEinSampa.br Art Center , que possui espaços de exposições de artistas contemporâneos, cinema e estudios de fotografia.Também há uma pista de dança para eventos e festas, e um bar bem brasileiro dedicado a MPB e rodas de samba.
2. O Instituto de artes do corpo (Peace SPA) onde estão disponiveis ambientes que apresentam várias técnicas de trabalhos corporais como yoga, artes marciais chinesas, técnicas de massagem , meditação e relaxamento e ainda um piso de dança em que está diponivel uma coleção de vários tipos de dança pesquisados na SL como Ballet clássico, dança contemporânea, danças étnicas (Bharata Natyan, dervish dance, afro dance, samba, flamenco), há ainda nesse espaço um ambiente submarino que explora os aspectos surreias que SL permite.
3. Pousada da Praia (Dreamland Shelter) : ambiente inspirado no estilo brasileiro de curtir apraia, com piscina, praia e salas para bate papos, dressing room. Na praia da pousada o visitante encontra ainda, churrasqueira, pomar , várias opções de esportes aquáticos e ginástica e uma ilhota com o sistema 7seas para os apreciadores de pescarias.
Está disponivel aos visitantes uma pista de patinação no gelo.
Toda a ilha esta equipada com sistemas de transporte como cavalos, charretes, bicicletas, barcos a motor, pranchas de surf , windurf, asa delta, teleportes, e animações de natação em 3 estilos, para facilitar o deslocamento entre os edifícios e possibilitar diferentes experiências visuais e estéticas, e o treinamento de habilidades de uso de animações na Second Life.
Track: Posters
Andragons are "Learning Shapes" - The classroom doesn't hold the lesson, it *is* the lesson
Author(s): William Krebs
Abstract:
This poster session will illustrate the concept of a "Learning Shape" or "Andragon". Rather than teach students with two dimensional slides, new three dimensional environments can convey lessons more powerfully. The layout of the room can be designed to not just hold lessons, but to *be* lessons.Here are two examples taken from the domain of teaching project management. One style of project management uses a set format for short daily meetings (Scrum). A hopscotch metaphor allows participants to literally walk through the agenda. Another one uses rooms in a factory to represent steps in a process. This poster session will show models of both.
Being there: Establishing a writing center for residents of Second Life
Author(s): Deanya Lattimore
Abstract:
Despite the belief that universities benefit their local communities, university-sponsored writing centers in Second Life are typically reserved for that university‘s students; as a result, when centers are not staffed, they stand as abandoned buildings with collections of grammar handouts. This project re-thinks the practices and assumptions of creating writing--and other outreach--centers in virtual worlds, shifting from the idea of a center's "presence" as a place to thinking about its presence as a living connection between people. This poster session acts as an exhibit of materials and bibliographies created in the establishment of a community writing center for residents of Second Life.
Center4Edupunx
Author(s): Kavon Zenovka; Chris Luchs; Rurik Nackerud
Abstract:
This poster session will showcase the Center4Edupunx (http://www.center4edupunx.com) and the work they have been doing in immersive environments over the past three years. Their focus has been on bootstrapping, DIYing, and developing simulations and assignments in a range of virtual worlds from Second Life to World of Warcraft. This session is appropriate for educators at K-12, community college and university level to see what is possible based on pure enthusiasm and hard work with no organizational budget.
Computer Mediated Group facilitation in Voice
Author(s): Patricia Murphy
Abstract:
Pamala, a researcher and autodidactic observer of psychology and anthropological interactions has been in Second Life struggling with how to make smooth a brainstorming group for the last four years. Not until this last year has the methodology from her struggles been solidified to the point that presentations & a class has been developed to teach the most fluid way... so far.
Demonstrating the Virtual World Career Center Circle of Value
Author(s): Cyber Simsider; JILIAN Magic
Abstract:
Our virtual world career center build creates a persistent immersive social networking communication path for students, alumni, corporations, and academia. The career center, the hub of the educational experience, embraces the concept of a circle of value interconnecting students, alumni, counselors, instructors, administrators, and corporate officials. The circle of value is fulfilled when these stakeholders support new students through foundation donations. The virtual world career center design is presented from a functional perspective of career life planning and programmatic services integral to student and alumni success. This model is applicable to high school, college, adult, and emeritus educational settings.
Distance Education and Learning Technologies (DELT) Memorial University
Author(s): Marlene Brooks
Abstract:
Distance Education and Learning Technologies (DELT) at Memorial University will highlight the Conne River and Cupids Project outcomes by provid ing links and url for conference attendees' participation. In addition, Memorial undergraduate and graduate course areas for Women's Studies, Computer Science, Engineering, and Business provides examples of teaching/learning spaces in Second Life. Conference attendees are welcome to visit these areas during the conference.
Fragility of Spaces: Architectural and Design based Education and Practice
Author(s): Moira Hunter
Abstract:
A consortium of British, Danish, French and Slovenian universities has just begun its first action learning phase of ARCHI21, a two-year project as a part of the EU Education and Culture DG Lifelong Learning Programme. Innovative approaches converge language learning, architecture and design, social media and 3D virtual worlds. With a thematic focus on communication of 'respecting fragile places', students of architecture conceptualised, implemented and presented their designs in Second Life in a second language. This poster displays facets of the first action.
Front Range-Talk Like a Pirate Day!
Author(s): Kae Novak; Trevyn Slusser
Abstract:
This poster session showcases FRCC's annual Second Life orientation activity. Each fall semester, around mid-September, FRCC holds a "Talk Like a Pirate Day" event that orient its students that will be using Second Life during the semester. This 3-4 hour event includes logging in, getting your sea legs, a motions and gestures class, lecture with practice on how to use voice and back channel, shopping tour and cultural site tour. This session is appropriate for k-12, community college and university levels as it allows teachers, educators and professor to see how we make orientation not only fun but a fun event!
International Classroom Collaboration: Practical Approaches for Teaching and Learning in Second Life
Author(s): Scott Grant
Abstract:
This poster presentation involves a case study about the application of a number of key educational and non-educational concepts in an international collaborative project in Second Life: collaboration, bricolage, communities of practice and participatory culture. Two instructors, one from Boise State University in the USA, a second from Monash University in Australia, explored the potential for a collaborative project between students from two seemingly disparate courses; Social Network Learning in Virtual Worlds and Chinese Media Studies. The results of this collaboration are presented & the concepts illustrated via a highly interactive display.
Jamestown 1607 at VSTE Island in Second Life
Author(s): Marie Booz
Abstract:
The Virginia Society for Technology in Education (VSTE) has recreated a virtual simulation of the Jamestown settlement and Powhatan village of 1607 on VSTE Island in Second Life for educators and teens to use as a resource for content information on the study of the first permanent English settlement in North America. Through this poster session VSTE members will demonstrate how we use artifacts, multimedia, and historical information from our virtual Jamestown settlement and Powhatan Indian village in technology-rich collaborative projects with educators. Included in our poster session will be an interactive Powhatan Longhouse where conference participants will be able to "unearth" its hidden contents to reveal fascinating evidence of the lives and deaths of the first settlers, of their endeavors and struggles, and of their relationships with the Virginia Indians.
Journal of Virtual Studies
Author(s): Kevin Feenan
Abstract:
The mission of the Journal of Virtual Studies is to publish theoretical and practical concepts for the application of knowledge within virtual spaces. All methods including, but not limited to, qualitative, quantitative, field testing, laboratory, meta-analytics, grounded theory, and combinations thereof are welcome. JoVS is not tied to any particular discipline, level of analysis, or national context. Preference is given to submissions that test, extend, or build either theoretical or practical frameworks with high importance towards understanding issues surrounding knowledge emergence and virtual sciences.
Website: http://ejournal.urockcliffe.com/
Facebook Group: http://bit.ly/facebookRUC
Twitter: http://twitter.com/urockcliffe
LabLife3D-A New Concept for Biotechnology and Chemistry Education at Aalto University
Author(s): Eero Palomäki
Abstract:
Practical skills are one of the core competencies in natural sciences, where skills and experience are gained through extensive laboratory experimentation. However, current laboratory courses at Aalto University are burdened by heavy expenses for modern and safe equipment, facilities and reagents. Students suffer from large class sizes and overlapping schedules with other courses. Although learning by doing is the ultimate goal of practical laboratory classes, it is evident that the current curriculum lacks the space and time for the learning experience to mature. Consequently, many students pass laboratory classes without developing a critical thought process of connecting theory with practice. LabLife3D helps to bridge the gap between theory and practice by supporting contact teaching with simulations and virtual experimentation using the Second Life platform. LabLife3D engages students to experiment and critically evaluate the inherent behavior of biological or chemical material in a shared local space. It facilitates engagement by offering experimentation in a risk-free environment. Also the non-biotech/chemistry major students across Aalto University can participate in experimentation and contribute to their multidisciplinary knowledge of experimental work. This allows them to better understand the experimental work as a major activity of many commercial and design ventures engaged in life sciences. The virtual laboratory LabLife3D has one section dedicated to cleanroom facilities and the other to chemistry. The students can discuss and reflect their work in the lobby. LabLife3D is housed in the Aalto Archipelago in Second Life virtual world and is freely accessible for visitors. So far two laboratory "practicals" have been designed, one for microbiology (working with viruses in a cleanroom facility) and one for chemistry, focusing on safety in the laboratory. Piloting of these "practicals" took place in September and October 2010 with students from two courses participating.
Learning Chemistry by Manipulating Element Objects
Author(s): Stephen Gasior
Abstract:
Objects depicting chemical elements and bonds were created to help teach students about the abstract concept of chemical reactions and molecule formation and breakdown. These objects required manual manipulation by students in Second Life.
Lessons from "Virtual Concerts in the Park"
Author(s): Kate Miranda
Abstract:
Music Island Concerts were launched in 2007. At that time my research query was based on the following: "Time was when orchestras and ensembles wanted to reach out to new audiences, they took their instruments out to the park and shopping malls where teens and young families tended to gather. In today‘s world, increasingly, people are meeting online. Some intrepid, tech-savvy musicians and ensembles are out there in the virtual community, presenting virtual concerts in the new virtual park. Who are they? What are their experiences and what are the lessons we can learn?" Now, after 3 years of weekly concerts, occasional festivals, and partnerships in Second Life, those questions, and others have answers that yield valuable information for virtual worlds and intriuguing possibilities for real world arts organizations.Music Island website with concert listings, photos, & videos
NASA eEducation in Second Life
Author(s): Stephanie Smith
Abstract:
This 3D "poster" will represent the assets, activities and programs available at NASA eEducation island in Second Life.
Paper to Pixels: College Writing Students Adapt their Research Papers in Second Life
Author(s): Rawlslyn Francis
Abstract:
Visit my virtual display for pictures, video and images of how I have used Second Life in my face to face, hybrid and online college writing courses by helping students transfer their research essays to 3D virtual displays. By using a virtual simulation environment, students are able to go beyond analyzing their topic and synthesize the information they gathered for their research papers. Their virtual displays included images, text, hyperlinks to articles, videos and relevant websites students cite in their research essays. Visit my virtual island by clicking here and walkthrough past and present class project builds for a hands-on experience of what my students created.
Popularization and Outreach of Science in the Italian Second Life Community
Author(s): calliope lexington
Abstract:
Second Physics, founded by Talete Flanagan, Italian no-profit group for the popularization and outreach of science in Second Life. Projects carried on in SL: "Scienza on the Road", "Cafè della Scienza" and "Scien&Art"; "Second Campus" starting next February. We propose the installation of a number of panels to present our activities. We will discuss: -communicative techniques, target we address to, aims; -organizational structure; -language, length of each lecture and interaction with the audience; -communication and promotion of the events, blog, articles for related magazines, migration to other languages, fidelization of the participants; -activities of the partner group SL Physics Lab, founded by Otaner Merlin; -RL partnerships; -guided tours of our poster session, in Italian, English, Portuguese.
Rockcliffe University Consortium
Author(s): Kevin Feenan
Abstract:
Rockcliffe University Consortium is an online non-profit organization dedicated to the advancement of education and science in 3d virtual environments. Our classrooms are virtual leveraging the best of both web 2.0 and 3d experiences. Free workshops and forums are provided on a regular basis as is live music, theatre, movies, a 3d art gallery, and a full academic research library.
Website: http://www.urockcliffe.com
Facebook Group: http://bit.ly/facebookRUC
Twitter: http://twitter.com/urockcliffe
See One, Do One, Teach One: How Future Occupational Therapists Have Engaged in Virtual Worlds as Self-Directed Learners
Author(s): Rashid Kashani
Abstract:
As a developing researcher in virtual worlds (VWs), MScOT students at the University of Alberta were exposed by the author to VW research in year one of a two year program. Though only briefly introduced and discussed, an unexpected result of this exposure was students using this medium in several novel and innovative ways in their other courses, ranging from basic application to original research and application.Though the primary intent of introducing this medium to students was a vehicle to getting to know the instructor, an unexpected and inspiring result was that students enhanced their own teaching and learning experiences. Examples of student work presented here illustrate a case study at a program level of how VWs may afford several types of teaching and learning activities for adult learners at varying levels of Bloom's taxonomy.
Senior Project at P4DL, Inc.
Author(s): Kathleen Norris
Abstract:
A poster session to showcase our program for high school seniors and the products and materials available to schools, districts, and state departments of education in order to implement the program.
Serius game in Second life
Author(s): annalisa boniello
Abstract:
In our sperimentation we have create simulations and serius game for course. Our courses are for teachers and students in High schools. Anitel is association of teachers and Anitel uses virtual worlds for new kinds of sperimentation in education. We have create games and simulation of science laboratories or other simulation environments in these years. This year we organize 6 courses in second life using sloodle object and Moodle.
Teaching spaces for the practice of architectural projects
Author(s): leandro romero; javier garcia
Abstract:
PrimsCity is a SecondLife region used as a teaching space by the Architectural Projects Area of the School for Architecture (University of Granada, Spain). Since 2008, students actively participate through architectural creation of living spaces for avatars. In this yearly course, students practice with open, collective and experimental construction in a virtual world designed for the avatars who dwell it. The main educational purpose is to learn and experience the importance of collective design and open community management in living spaces. Details about this iniciative and the means used are to be presented in this paper.
The Gateway in the University of Essex
Author(s): Iffaf Khan
Abstract:
The aim of this poster is to offer the general public the opportunity to find out more about the development of e-courses in the University of Essex. I will have a rotating slide show with information in it. This will be inside a 'Gateway' and have scenes from the countryside here in East Anglia, England.
The Pharmatopia Skypod Laboratories: Poster Submission
Author(s): Colleen McCants; Fay Cross
Abstract:
The Pharmatopia Skypod Laboratories in on the University of Nottingham islands in Second Life are a series of pods mounted on a large double-helix structure. Inside each pod are virtual Mass Spectrometry labs which simulate the experience and lab procedure of using equipment which is both prohibitively expensive and difficult to provide to students in large numbers. The MS labs are the University of Nottingham's contribution to the University of Monash-led international collaborative Pharmatopia‘ project, wherein, numerous universities have provided virtual labs covering various aspects of the Pharmacy curriculum. The virtual labs have been created be used in the first two years of a Masters degree study. The MPharm degree course is taught over four years in Nottingham and as a 2+2 course delivered in Malaysia, with the first two years being delivered at the Malaysian campus, to be completed on the UK campus.Students based on either campus can revisit the experiments in the virtual labs as often as they like, and at any time. If the facilities are at capacity, students are able to teleport to a duplicate of the labs on the separately located Pharmatopia islands.The simulation replaces outdated CAL software, which covered use of Mass Spectrometers for chemical analysis (PCCALs: Introduction to Mass Spectrometry, Interpreting Mass Spectra, and Fragmentation Patterns). The virtual labs are used on Module: B32C05 Pharmaceutical Analysis and Spectroscopy, offered in the third semester. All 220 second-year students will be required to complete the virtual lab activity, with plans to later incorporate it into other years.
The Seven Deadly Sins, Then and Now: Bridging Campus Communities Through Collaboration, Competition, Conversation, Contemplation, Celebration, Creation, & Comedy
Author(s): Patricia Anderson
Abstract:
The University of Michigan has a tradition of theme semesters focusing on topics of emerging issues of both academic and social significance. In support of the theme semester for Winter 2011 (Water), the campus Second Life community initiated a variety of activities that engaged campus communities, twining a secondary theme (Seven Deadly Sins) around the central campus theme. This was done with a wide variety of activities (some blended RL/SL events) including keynote speakers, invited speakers, panel discussions, reading group discussions, moderated discussions, art exhibits, health exhibits, art and thematic competitions. The series of events was launched with a one day fair that culminated in a costume party with prizes, with events continuing throughout the term. Topics and disciplines represented included history, literature, science, environmental studies, health, public health, and more. The connection of the two themes and range of activities created an environment that fostered the seven "C's" of Collaboration, Competition, Conversation, Contemplation, Celebration, Creation, and Comedy.
Water Semester: http://watersemester.com/
Simulation & Learning at the University of Michigan: http://slum.wetpaint.com/
Tools for teachers
Author(s): don singleton
Abstract:
Provide a number of tools that I have developed for teachers in Second Life, including a demo version of the Ultimate Display Panel which I have applied to demonstrate in the Tools track.
UnSymposium
Author(s): Kavon Zenovka; Rurik Nackerud
Abstract:
This poster session will focus on the development and design of the first annual Virtual Worlds Graduate UnSymposium (VWGUS). VWGUS is a community building event that provides opportunities for graduate students, alumni and educators to share innovative practices, works in progress, network with colleagues, and explore opportunities for professional development, enhancing research, teaching and learning. This poster session will highlight how to design a virtual worlds event based on the affordances and constraints of the virtual world being used. K-12, community college and university educators can all benefit from the discussion and material provided in this poster session.
Update: U.S. College Music Courses on the Internet
Author(s): Nicholas Proszkow
Abstract:
This article discusses the past history of distance learning in music education, the current offerings in music using distance learning, and how we can expect distance learning in music to operate in the future. The results showed a definite increased interest in online distance learning in higher education music institutions. However, the field is still lagging behind national trends in other fields. Information on current state offerings in online music courses should be used as a baseline for improvements and the advancement of music education into the future.
Virtual learning objects for teaching biology
Author(s): Bioscion Appletor; JennyKim Zhong
Abstract:
Avatars in virtual worlds permit students and teachers to interact in an immersive environment, invoking greater intellectual and emotional connection - it‘s more "real" with potentially more success. Learning objects are a natural progression in virtual worlds to teach concepts. We have developed Second Life learning objects for biology. The objects are representations of cellular parts that can be manipulated inworld. In one example, the objects are amino acid building blocks, each with the structural features of an amino acid. The set includes the 20 different amino acids, a codon table, and grid. The blocks are attached inworld to illustrate protein building. Students use the blocks to learn concepts, take tests, and play games.
Virtual Tourism as an Online Learning Community Building Tool: Preliminary Findings
Author(s): Stasia Weston
Abstract:
Often, online students complain about the lack of a sense of community or presence. With the blooming of virtual worlds, a new range of tools is now available for online learning. Can using virtual group tours help build an online learning community and what needs to be included to involve more students and keep them engaged? After three semesters of online undergraduate education courses using virtual tours and ongoing "informal" tours through Oxbridge community gateway, the author plans to present the preliminary findings that will be used to create a model to test on future tour groups.
Virtual Worlds for Virtual Training: Surviving a Zombie Outbreak
Author(s): Annie Jeffery; Howard Gregory II
Abstract:
What factors would best enable educators to create a population better able to adapt to the dangerous and rapidly evolving environment of a zombie virus outbreak? We maintain that the adoption of a pedagogy of participatory learning, open source software, knowledge management and the 3D Web will prove essential to human survival. We will demonstrate how citizen-led organizations using simulation in 3D worlds will allow for greater adaptability to the dangerous, rapidly changing environment and ultimately the survival of the human race.
Virtual Worlds Teaching and Learning Cookbook
Author(s): MissAnnie Ducatillon; Kae Novak
Abstract:
This book aims to be a definitive practical reference for virtual worlds educators, covering topics from the technical aspects, tools and technologies to virtual educator identity. This edited volume is intended to form a foundation text for educators, learners, and developers, which will form a practical reference for in virtual worlds education, offering lesson plans, case studies, research articles, guides and how-tos. With content collected from examples of best practice around the world, it is intended to support virtual worlds educators in their everyday practice, bring together a community of virtual worlds educators inspire creativity in teaching and continue to inspire teaching and learning in virtual worlds.
Virtual Worlds in Australia and New Zealand
Author(s): Sue Gregory
Abstract:
The Distance Education Hub (DEHub) was established in 2009 as a research consortium at the University of New England between the University of New England (UNE), Charles Sturt University (CSU), Central Queenlsand University (CQU), the University of Southern Queensland (USQ) and Massey University. In late 2009 the DEHub created a Virtual Worlds Working Group. The Working Group assists in facilitating collaborate research into virtual worlds, identifying research gaps/needs and assists in providing informaiton on best practice in the use of virtual worlds for teaching and learning. Although supported by the DEHub, the Virtual Worlds Working Group goes beyond the consortium. At present the Virtual Worlds Working Group consists of over 100 members from 45 higher education Australian and New Zealand institutions. This poster session is a sample of Australian and New Zealand higher education intitutions are doing in virtual worlds for teaching and learning.
World of Teachcraft: The Learning Quest
Author(s): Chris Luchs; Kevin Feenan; Rurik Nackerud; Kae Novak
Abstract:
With over 12 million paying subscribers, World of Warcraft (WoW) is the most popular massively multi-player online role-playing game on the Internet. This poster session reports on feedback and lessons learned from a six week pilot project at Rockcliffe Consortium to bring educators into World of Warcraft to assess the game for instructional purposes. This session is appropriate for k-12, community college, university and corporate training as it shares results which can be informative to educators and trainers.Attachment inlcudes abstract and associated URLs for the poster.
Track: Teen Fair
3D WaterCycle and Precipitation Model
Author(s): Ines Orgua
Featured Discussion: Now What? Where Do We Go From Here?
Author(s): Gord Holden
Abstract:
Now What? Where Do We Go From Here? - discussion regarding where a teacher might consider going once their students become skilled in the virtual arts
Featured Speaker: Barry Joseph, A Funeral For Teen Second Life: A Presentation From Beyond the Grave on the Future of Mixed-Age Education in Second Life
Author(s): Barry Joseph
Abstract:
Eulogizing Teen Second Life over the open casket of his Teen Grid Avatar, GlobalKids Bixby will share his deep grief over the loss of Teen Second Life. Meanwhile, a surprise guest will celebrate the end of Linden Lab‘s "Don‘t Ask, Don‘t Tell Policy" for teens and herald the new age of mixed-grid education in Second Life.
Featured Speaker: Rich White, Immersive Education Tools for the Classroom: Edusim, Opensim, & Scratch
Author(s): Rich White
Abstract:
Immersive Education Tools for the Classroom: Edusim, Opensim, & Scratch
Featured Speaker: Gord Holden
Author(s): Gord Holden
Abstract:
Teen Fair: Wanting To Take Advantage of Immersive Technology? – A Dozen Guidelines to Consider - how to facilitate a safe and productive journey into the use of virtual worlds and immersive technology in education
Featured Tour: Club Penguin
Author(s): Rurik Bellingshausen
Abstract:
Club Penguin Tour http://www.clubpenguin.com/
It's just a quick tour and an intriguing discussion. What are the affordances of this virtual worlds and of course the constraints. What are kids doing here, learning and even more importantly creating. Take a look at this user created content http://www.youtube.com/watch?v=vTHixgbaGek and also this http://www.youtube.com/watch?v=dGaZ6HsZ-vM
So let's go on the tour and talk about the possibility of learning in this virtual world.
Adolescents and Virtual Worlds “The Methodical Use of Virtual Worlds in Violence Prevention”
Author(s): Birgit Weichenrieder
Abstract:
Virtual worlds are a part of adolescents‘ everyday lives. The internet, with its endless possibilities, presents somewhat of a challenge for adolescents, however, because boundaries can so easily be crossed and violence can sometimes be the consequence. A prevention program could promote media competency for adolescents. The goal of the project is to promote positive social, cognitive and personal competencies, as well as media competency and sensorimotor functions in participants, and lastly, to work preventatively against violence.
Adolescents and Virtual Worlds “The Methodical Use of Virtual Worlds in Violence Prevention”
Author(s): Birgit Weichenrieder; Klaus Bredl
Abstract:
Virtual worlds are a part of adolescents‘ everyday lives. Particularly during this time, when the personal identity of each individual starts to take shape, adolescents tend to part from social interaction related to family and school and start to incorporate social interaction via virtual presence. A prevention program could promote media competency for adolescents. The 3D virtual world "Cybergrid", built on the idea of OpenSim, could be utilized for this purpose. The goal of the project is to promote positive social, cognitive and personal competencies, as well as media competency and sensorimotor functions in participants, and lastly, to work preventatively against violence.
Flip Comic Book
Author(s): Ines Orgua
Mars Rover
Author(s): Ines Orgua
Teen Fair: A Call to Action
Author(s): Marianne Malmstrom
Abstract:
Knowclue will highlight lessons learned from working with 4th–8th grade students in virtual worlds. She will discuss the need to create a foundation of best practices by documenting the learning that is taking place in these unique spaces. Join her call of action to document your students‘ work and sharing it at the Unsymposium October 21st–23rd.
Teen Fair: A Call to Alms
Author(s): Marianne Malmstrom; Steven Caldwell
Abstract:
A Call to Alms‘ will be a conversation between Knowclue and myself on how we can encourage young people to construct online identities in accord with a student‘s core values. From this place of awareness, what is possible for young people to offer the virtual and real world? The conversation with touch on avatar creation, on developing a sense of personal agency and how we as educators can demonstrate respect for the wisdom of young people.
Teen Fair: A Call to Arms
Author(s): Marianne Malmstrom; Tomorrow Island
Abstract:
Will we use virtual worlds to recreate education as we know it? Will educators determine what students should know and then design 3D lessons for them to "experience" and then "reflect upon they have learned"? Or, will we be brave enough to turn these unique spaces over to our students and let them build their own learning? Visit ToMorrow Island, a private virtual sim where 8th graders stretch their creativity by constructing what they imagine. Play paintball with the students and experience first hand the game they designed and built independently. Hear why they think constructing a virtual paintball field is appropriate middle school curriculum. RSVP required.
The Elisabeth Morrow School is a PreK – 8 independent school in Englewood, NJ
http://knowclue.com & http://knowclue.wikispaces.com
Track: Theoretical and Research Presentations
"Virtual world technology: Constructing and critiquing identities and difference"
Author(s): Marlene Brooks; Kate Bride
Abstract:
This presentation focuses on an undergraduate Women‘s Studies course that incorporates the virtual world of Second Life. For one of the assignments, students are required to work with concepts integral to the construction of identity (i.e. race, gender, sexuality, etc) and to visually and photographically represent their complex understanding of 10 concepts (from a choice of 24). Presenters will provide descriptions of the course, assignment, student experience, virtual resources, and course instructor and instructional design reflections.
3D Virtual Space Design for Augmented Student Learning
Author(s): Noha Saleeb
Abstract:
Architectural design of educational spaces in the physical world has been established by research to affect student learning. However there is currently scarce study investigating analogous effects of 3D virtual architecture on e-learning in 3D virtual environments. This research discusses findings from conducted experiments in Second Life, providing evidence for the role of individual design components of virtual learning spaces (e.g. dimensions, shape, aesthetics, lighting) on students‘ retention and other aspects of the e-learning experience. The research advocates the import ance of establishing a set of well-defined 3D virtual design principles for the enhancement of students‘ learning experiences in virtual worlds. This presentation starts with describing the experiments‘ scenario performed for university students; and hence provides participants with outcomes illustrating best practices for design of 3D virtual learning spaces to enable best practices in teaching and learning in 3D virtual environments.
It was like I wasn’t even really there: A feminist analysis of women college students in Second Life
Author(s): Aimee deNoyelles
Abstract:
The purpose of this session is to explore how women college students negotiate in virtual worlds. In my research study, I use feminist methods to identify how women in an undergraduate communications class understand the psychological and contextual factors which influence their establishment of identity and interaction in a Second Life learning community. Preliminary findings suggest that issues of avatar choice and control, time and responsibility, and technical competence emerge as influential factors. This session will provide insight into the instructional design of Second Life learning experiences in order to support equal access and participation for all learners.
Collaborative Learning and Teaching English Technical Writings Using Second Life (Work In Progress)
Author(s): Dora Wong
Abstract:
This paper follows a research in 2010 on peer review in the Second Life environment for university students in Hong Kong taking an English technical writing course. In 2011, further peer review will be conducted in the virtual exhibition hall for artefacts of technical writing with the participation of three seminar groups and two instructors.The foci of the research are:
(1). effect of peer interaction on the quality of ESL writings
(2). role of teacher(s) in the SL environment
(3). user feedback on SL environment for peer interaction.
Focus group interviews with students and teachers and observation of classroom teaching will be condcuted. Findings of the study should be ready in March/April.
Conne River Project Results: Lessons Learned and Future Directions
Author(s): Marlene Brooks
Abstract:
Collection of quantitative and qualitative data is important to move from perceived 'best practices' toward 'an understanding of actual best practice' when creating educational content using new technologies. In 2008, Memorial University‘s Distance Education and Learning Technologies (DELT) partnered with the Miawpukek First Nation community to create project outcomes that would preserve the Conne River history, culture and language. The components for this project include a website, virtual world island in Second Life and machinima/video. The project was completed March 31, 2010 and quantitative and qualitative data collected over the past year.This presentation focuses on participant feedback post-development. Attendees are encouraged to visit http://www.storiesofconneriver.ca prior to the presentation.
Cost effective game based marketing teaching in immersive 3D virtual worlds: implementation to case study teaching in Second Life. A Design Science research
Author(s): Sabine Emad
Abstract:
SmartWorld – Project Outline Our research uses a design science methodology to develop a method that enables an engaging game based implementation of marketing case teaching in the 3D Virtual World of Second Life. This research is still ongoing, but we have developed a first prototype of the method that we have implemented in a class of 20 students at a university in Switzerland. The participants were then asked to fill a questionnaire and to participate in a focus group aiming at understanding their perception of the test and identifying the opportunities for improvement. Results are very promising in terms of motivation and learning outcome and show that this method not only makes case preparation more fun and efficient but also sensitizes students on the added value of teamwork. Our presentation will explain the method and process and report on the results of the first test. We will also explain an d answer questions as to how this method can be applied to other areas of teaching. Additional information and logistics: There is no website reporting on this research yet, however, we will include lots of pictures taken during the test. We are also prepared to take the attendees on a visit of our island where they will be able to experiment the method themselves. However, this would be out of the scope of this presentation as it wouldn‘t fit in the allocated 50 minutes. Regarding scheduling, we would prefer to present at a European friendly time. We are planning to give this presentation in English, however, if there is a French stream, we would be prepared to also present it in French.
Author(s): Shailey Minocha; Christopher Hardy
Abstract:
The ease of navigation and wayfinding in 3D learning spaces can impact on student‘s learning experiences and their ability to conduct activities. In th is paper, we will report how we derived design guidelines for navigation and wayfinding in 3D learning spaces to aid designers and educators. Our research involved empirical investigations (user observations and interviews) involving students, educators, designers and literature review relating to web usability, game usability and navigation mechanisms in real-world environments. In our presentation, we will discuss a subset of the design guidelines and present best practice examples for navigational aids such as maps, signs, and teleportation.
Fragility of Spaces: Architectural and Design based Education and Practice
Author(s): Moira Hunter
Abstract:
A consortium of British, Danish, French and Slovenian universities has just begun its first action learning phase of ARCHI21, a two-year project as a part of the EU Education and Culture DG Lifelong Learning Programme. Innovative approaches converge language learning, architecture and design, social media and 3D virtual worlds. With a thematic focus on communication of 'respecting fragile places' , this project explores the areas of:
a) content & language integrated learning in higher and vocational education sectors,
b) the inter-relationship between linguistic competence and design competence building in project-based learning and
c) the intercultural issues to be considered.
Frame of Reference of Digital Citizens
Author(s): Patricia Murphy
Abstract:
When a person enters a new enviroment there is multiple viewpoints that are expressed on the validity of the pixels. This is a presentation of Disassociative, Immersive, & Augmentative. This hypothosis is currently under research by a sociology professor from Florida Gulf Coast University.
Knowledge Emergence in vitro
Author(s): Kevin Feenan
Abstract:
For participants who are interested in curriculum development and knowledge emergence theory, this lecture presents an extension of work completed by Ikujiro Nonaka and Ryoko Toyama (2005) in the field of knowledge creation. The dynamic model of knowledge-creation is used to illustrate advantages and disadvantages when using virtual worlds in vitro as part of the educational process. The lecture will contain six sub-sections including: Dynamic Model of Knowledge Creation, Sociability, Importance of Linguistic Capital, Cultural Shift, Measuring Learning, and Virtual World Classrooms in vitro.
Lessons Hard and Wonderful From A Faculty Member Pioneering in OpenSim
Author(s): Joe Essid
Abstract:
This presentation will explore lessons learned after the migration to OpenSim by an experienced teacher who had worked in SecondLife for four years. The goal will be to give participants a pioneer's report on what new settlers may need to learn, where old skills sufficed, and what resources have proven essential in the DIY world of a new and relatively unpopulated new grid. Participants will get a pioneer's rucksack with URLs, even scripts licensed for noncommercial use under Creative-Commons.
Second Life, The Experience Of Nanec 2010/11
Author(s): Dolors Capdet; Doris Molero de Martins
Abstract:
At a time in which neither employers nor employees know very well what competencies and skills will be required in within five years to be considered an efficient worker, the community building becomes more relevant than ever. The basis of relationship between these communities are, without doubt, the conversations that allow to receive input from different contexts and, therefore, in different languages. In this sense, Second Life is one of the richest environments as it provides three elements that facilitate the collection of meanings: synchrony, contextual elements and simultaneous translation. These three elements have been exploited by UdIE-Universitat de València (Spain) on the Open Course: New Literacies and New Connectivist Environments (NANEC2010/11, http://www.uv.es/~udie/NANEC_esp.htm). In this presentation, it‘ll be shown how and why Second Life is used as the platform where synchronous tutoring and all the hand-workshops are held , while Elluminate is used for conceptual sessions.
Transfer of Physical Classroom Techniques to the Virtual Classroom During A Practice Supervision Course
Author(s): Marcus Birkenkrahe; Antje Gallo
Abstract:
Since summer 2010, we teach a practice supervision course at the Berlin School of Economics and Law. The students were distributed across different countries with all sessions taking place in a virtual world, with additional support by a learning management system (Moodle) and blogging software (WordPress). In our research, which is part of a larger project focusing on improvement of further education in small and medium-sized enterprises, we wanted to find out to which extent advanced group activities can be transferred to the virtual realm. We find that not only can most group-based activities be transferred but that some complex techniques such as role playing, work even better in the virtual classroom than in the physical one.
Track: Tools and Products
Dracy Word Games, a device oriented to enhance the language learning process at Virtual Worlds
Author(s): Akemi Mochizuki
Abstract:
The purpose of this demonstration is to show a tool created by Akemi Mochizuki (Draceina Pinion avatar) and called Dracy Word Games. The tool was designed to take advantage of the Virtual Worlds in order to achieve a specific purpose with ease, in this case, the achievement of skills involved in the learning process of a language. By this tool, teachers and students can play 2 games. One is Look for '***'. The other is Nervous Breakdown. Look for '***' is a simple game that users should look for a picture of the given word by voice and texts. Nervous Breakdown is based on a type of memory games which we play in the physical world. Users should remember where images were displayed, in order to make pairs. This device was conceived to help students in the learning process of English, being specially useful to let people improve vocabulary while they enjoy games in the Virtual Environment. Look for '***' is suitable for very basic learners of English. Nervous Breakdown is suitable for people whose levels of English are basic and who desire not only to improve it but also to keep it. Therefore, the range of vocabulary included in the tool has been thought to meet the demand of people who want to communicate in English and includes the following categories: birds, insects, mammals, buildings, tools, fruit, vegetable, furniture, hygiene, tableware, individual, move, sky, weather, colors, numbers and shape. The most remarkable feature is that when each image is shown to the users, the users can hear the correct pronunciation of the word. Therefore, the tool enables users not only to practice and learn vocabulary but also to enhance their speaking skills.
New Dimensions for Virtual World Educators
Author(s): Rick Alvarado
Abstract:
The overall ability to organize and manage classes in a virtual space has been a challenge for virtual world educators and trainers. Vushi provides network members with a virtual learning system (VLS) to assist in teaching and learning within virtual worlds like Second Life. The new learning system allows trainers, faculty, staff, and students to securely review class information without leaving the virtual environment.
Personalizing Education: Organized Content Dispenser with Visual Content Preview
Author(s): Michael McMullin
Abstract:
New and veteran users accessing Second Life for education, research and professional activities require easy access to appropriate avatar enhancements including clothing, accessories and support items such as HUDS. Prim and space limitations make delivering diverse content a challenge. To address this challenge and support active education as a best practice a user-friendly interactive system that presents and dispenses a large set of organized content has been developed. The system is adaptable to different content sets. Current content sets include, an avatar modifier and an outfit creator, which allow students and professionals to rapidly develop and acquire a personalized appearance.
Two products: QuickGo Greeter and SSiVo Slide Show Recorder
Author(s): August Chrome
Abstract:
As educator and admin of university campuses in Second Life, identified the need for two kinds of products that can be a big improvement for my work. I have experience as a vendor so I developed those two products myself and chose the VWBPE event as the best place to do my official launch. 1) QuickGo Greeter: Gives visitors at your campus, store or building a way to reach the point of their choice in less than 5 seconds after arriving, regardless of lag on server or client side, by using either SLURL lists or an dialog option box. 2) SSiVo Slide Show Recorder System: Based on screen and hud components, allows attendants to an inworld slide show presentation to "record" the slides and go back to previous ones at will. Also lets attend ants who arrived late to see the first slides, and in all cases let attendants to keep a copy for themselves after the presentation.
Ultimate Display Panel (and Cube)
Author(s): don singleton
Abstract:
The Ultimate Display Panel is designed for teachers in Second Life. It avoids the 255 character limit many notecard readers have, provides three levels of texture Prerezzing, a built in pointer system, class supplies, ability to export and inport classes, and many other features to make a Second Life Teacher's job easier.
Track: Workshops and Tutorials
Accessible Presentations: Comparing RL and VW
Author(s): Alice Krueger; Ann Ludwig
Abstract:
Many lists of "best practices" for creating accessible RL presentations exist. Compare these lists to methods for making presentations in virtual worlds accessible. Examples will be drawn from presentations made to audiences in Second Life.
Bringing Students and Faculty to Virtual Worlds to Enhance Learning in Higher Education
Author(s): Betsy Price
Abstract:
Virtual Worlds are to the Internet as talking pictures were to silent films. Just like the Internet, Virtual Worlds (VW) will have a great impact on teaching; perhaps even greater than the Internet. And, just like the Internet, early adopters struggle with attracting faculty to new technology with a high learning curve. Early Adopter Internet educators had no research to back up what they intrinsically knew. This is where we are today with VW. Bring your case scenarios of challenges to discuss how old practices can be dusted off and applied to your college or school.
Conducting Empirical Research in Virtual Worlds
Author(s): Shailey Minocha
Abstract:
In this tutorial, we will present a framework for conducting empirical research in virtual worlds, which is based on our experiences on three research projects in Second Life (2008-2011). During the tutorial-session, we will introduce the framework which consists of: a toolbox of techniques for data collection; guidance for planning and conducting the research process of data collection and analysis; tips regarding ethical approval; and pointers for dealing with challenges associated with recruitment, participant-consent and publishing the research. The tutorial is aimed for virtual world researchers but the content will be useful for educators, designers and e-learning researchers, in general.
Conflict Transformation in Organizations
Author(s): Laurel Ley
Abstract:
Is your way of handling conflict like Howard Stern, Oprah Winfrey; or do you avoid conflict, possibly at all costs. Regardless of the world you are operating from, conflict is a natural part of every-day life and also part of every organization. "Conflict is normal in human relationships, and conflict is a motor of change. Transformation provides a clear and important vision because it brings into focus the horizon toward which we journey – the building of healthy relationships and communities, locally and globally. The goal requires real change in our current ways of relating." (source: John Paul Lederach, "The Little Book of Conflict Transformation") By reconsidering the way we think of conflict and learning new ways of communicating and relating, we can build stronger relationships with our allies as well as those we inspire to a different way of thinking and feeling about animals. Not only do we feel and work better with easier relationships but the real "winners" are the individuals who will have fuller richer lives and be more productive.
De-constructivist Building Workshop
Author(s): Rurik Nackerud
Abstract:
This building workshop for new residents looking to understand the basics of building in Second Life provides hands on experimentation in order to understand how in world components fit together; helping participants build their own note-card receptacle. VWBPE builder Rurik Bellingshausen (Nackerud) shares a inquiry based approach to learning building.
Encouraging Self Study and Raising The Motivation of the Students
Author(s): Lusine Stepanyan
Abstract:
Nowadays the education system especially in learning the languages has come to a deadlock in away that the students who learn the languages and are not in the environmnet where the language is spoken easily forget the language and start the whole process once more after some time. This workshop will show some ways of encouraging the students for self study and raising their motivation to create a self learning atmoshphere and ask for moderation by a teacher. The workshop will be based on a system of different technics to keep the sustainable growth of the language proficiency.
Focus Groups
Author(s): Andreas Schmeil
Improvement of communication effectiveness of teachers and students in Second Life
Author(s): Derka Polik; Identity Euler
Abstract:
Residents come to Second Life mainly because of communication possibilities which virtual world offers. If they meet obstacles in communication they may feel that this virtual world doesn't meet their expectations. The learning curve in case of Second Life is much longer than in a case of different communicators (e.g. Skype). At the very beginning the other advantages don't play so huge role for Residents as communication plays. The workshops will help participants of the conference 'The Virtual Worlds Best Practice in Education' to understand better all possible ways of communication in Second Life.
Learning Key Roleplay Skills
Author(s): Forceme Silverspar
Abstract:
A set of four 1 hour workshops that explore the ins and outs of roleplay in SL. We start at the basics of emoting and go through key RP rules, safety, character creation, use of the virtual environment, setting up scenes and much much more.
Make it Round, Not Flat
Author(s): Alan Fomorin
Abstract:
Workshop and discussion on application of techniques to create immersive artistic experience in a 3D virtual environment. We will explore the ways in which real-life presentation of art i.e. two dimensional work does not translate effectively to the virtual world and how a creative virtual world environment requires a psychological committment as well as a different aesthetic to work in this way as opposed to conventional methods.
One Big Soup Project
Author(s): Muze Ackland
Abstract:
We know how to help bring about cultural understanding using 3d web technology. Through multicultural education we can bring balance in the virtual world by restoring cultural respect and honoring each others place in it. Just as in nature, the removal of one seemingly insignificant element in nature and adversely effect or affect an entire ecosystem. Balance restores harmony in ecology, economics, political power, spirituality and the list goes on. As it is experienced virtually, it carries out to the physical world. We acknowledge this truth and realize that every culture has something to offer as ingredients of One Big Soup we call "the world". OBS is building a diversity network/explorers game, celebrating these cultures through the many interactive means available such as music, art, architecture, cuisine, fashion, legends, history and language. We are EVERYWHERE.
The Steampunk Junkpile Sandbox
Author(s): Blu Heron
Abstract:
Join Blu Heron at the Steam Punk Junkyard for creative building projects of your choice. There's a project for every building skill level - beginning to advanced - simple wind up key to a scripted robot. All supplies and detailed note card instructions are provided.
Steampunk Junkyard Sandbox is open 24/7. Build solo, or bring your friends and collaborate on creative building. Pick some rusted relics of the Victorian steam-powered industrial era. Add textures to polish them up and repurpose them for a 21st century builds. Boxed tutorials used for the workshops are always available. Lots of additional pre-made prims, textures, sounds, and scripts.
Beginning building skills projects: 1-prim copper dance ball and 3-prim wind-up key.
Intermediate skills project: Steampunk your laptop, or re-texture a hot air balloon.
Advanced skills project: Steam powered robot.
Using Arts Processes for Learning in Second Life
Author(s): Niela Miller
Abstract:
I have been developing new ways to use SL's technology ie building, textures, digital photos and painting to enable students and clients to do problem solving by creating symbolic representations of the self, an idea or a challenge and to work directly with the creation for increased insight, awareness and options.I will do a few demos showing students how to make use of SL tools and we will discuss various applications for teachers and students involved in meaning - making curricula such as philosophy, psychology, or any learning situation in which participants are free to explore ideas and creative solutions to problems.