Educational Uses of SL

Loading...

Flash Player 9 (or above) is needed to view presentations.
We have detected that you do not have it on your computer. To install it, go here.

1 comments

Comments 1 - 1 of 1 previous next Post a comment

Post a comment
Embed Video
Edit your comment Cancel

2 Favorites & 1 Group

Educational Uses of SL - Presentation Transcript

  1. Christine Crawford Instructional Design and Technology
  2. What is a Virtual World - A virtual world is a computer-based simulated environment intended for its users to inhabit, interact and create via avatars International Space Flight Museum
  3. What is Second Life?
    • A 3-D virtual world
    • Free and available to everyone
    • Created in 2003 by Linden Lab
    • Over 18 million residents
      • 53% male, 47% female
    • 200 + countries
    • 250 + universities
    • In-world economy L$260 = US$1 (as of March ‘08)
  4. Second Life™ is unique…
    • Distributed simulation - Most virtual worlds are located on one server and are limited in size
    • SL is divided over a network of machines. Every time a new machine is added to the network, hundreds of virtual acres are created.
    • Advanced compression – allows data to be compressed into thousands of objects per second into continuous streams to the resident’s machine
    Collaborative, immersive, open-ended
  5. Acronyms and expressions
    • SL = Second Life
    • RL = Real Life
    • In-world = inside the virtual world of SL
    • TP = teleport
    • Bling = objects that sparkle in-world (they can cause lag)
    • Prim = Primitive shape or object – Most basic shape which can be further manipulated to build in-world
  6. Second Life™ at UND
    • UND leased a small parcel of land from the New Media Consortium
    • T&L - Space created for Special Ed Law class group discussion and collaboration
    • IT– graphic design students interviewing residents in-world (COP)
    • Geography– Dissertation on sense of place
    • Communications – grad student teaching undergrads in graphic design
    • Communications – Master’s thesis on mentoring
    • IDT – grad student writing grant proposal for the NRC
  7. - a character that represents you in the virtual world
    • Can look just like you
    • Or look nothing like you
    Avatar
  8. Avatars are customizable
  9. Is Second Life a Game?
    • Goals and objectives in games are dictated by the game designers.
    • What you set out to accomplish, when and how you level up are all predetermined by the writers.
    • In SL, the players ARE the writers.
  10. Trends toward Virtual Worlds
    • In-coming students will have already been introduced to the virtual worlds:
      • Webkinz
      • Disney Online Studios
        • Club Penguin
        • Pirates of the Caribbean Online
        • Fairies Pixie Hollow
        • Cars
      • Teen Grid
    • Disney plans to spend $5 million to $10 million a piece to develop as many as 10 virtual worlds built around familiar Disney characters and franchises
    • Corporations like IBM, Cisco and SUN use SL to interview, train, and socialize their employees
  11. Networking/Collaboration
    • Dr. Bob Vernon, Chair, Indiana Univ, School of Social Work
    • Dr. Lisa Dawley, Chair, Boise State Univ Educational Tech
    • Several professional instructional designers
    • Employee of Sun Microsystems
    • Graduate library student from U of A
    • Chinese male living in Australia, using a female avatar
    • Builder of Northern Illinois University (Glidden)
    • Member of SL Development board and shop owner
    • CEO and other important figures of NMC
    • Several Harvard students
  12. Gartner Report 2007
    • Gartner Says 80 Percent of Active Internet Users (and Fortune 500 enterprises)Will Have A "Second Life" in the Virtual World by the End of 2011
  13. eMarketer
    • estimates that 24% of the 34.3 million child and teen Internet users in the US will use virtual worlds on at least a monthly basis in 2007. By 2011, 53% of them will be going virtual .
  14. Networking/Collaboration
    • Dr. Bob Vernon, Chair, Indiana Univ, School of Social Work
    • Dr. Lisa Dawley, Chair, Boise State Univ Educational Tech
    • Several professional instructional designers
    • Employee of Sun Microsystems
    • Graduate library student from U of A
    • Chinese male living in Australia, using a female avatar
    • Builder of Northern Illinois University (Glidden)
    • Member of SL Development board and shop owner
    • CEO and other important figures of NMC
    • Several Harvard students
  15. Bloom’s Revised Taxonomy
    • A committee of colleges, led by Benjamin Bloom, identified three domains of educational activities:
    • Cognitive : mental skills ( Knowledge )
    • Affective : growth in feelings or emotional areas ( Attitude )
    • Psychomotor : manual or physical skills ( Skills )
  16. Dante’s Inferno
    • The Divine Comedy written by Dante Alighieri 1321
    • Central epic poem of Italian literature and one of the greatest works of world literature (wikipedia)
    • Dante’s vision of the Christian afterlife influenced by medieval world-view and Dante’s own biases.
    • The afterlife is comprised of the Inferno which contains nine circles of hell, Purgatory and Paradise
    • Dante the character is thought to be at a point in life where he is suicidal and on the verge of choosing eternal damnation because of the death of his true love, Beatrice
    • Beatrice, dead, calls upon Virgil, a Latin poet who was believed to have predicted the rise of Christianity and symbolizes “Reason” was a perfect guide for suicidal Dante
    • "Abandon hope all ye who enter here"
  17. Dante’s Inferno (cont’d)
    • Virtual Tour (http://web.eku.edu/flash/inferno/)
    • Modern day Inferno, “Linden Hills” by Gloria Naylor ( http://www.123helpme.com/view.asp?id=12032 )
    • "Abandon hope all ye who enter here “
    • Who is Beatrice? ( http://en.wikipedia.org/wiki/Beatrice_Portinari )
    • Who is Virgil? (http://en.wikipedia.org/wiki/List_of_cultural_references_in_The_Divine_Comedy#V)
  18. John Miller, Tacoma CC
    • Centralia Classroom (A&P)
    • http://slurl.com/secondlife/Centralia%20College/170/150/29
    • NESIM Vid
    • http://www.youtube.com/watch?v=UjLDe-ca-sw
  19. Education
    • EdTech Island, Center for Virtual Education
    • ISTE
  20. Science
    • NOAA
    • UK Future Focus (solar system)
    • NASA Colab
  21. Info Island
    • Founded in 2006 – houses many library collections in the form of in-world books and web links
    • Bell Library Towers. This library contains many subject area resources, such as: Literature, History, Government Documents, Geography and more!
    • Talis Sci Fi & Fantasy - This structure is the home of the Sci Fi & Fantasy Group, containing many great exhibits. The group holds monthly book discussions.
    • Mystery Manor an area for exhibits and book discussions within the mystery genre.
    • Peace Park is a combination park and religious resource center.
    • Genealogy Research Center provides links to locations on the web for family history research. The group does quarterly exhibits and holds discussions and seminars.
    • Internet Communications and Technology Library and its demo area. ICT, another original partner provides scripts, information and tools for educators in Second Life.
    • VWLA - Virtual World Library Association works to support librarians in virtual worlds.
    • Library's Art Space - Art exhibits that showcase SL artists and their works.
  22. When should we use SL?
    • Do not use technology merely for the sake of using technology.
    • “ Intelligent integration of learning technologies.” (Van Eck, 2006)
    • Alignment – make sure the objectives, content and strategies are in alignment with one another. (ie physics) (Bloom’s Taxonomy)
    • We should NOT use SL when other media works as well or better for instruction.
    • “ Focus on the strengths of the medium”
    • immersion
    • engagement
    • authenticity
  23. References http://en.wikipedia.org http://lindenlab.com/about www.youtube.com http://social.chass.ncsu.edu/slatta/hi216/learning/bloom.htm Van Eck, R. (2006). Digital game-based learning: its not just the digital natives who are restless. Educause Review March/April. pp. 17-30. Special thanks to friends in-world for the help!

+ Christine CrawfordChristine Crawford, 2 years ago

custom

523 views, 2 favs, 2 embeds more stats

Presented to the College of Education and Human Dev more

More info about this document

© All Rights Reserved

Go to text version

  • Total Views 523
    • 521 on SlideShare
    • 2 from embeds
  • Comments 1
  • Favorites 2
  • Downloads 3
Most viewed embeds
  • 1 views on http://www.uweb.und.nodak.edu
  • 1 views on http://uweb.und.nodak.edu

more

All embeds
  • 1 views on http://www.uweb.und.nodak.edu
  • 1 views on http://uweb.und.nodak.edu

less

Flagged as inappropriate Flag as inappropriate
Flag as inappropriate

Select your reason for flagging this presentation as inappropriate. If needed, use the feedback form to let us know more details.

Cancel
File a copyright complaint
Having problems? Go to our helpdesk?

Categories

Groups / Events