Virtual Experience: Observations on Second Life Clare Atkins NMIT KORU
<ul><li>Opening remarks </li></ul><ul><li>not the result of rigorous research </li></ul><ul><li>private involvement in SL ...
Characteristics of Second Life <ul><li>Accessibility  Game Engine </li></ul>Koru – The kauri grove
Immersive <ul><li>Perceptually convincing </li></ul>
Interactive in real time
User Generated
Observations Creating educational spaces
Observations Professional and social networking
Observations <ul><li>Enhancing Reality </li></ul>
Observations <ul><ul><li>Constructivism </li></ul></ul>Dante’s Inferno
Observations <ul><ul><li>Metaphoric Representation </li></ul></ul>
Issues:  Steep learning curve <ul><ul><ul><ul><ul><li>for staff and students </li></ul></ul></ul></ul></ul><ul><ul><ul><ul...
Issues:  Technical requirements <ul><li>high spec graphics </li></ul><ul><li>fast internet connection and good bandwidth <...
Issues :  Trust <ul><li>in each other </li></ul><ul><li>in Linden Research Inc. </li></ul>
Engaging with Second Life:  real education in a virtual world.   <ul><li>Encouraging and supporting innovation funding </l...
Please visit   <ul><li>Arwenna’s Blog </li></ul><ul><li>http://awennastardust.wordpress.com </li></ul><ul><li>NZ Education...
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    http://arwennastardust.wordpress.com
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Iccmsn2008 Presentation2

  1. 1. Virtual Experience: Observations on Second Life Clare Atkins NMIT KORU
  2. 2. <ul><li>Opening remarks </li></ul><ul><li>not the result of rigorous research </li></ul><ul><li>private involvement in SL (Nov 2006) </li></ul><ul><li>as interactive, face-to-face teacher </li></ul><ul><li>reluctant user of LMS’s </li></ul><ul><li>April 2007 – first classes in SL, </li></ul><ul><li>July 2007 – NMIT bought Koru </li></ul><ul><li>Semester 2 – First student project in SL </li></ul><ul><li>March 2008 – $500,000 to explore SL for education </li></ul><ul><li>This paper attempt to gather together thoughts, encourage discussion, and make connections! </li></ul>
  3. 3. Characteristics of Second Life <ul><li>Accessibility Game Engine </li></ul>Koru – The kauri grove
  4. 4. Immersive <ul><li>Perceptually convincing </li></ul>
  5. 5. Interactive in real time
  6. 6. User Generated
  7. 7. Observations Creating educational spaces
  8. 8. Observations Professional and social networking
  9. 9. Observations <ul><li>Enhancing Reality </li></ul>
  10. 10. Observations <ul><ul><li>Constructivism </li></ul></ul>Dante’s Inferno
  11. 11. Observations <ul><ul><li>Metaphoric Representation </li></ul></ul>
  12. 12. Issues: Steep learning curve <ul><ul><ul><ul><ul><li>for staff and students </li></ul></ul></ul></ul></ul><ul><ul><ul><ul><ul><li>SL Core Competencies Framework </li></ul></ul></ul></ul></ul>Kiwi Educators meeting June 2007
  13. 13. Issues: Technical requirements <ul><li>high spec graphics </li></ul><ul><li>fast internet connection and good bandwidth </li></ul>
  14. 14. Issues : Trust <ul><li>in each other </li></ul><ul><li>in Linden Research Inc. </li></ul>
  15. 15. Engaging with Second Life: real education in a virtual world. <ul><li>Encouraging and supporting innovation funding </li></ul><ul><li>$500,000 for an 18 month project - SLENZ </li></ul><ul><li>7 parts </li></ul><ul><ul><li>a full literature review on the potential of MUVEs </li></ul></ul><ul><ul><li>• identify suitable learning outcomes for SL </li></ul></ul><ul><ul><li>• design learning experiences and develop resources </li></ul></ul><ul><ul><li>• train staff from the ITP sector who teach them </li></ul></ul><ul><ul><li>• pilot them with learners from across the ITP sector • evaluate the learning from the project • share the learning and resources online </li></ul></ul>
  16. 16. Please visit <ul><li>Arwenna’s Blog </li></ul><ul><li>http://awennastardust.wordpress.com </li></ul><ul><li>NZ Education in a Virtual World </li></ul><ul><li>http://eduforge.org/projects/slcampusnz/ </li></ul><ul><li>Grateful thanks to Aaron Griffiths </li></ul><ul><li>for many of the photos. </li></ul>

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