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.
Second Life Presentation - Presentation Transcript
Collaborative and Experiential Learning in the User-Created Virtual World of Second Life Ali Andrews (AKA, Aline Click in RL) Northern Illinois University
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
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:
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
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.
Popular MUVEs include:
Harvard’s River City
Active Worlds
Second Life
There
The Sims Online
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
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
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
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)
Corporate in Second Life
Toyota
Nike
Sony
Sears
BMG
Starwood
Dell
IBM
Men’s Warehouse
Circuit City
NBC
Sun
Adidas
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.
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
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.
The Learning Curve July 2005
Orientation Island
Explore and meet
Sandboxes and time
In-world workshops
The power of the group
All objects start as a primitive object
Video Streaming My “First Land”
Building the NIU Campus
The Terrain September 2005
Laying the floors of Altgeld Hall
The Walls of Altgeld Hall
Altgeld Hall in Second Life
Altgeld Hall Real Life
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
Black Sun II UCM Cyberculture Course
Synchronous Learning
Resources
SL Educators Wiki: www.simteach.com
SLED Educators Listserv
Groups such as builders and scripters
“ Info Island” for free resources and libraries
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
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/
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