Nzcarn Symposium

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    Nzcarn Symposium - Presentation Transcript

    1. The value of Multi-user Virtual Environments for tertiary education – A glimpse of Second Life Dr Clare Atkins, NMIT SLENZ project group KORU
      • Arwenna Stardust
      One person – many faces
    2. What is Second Life?
      • A 3D real-time fully interactive online digital world, imagined created and owned by its residents – a MUVE
      • Not really a ‘game’
        • no rules (only principles of behaviour), no specific purpose
        • can create games within in it, e.g. RPGs, Chess, Slingo
        • almost entirely built from user generated content
      • An extremely rich virtual environment,
        • highly engaging roleplay opportunities
        • integrated eco-systems,
        • encourages/facilitates a high degree of collaborative action
        • Being used seriously by businesses, education institutes and entertainment sources
        • facilitates experiential learning
    3. Real-time weather visualisation, tsunami and hurricane simulations
    4. Literature Alive
    5. Impossible creations
    6. Powerful experiential learning
    7. Real time interactions
    8. The SLENZ project
      • Underway
        • a full literature review on the potential of MUVEs
        • identify suitable learning activities for SL
      • To come
        • design learning experiences and develop resources with interested educators
        • assist educators to pilot these experiences with students
        • evaluate the learning from the project
        • share the learning and resources online
      Large international community of practice
    9. Engaging with Second Life: Real education in a virtual world
      • NMIT investigating education in MUVEs since 2006
      • NMIT has 2 islands in Second Life
      • NMIT has 1 island in ONGENS (NZ OpenSim grid)‏
      • 2008 – 2009
      • NMIT led consortia of 4 ITPs and gained:
      • TEC Encouraging and supporting innovation funding
      • $500,000 for an 18 month project - SLENZ
      • http://slenz.wordpress.com
    10. The SLENZ project
      • Complete
        • a full literature review on the potential of MUVEs
        • identify suitable learning activities for SL
        • Underway
        • design learning experiences and develop resources with interested educators
        • train staff from ITP sector to work with them
        • To Come
        • assist educators to pilot these experiences with students
        • evaluate the learning from the project (CORE-ED)‏
        • share the learning and resources online
    11. The SLENZ project
      • Potential types of learning activities
        • ‘ enhanced reality’ spaces
        • Rich role-playing simulations
        • Metaphorical representation of abstract concepts
        • Student constructed learning
        • Real world simulations
        • Practising life-skills, collaboration, communication
        • Language learning
        • Creative Arts
    12. Issues around teaching in Second Life
      • Restricted to 18+ (or Teen Grid)‏
      • High bandwidth and high specification computers
      • Access to SL negotiated with IT services
      • Steep learning curve for staff and students
      • Lack of good 'classroom' tools such as whiteboards
      • Possibilities of SLOODLE
      • Public perception of 'online games'
      • Serious Fun – Serious Learning
      • Inter-institutional (and discipline) collaboration
      • Redefining distance education (and f2f)‏
      • Open or closed ? (creative commons licence)‏
    13. Please visit
      • The SLENZ project
        • http://slenz.wordpress.com/
      • Arwenna’s Blog
      • http://arwennastardust.wordpress.com
      • NZ Education in a Virtual World (blog)‏
      • http://eduforge.org/projects/slcampusnz/
      • Follow the links on the SLENZ blog for all documents, resources and videos produced by the SLENZ project
      • Email : clare.atkins@nmit.ac.nz or IM Arwenna Stardust

    + catkins_in_nzcatkins_in_nz, 5 months ago

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