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  • Hi, My name is Noormahbi Bukreedan, I will be talking about our identities within virtual worlds and future metaverses. I will then talk about the implications for our existence in online spaces.
  • Ok, My question is Has virtual reality arrived? Will there be any change to learning; Hence will learning be digital? Will it be accepted by the society?
  • Well, lets see.Marc Prensky finds that our students of this generation have changed. He informs us that our children have changed radically. Today’s students are no longer the people our educational system was designed to teach. So what actually is he trying to say. In my opinion, children are being influenced vastly by the technological world of today’s. Sometimes, you may think that a change is needed and contraversly you would also think of the issues that it will bring.
  • Greenfield says the human brain is under threat from the modern world. The modern world is forcing us to be immerse. An immersionist will be happy of virtual world but the issue is whether it will be accepted by augmentationist. I have find many people disliking learning on virtual world. Some thinks it is not appropriate as eventually it won’t be able to communicate with a person in real world whilst others do not like it as a game neither.
  • So what actually are trying to say. In my opinion, children are being influenced vastly by the technological world of today’s. Sometimes, you may think that a change is needed and you would also think of the issues that it will bring upon the change which I will look at further on.
  • Ok so Is digital learning already in used you may ask or may say. Well unsurprisingly, it is being used by one of our most important markets or resources if you like.
  • Taking second life for illustration,There are various educational institutes that exists or should I say that is projected through computers to our brain. Human likes to experience new gears and it is dependent upon oneself whether he or she will continue to approve so. Second life is also very popular. The education community is the fastest growing and among the most vibrant, active and dynamic in second life. I will speak about 3 institutes that I found the most attractive.
  • There are ‘over 700 educational institutions from all over the world are in Second Life today’ (Linden Lab, 2011) ‘Dozens of highly successful projects are proving that Second Life can be as effective as traditional classrooms and for many students it’s an even more effective learning environment’ (Linden Lab, 2011) .To prove this point, I will Pickout three successfull example, i will talk about 3 institutes on second life.
  • Firstly, there is the Loyalist College. The loyalist college is a college to train for the customs and immigration students. . Before September 11, 2001, Customs and Immigration students at Loyalist College spent three weeks tailing professional border guards to experience the daily routine of their future job. However, In a post-911 environment, this was no longer allowed. Thus the students could not train anymore. Their training suffered but no until they second life was their life saver. Training suffered until the Director of Educational Technology at Loyalist College catalyzed a virtual border crossing simulation in Second Life for Loyalist students’. scores from a 56% success in 2007, to 95% at the end of 2008. Over 650 students and 8 faculty explored Second Life for mixed purposes.The students grades had rised and it enrouraged a lot more students to join second life
  • The new media consortium! The new media consortium is an organisation for developing new learning and collaboration environments for educators. It was found in 1993. It has 300 members which includes most of the top collegs and universities in the world. It also consists of museums, research centres and other organisations. Since 2006, the new media consortium had found another medium to achieve their goals which was ofcourse second life. The result they informed, were remarkable. By helping more than 150 colleges and universities learn to make broad use of virtual spaces, including institutions like MIT, Harvard, Yale, Princeton, USC, Rice, and many others, the NMC has built the largest educational project in any virtual world. The attractive matter is that it, The NMC's not-for-profit project has recovered all its costs through virtual world operations and became completely self-sustaining in early 2007.’
  • The Open University is there to provide geographically dispersed students and faculty to meet and learn together. The OU campus in Second Life offers something completely new and invigorating for this varied and widely dispersed student body. The open university is funded by the royal Charter in 1969. It is the largest university in the uk and the only one dedicated to providing quality although there is only on physical campus which is situated in Milton Keynes, England. People come from all over the country. Hence The open university has got its building on second life to allow a chance to meet and live together. Ok right, Ihave already mentioned the benefits of these digital schooling. Now let’s look the advantages that it bring to the individual
  • The strongest factor would evidently be ‘today’s challenging environment’. The Economic pressures from budget cuts and the rising cost of education continue to mount. While students are forced to pay higher tuition fees, share resources, and even drop classes, educators are obligated to creatively “do more with less” by designing curricula that accommodates economic constraints’. You still need to pay tuition fees, you may say. But it does save many other costs such as transport and the most efficient factor, time.
  • Why not use virtual world. It enables real life learning and it carries a lot of advantages too. Second life allows students to work with students from various places which will broaden their imaginations and knowledge. It amplifies learning via presentation, chat and calls just like in real life. You can therefore prototype real life production. And most importantly, you feel like you are there. You feel a sense of presence.. Second Life’s persistent virtual environments enable students to work together synchronously and then return, individually or as a team’ (Linden Lab, 2011) But It may be different for the augmentionists
  • Ken Hudson, the Managing Director of the Virtual World Design Center at the Loyalist College quotes the succeeding.
  • Moreover, Second life is an engaging learning environement. Thus you can collaborate with the other educational environment. Such as the 700 institutions.
  • Think green. Another advantage is actually an environmental gain. Although ‘virtual worlds require energy to power computers and servers, the environmental impact is minimal by comparison’ (Linden Lab, 2011).By reducing the need for travel and meeting in a virtual classroom, schools can save millions of carbon pounds from entering our environment.
  • Now the coin turns side. Disadvantages. As well as Advantages, there are disadvantages as in all cases. It includes the following. It may not be relevant for all subject. So, Maths would be a failure on second life but English would be a success. Furthermore, there are Distractions on the internet and as we know we do can get distracted. The other factor is Ontology. Philip Zhai argues that ‘virtual reality is equivalent to actual reality and we may end up leaving the real world behind’. Some may start living in the virtual world at least mentally. It become and addiction. Lastly, education wise, students might display cyberdisinhibition as I experienced on Unity 3D. Some may find it hard to cope whilst others simply did not like the setting of it.
  • Ok, We are divided into two types of people, Imemrsionist and augmentationist. Bennetsen (2006) observed the two dominant modes in which activities take place within virtual worlds, in his case Second Life. He refers to these two modes as Immersion and Augmentation .Immersionist they rarely reveal their real life identities, not disclosing personal information within their profile and using text rather than voice to communicate’. Thus they might not agree. Augmentationist: ‘people’s real world identities tend to be known, and there is no sense of role-play, or adopting the conventions of a separate self-contained space’. Immersionist will be more loyal to virtual worlds.
  • In conclusion,
  • Presentationme

    1. 1. Identities within Virtual Worlds and Future Metaverses:Implications for our Existence in Online Spaces
    2. 2. • The implications of the change to digital learning• Will it be accepted by the society?
    3. 3. Is digital learning already in used?
    4. 4. ‘There are ‘over 700 educational institutions from all over the world are in Second Life today’ (Linden Lab, 2011)‘Dozens of highly successful projects are provingthat Second Life can be as effective as traditional classrooms and for many students it’s an even more effective learning environment’ (Linden Lab, 2011) .
    5. 5. Loyalist college: Virtual World Simulation Training Prepares RealGuards on the US-Canadian Border: Loyalist College in Second Life „Before September 11, 2001, Customs and Immigration students at Loyalist College spent three weeks tailing professional border guards to experience the daily routine of their future job. However, In a post-911 environment, this was no longer allowed. Training suffered until the Director of Educational Technology at Loyalist College catalyzed a virtual border crossing simulation in Second Life for Loyalist students‟. (second life, 2011) scores from a56% success in 2007, to 95% Over 650 at the end of students and 8 2008 faculty explored Second Life for mixed purposes.
    6. 6. „The New Media Consortium (NMC)is a non-profit consortium oflearning-focused organizationsfounded in 1993. it has nearly 300members, including most of the topcolleges and universities in theworld, museums, research centers,foundations, and other forward-thinking organizations. Since 2006the NMC has used Second Life asanother medium to achieve theirmission - to encourage the use ofemerging technologies in support ofteaching, learning, research, andcreative expression – withremarkable results‟. (second life,2009)
    7. 7. The open university:Providing Geographically Dispersed Students & Faculty A Place to Meet and Learn Together:
    8. 8. • ‘Todays challenging environment: Economic pressures from budget cuts and the rising cost of education continue to mount. While students are forced to pay higher tuition fees, share resources, and even drop classes, educators are obligated to creatively “do more with less” by designing curricula that accommodates economic constraints‟ (Linden Lab, 2011) Advantages
    9. 9. ‘Virtual worlds enable real life learning’ And mostThey can also importantly,work with ‘You feel likestudents from It amplifies You can you’re there. Wevarious areas learning via prototype call it a sense ofwhich broaden presentations, real life “presence”’.their chat, calls. productions. (Linden Lab,imaginations. 2011)
    10. 10. Ken Hudson,Managing Director,Virtual World DesignCenter, Loyalist Collegesays
    11. 11. It may not Ontologybe relevantfor allsubjectsStudents mightdisplaycyberdisinhibitionas i experienced Addictionon Unity 3d. (Vine,2010)
    12. 12. Bennetsen (2006) observed the two dominant modes in which activities take place within virtual worlds, in his case Second Life. He refers to these two modes as Immersion and Augmentation ( Bennetsen, 2006, p. 102) Augmentationist Immersionist
    13. 13. References• Bennetsen, H. (2006) augmentation vs immersion. Available AT: HTTP://SLCREATIVITY.Org/WIKI/INDEX.Php?Title=augmentation_vs_immersion (ACCESSED: 10TH DECEMBER 2011)• Greenfield, S. (2011) modern technology is changing the way our brains work, says neuroscientist. Available AT: HTTP://WWW.Dailymail.Co.Uk/SCIENCETECH/ARTICLE-565207/MODERN-TECHNOLOGY-CHANGING-WAY-BRAINS- WORK-SAYS-NEUROSCIENTIST.Html#ixzz1gfb8ba3y (ACCESSED: 10TH DECEMBER 2011)• Linden LAB (2011) SECOND LIFE EDUCATION: THE VIRTUAL LEARNING ADVANTAGE. Available AT: HTTP://LECS- STATIC-SECONDLIFE-COM.S3.Amazonaws.Com/WORK/SL-EDU-BROCHURE-010411.Pdf (ACCESSED: 9TH DECEMBER 2011)• Prensky, M (2001) ‘DIGITAL NATIVES, DIGITAL IMMIGRANTS’ ON THE HORIZON 9 (5) [ONLINE] AVAILABLE AT: HTTP://WWW.Marcprensky.Com/WRITING/PRENSKY%20- %20DIGITAL%20NATIVES,%20DIGITAL%20IMMIGRANTS%20-%20PART1.Pdf (ACCESSED: 9TH DECEMBER 2011)• Second LIFE (2009) CASE STUDY: THE NEW MEDIA CONSORTIUM. Available AT: HTTP://WIKI.Secondlife.Com/WIKI/CASE_STUDY:_THE_NEW_MEDIA_CONSORTIUM_(NMC) (ACCESSED: 9TH DECEMBER 2011)• SECOND LIFE (2009) CASE STUDY: THE OPEN UNIVERSITY. Availability AT: HTTP://WIKI.Secondlife.Com/WIKI/CASE_STUDY:_THE_OPEN_UNIVERSITY (ACCESSED: 9TH DECEMBER 2011)• Second LIFE (2011) CASE STUDY: LOYALIST COLLEGE. Available AT: HTTP://WIKI.Secondlife.Com/WIKI/CASE_STUDY:_LOYALIST_COLLEGE (ACCESSED: 9TH DECEMBER 2011)• Second LIFE (2011) SECOND LIFE EDUCATION/ RESOURCES. Available AT: HTTP://WIKI.Secondlife.Com/WIKI/SECOND_LIFE_EDUCATION/RESOURCES (ACCESSED: 9TH DECEMBER 2011)• Vine, J (2010) BBC’S PANORAMA- VIDEOGAMES ADDICTION? Available AT: HTTP://WWW.Youtube.Com/WATCH?V=r83287n6kfg (ACCESSED:10TH DECEMBER 2011)

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