Second Life Presentation

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    As an instructional designer who has spent the last 8 years developing online education I have looked for ways to provide better communication between students. While the materials we develop are high quality multimedia, full of beautiful illustrations, animation, interactivity and often cutting edge, the online environment is still missing something for most students. It is a lonely place. Then 2 years ago at this conference I saw a presentation on SL.

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    Second Life Presentation - Presentation Transcript

    1. Collaborative and Experiential Learning in the User-Created Virtual World of Second Life Ali Andrews (AKA, Aline Click in RL) Northern Illinois University
    2. My Background
      • Assistant Director of eLearning at Northern Illinois University and involved with the development of online education since 1994.
      • Bachelors of Fine Art in Electronic Media, Masters of Science in Education with emphasis on Instructional Technology and currently working on a doctorate in Educational Technology, Research and Assessment
    3. 2007 Horizon Report
          • * user-created content
          • * social networking
          • * mobile phones
          • * virtual worlds
          • * new scholarship and emerging forms of publication
          • * massively multiplayer educational gaming
      The New Media Consortium and the EDUCAUSE Learning Initiative This annual report describes six emerging technology areas likely to have a large impact on teaching, learning, or creative expression within higher education in the next one to five years. For 2007, the technology areas spotlighted are:
    4. Some Problems with Online Education
      • Isolation
      • Collaboration
      • Lack of social/emotional communication
      • Lack of ability to simulate complex events
      • Learning styles
      • New generation of learners
      • Non-traditional learners
    5. A Solution Could Be 3D Virtual Worlds
      • Defined as a world that exists entirely online
      • The users “avatar” interacts with other avatars through animations, chat and audio
      • Provides for a sense of community
      • The social and emotional presence is enhanced due to how the avatar behaves.
      • Gender, ethnicity, age and disabilities are not apparent since you can present yourself the way you wish.
    6. Popular MUVEs include:
        • Harvard’s River City
        • Active Worlds
        • Second Life
        • There
        • The Sims Online
    7. So what is Second Life?
      • Opened in 2003
      • 3-D virtual world entirely built and owned by its residents
      • 8,623,396 people from over 100
      • A typical Sunday afternoon - 45,000 residents online
      • Residents retain the rights to their digital creations
      • 12,000 CPUs support 300 square miles of virtual land
    8. Universities in Second Life
      • Over 300 Universities in Second Life:
        • Harvard University: Cambridge, Mass .
        • Idaho State University: Pocatello, Idaho .
        • Illinois State University: Normal, IL
        • Northern Illinois University: DeKalb, IL
        • Ohio State University: Columbus, OH
        • Pennsylvania State University: (Various towns), PA
        • Stanford University: Palo Alto, CA
        • Texas State University: San Marcos, Texas
        • University of Colorado at Denver Medical Center: Denver, CO
        • Virginia Tech: Blacksburg, Virginia
    9. Educational Organizations
      • The Center For Internet Research
      • Association for Educational Communications & Technology (AECT)
      • Global Kids, Inc.: New York, NY, USA
      • Institute of Rural Health: Idaho,USA
      • International Society for Technology in Education
      • Ohio Learning Network: Columbus, OH
      • Social Science Research Council: New York, NY, USA
      • The New Media Consortium (NMC)
      • The Sloan Consortium (Sloan-C)
      • British Council
    10. National Organizations
      • National Physical Laboratory
      • National Oceanic and Atmospheric Administration
      • Center for Disease Control and Prevention
      • Global Kids, Inc
      • Institute of Rural Health
      • International Society for Technology in Education
      • Ohio Learning Network
      • Social Science Research Council
      • The New Media Consortium (NMC)
    11. Corporate in Second Life
      • Toyota
      • Nike
      • Sony
      • Sears
      • BMG
      • Starwood
      • Dell
      • IBM
      • Men’s Warehouse
      • Circuit City
      • NBC
      • Sun
      • Adidas
    12. Question: Is Second Life a Game?
      • A game is an activity, in which participants follow prescribed rules that differ from those of real life as striving to attain a challenging goal (Heinich, Molenda, Russell, & Smaldino, 2002); simply put it is organized play (Prensky, 2001, p. 119).
      Answer: No but it contains games.
    13. Community of Gamers/Learners “ Gamers come to virtual worlds because in them they find more than a game, they find other gamers. They come to compete with each other, to collaborate with each other, to learn from each other, to profit from each other, to talk to each other in the game, at the coffee machine at work or in chat rooms on the Internet.” Ludlow, P. and Wallace, M. (2006). Only A Game: Online Worlds and the Virtual Journalist Who Knew Too Much. to be published by O'Reilly Press. http://www.slconvention.org/ludlowwallace_chapter.pdf
    14. An Real Economy
      • You could sell $10,000 L$ which stands for Linden dollars for anywhere from $30 to $40 depending on the market value that day.
    15. The Learning Curve July 2005
      • Orientation Island
      • Explore and meet
      • Sandboxes and time
      • In-world workshops
      • The power of the group
    16. All objects start as a primitive object
    17. Video Streaming My “First Land”
    18. Building the NIU Campus
    19. The Terrain September 2005
    20. Laying the floors of Altgeld Hall
    21. The Walls of Altgeld Hall
    22. Altgeld Hall in Second Life
    23. Altgeld Hall Real Life
    24.  
    25.  
    26. NIU Students in Second Life
      • In world lessons can contain both synchronous and asynchronous experiences:
      • educational games
      • animations and simulations
      • note cards with assignments ]
      • presentations (both slideshow and video) audio
      • survey/quizzes
      • interaction with classmates, the instructor and other residents.
      • experiential learning
    27.  
    28. Black Sun II UCM Cyberculture Course
    29. Synchronous Learning
    30. Resources
      • SL Educators Wiki: www.simteach.com
      • SLED Educators Listserv
      • Groups such as builders and scripters
      • “ Info Island” for free resources and libraries
    31. Overcoming technical challenges
      • Supported video card
          • Video/Graphics Card:
          • nVidia GeForce 2, GeForce 4mx, or better
          • OR ATI Radeon 8500, 9250, or better
      • Broadband connectivity required
    32. Contact Information
      • Avatar : Ali Andrews
      • Real Life: Aline Click
      • Email: [email_address]
      • Phone: 815-753-0673
      • SL URL for Glidden Campus, NIU http://slurl.com/secondlife/Glidden/88/166/30/

    + AliandrewsAliandrews, 3 years ago

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