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Identities within Virtual Worlds    and Future Metaverses:Implications for our Existence in          Online Spaces        ...
• The implications of the change to  digital learning• Will it be accepted by the society?
Is He saying                  Futurethat the change   is needed?                          Marc Prensky                    ...
Is digital learning already in used?
‘There are ‘over 700 educational institutions from    all over the world are in Second Life today’                 (Linden...
Loyalist college:  Virtual World Simulation Training Prepares RealGuards on the US-Canadian Border: Loyalist College      ...
‘The New Media Consortium (NMC)is a non-profit consortium oflearning-focused organizationsfounded in 1993. it has nearly 3...
The open university:Providing Geographically Dispersed Students & Faculty A Place to Meet and Learn Together:
Advantages• ‘Todays challenging environment:   Economic pressures from budget cuts and the  rising cost of education conti...
• ‘Virtual worlds enable real life   learning:    Second Life’s persistent virtual environments   enable students to work ...
KenHudson, ManagingDirector, Virtual WorldDesign Center, LoyalistCollege says
• Thus you can collaborate with the other  educational environment. Such as the 700  institutions.
Students might              display              cyberdisinhibition              as i experienced              on Unity 3d...
Immersionist: ‘they rarely                                  reveal their real life                               identitie...
References•   Bennetsen, H. (2006) augmentation vs immersion. Available AT:    HTTP://SLCREATIVITY.Org/WIKI/INDEX.Php?Titl...
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  • In this presentation, I will talk about:
  • Marc Prensky finds that our students of this generation have changed.
  • Relating to my point about whether students are being influenced by the media and technology.Greenfield says that .............
  • Well, virtual worlds are already being used. Such as There are various educational institute on second life
  • To prove this point, I will Pickout three successfull example, i will talk about 3 institutes on second life
  • The students grades had rised and it enrouraged a lot more students to join second life.
  • 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 NMC's not-for-profit project has recovered all its costs through virtual world operations and became completely self-sustaining in early 2007.’
  • Distractions on the internet. Philip Zhai argues that ‘virtual reality is equivalent to actual reality and we may end up leaving the real world behind and what this would mean to the human race’.
  • Immersionist might to agree
  • Transcript of "testing"

    1. 1. Identities within Virtual Worlds and Future Metaverses:Implications for our Existence in Online Spaces Noormahbi Bukreedan
    2. 2. • The implications of the change to digital learning• Will it be accepted by the society?
    3. 3. Is He saying Futurethat the change is needed? Marc Prensky said, ‘Our students have changed radically. Today’s students are no longer the people our educational system was designed to teach’Is the students changing (Prensky, 2011, p.1) through nurture or are they being influenced by technology?
    4. 4. Is digital learning already in used?
    5. 5. ‘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) .
    6. 6. 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 however, 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 to explore Second Life for mixed purposes.
    7. 7. ‘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, researchcenters, foundations, and otherforward-thinking organizations.Since 2006 the NMC has usedSecond Life as another medium toachieve their mission - to encouragethe use of emerging technologies insupport ofteaching, learning, research, andcreative expression – withremarkable results’. (second
    8. 8. The open university:Providing Geographically Dispersed Students & Faculty A Place to Meet and Learn Together:
    9. 9. Advantages• ‘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)
    10. 10. • ‘Virtual worlds enable real life learning: Second Life’s persistent virtual environments enable students to work together synchronously and then return, individually or as a team’ (Linden Lab, 2011)They can also And mostwork with importantly, ‘Yo It amplifies u feel like you’restudents from learning via You canvarious areas there. We call it presentations, a sense of prototype realwhich broaden chat, calls. life productions.their “presence”’.imaginations. (Linden Lab, 2011)
    11. 11. KenHudson, ManagingDirector, Virtual WorldDesign Center, LoyalistCollege says
    12. 12. • Thus you can collaborate with the other educational environment. Such as the 700 institutions.
    13. 13. Students might display cyberdisinhibition as i experienced on Unity 3d.It may notbe relevant Addictionfor all (Vine,2010)subjects Ontology
    14. 14. Immersionist: ‘they rarely reveal their real life identities, not disclosing personal information within their profile and using text rather than voice to communicate’.Augmentationist: ‘people’s real world identities tendto be known, and there is no sense of role-play, oradopting the conventions of a separate self- contained space’.
    15. 15. 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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