UWS - Virtual Worlds For Education Nov 2007

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UWS - Virtual Worlds For Education Nov 2007 - Presentation Transcript

  1. Virtual Worlds in Education from Dungeon to Second Life Daniel Livingstone
    • Welcome to Adventure!! Would you like
    • instructions?
    • >no
    • You are standing at the end of a road
    • before a small brick building.
    • Around you is a forest. A small
    • stream flows out of the building and
    • down a gully. In the distance there is
    • a tall gleaming white tower.
    • >
    • Elizabethan tearoom.
    • This cosy, Tudor room is where all adventures start. Its exposed oak beams and soft, velvet-covered furnishings provide it with the ideal atmosphere in which to relax before venturing out into that strange, timeless realm. A sense of decency and decorum prevails, and a feeling of kinship with those who, like you, seek their destiny in The Land. There are exits in all directions, each of which leads into a wisping, magical mist of obvious teleportative properties...
    • >
  2. MUDs and MOOs
    • Multi-user text based adventure games
    • Many variants… MUD, MUCK, MUSH, TinyMUD, MOO
    • MOO (MUD Object Oriented) allowed players to modify the game by adding rooms, monsters, items, etc. (after gaining Wizard status)
      • Object-oriented programming while in-game
      • If you could code… steep learning curve
    • LambdaMoo and MUD can still be played today
  3. MOOs in Education
    • MOOs allowed users/admins to change content
    • Enabled creation of text-based educational virtual worlds
    • Literature, computer science, social forums, language learning, ….
    • Not known if any are still running!
  4. MMORPGs, MMOGs and MUVEs
    • Massively-multiplayer online gaming in 3D virtual worlds now a significant industry.
    • World of Warcraft alone has over 9 million subscribers world-wide
      • Has perhaps 1/3 – ½ of all MMOG subscriptions?
  5. Ultima Online
  6. Runescape
  7. World of Warcraft
  8. WoW in Action
  9. How to make items, the MMOG way
    • Have pattern (mould)
    • Have skill level X (e.g. Smithing Lvl 60)
    • Have ingredients (e.g. 20 wolf-pelts)
    • Have tools required (e.g. access to anvil, hammer…)
    • Then… click a mouse button
  10. How to make real money the MMOG way
    • Players can trade items in games
    • Can trade accounts
      • People started selling items and characters for real money
      • Virtual assets = real money
    • Generally discouraged by developers – with exceptions
    • Gold Farming
  11. Not just fantasy…
    • City of Heroes (and Villains!)
    • Star Wars Galaxies
    • Eve Online
    • Yohoho! Puzzle Pirates
    • APB
  12. Learning in Games
    • Team building & management
      • Corporations and guilds
    • Numeracy and Literacy
      • Despite visual emphasis, a lot of information is communicated in text
      • A lot of number crunching
    • Are these skills transferable?
      • Informal learning in games
  13. MUVEs
    • A range of 3D virtual worlds are more ‘general purpose’
      • Not games per se
    • Active Worlds
    • There
    • Second Life / Teen Second Life
  14. Some numbers
  15. Second Life
    • Any - and every - user is able to create content
      • Buildings, Furniture, Scenery
      • With scripts – pets, vehicles, guns
      • Avatar clothing, skins, custom avatars
    • A user-created world
    • With IP rights and freely convertible in-world currency (L$)
    • Social platform: Engaging with other ‘residents’ is the core experience
  16. Seriously Engaging
  17. Make items the SL Way
  18. Web Interoperability
    • Scripts running inside SL can communicate with the internet
      • Email
      • XML-RPC (must be initiated externally)
      • HTTP Request (incl. GET/POST)
    • Streaming audio/video
  19. Resident Run Businesses
    • Many residents enjoy SL for the ability to create their own content
    • Many choose to sell their creations
      • To cover their in-world expenses
      • To supplement RL income
      • Or even as their primary real-life income
    • SLExchange & OnRez: eCommerce web sites for Second Life
  20. Real Life Businesses
    • Increasing number of real-life businesses creating presences in SL
      • IBM, Dell, ABN AMRO, Sun, Amazon, O’Reilly, Wired, C|Net, BBH, Vodaphone, BBC, Adidas, Nissan, Sony Ericsson, Fox Movies, …
  21.  
  22.  
  23.  
  24. What’s in it for business?
    • Sales and direct income?
    • Marketing?
      • Market size? Degree of contact?
      • Engaging with audience
    • A business tool?
      • Virtual meetings
  25. Resident Run Education Programmes
    • Academy of Second Life
    • New Citizens Inc.
      • Resident run enterprises which teach a wide range of SL skills
      • From navigation and ‘user’ skills to advanced content creations
      • Initially encouraged by payments from Linden Lab
      • Now some classes supported by commercial sponsors (e.g. L-Word)
  26. The International Spaceflight Museum
  27. Real Life Educational Programmes
    • Mainly tertiary level
      • Quite limited RL-Education activity on TSL
    • Digital cultures, ethics, law in the internet age, rhetoric, game-development, programming, AI, business, collaborative virtual environments…
  28. Virtual Morocco
    • Johnson & Wales
    • - Identify social issues
    • Develop business solutions
    • Work with official Morocco tourist bodies
  29. Education Applications
    • Simulation
    • Collaboration
    • Business projects with ‘real’ customers
    • Role-play
      • Facilitating discussion
    • Machinima
    • Constructionist projects
  30.  
  31.  
  32.  
  33. Sloodle
    • Project to bridge SL & the Open Source Moodle VLE to provide additional support for learning (and for learning management) to SL
    • Funded and supported by Eduserv
  34.  
  35. Chat: Web-Intercom
  36. UI Integration
  37. PrimDrop – Digital Dropbox
    • Gathering assignments
    • Version control
    • Feedback
    • Permissions
    • Returning submissions
    • Supporting reflection
    • http://www.youtube.com/ watch?v=VUUnnLm-AG4
  38. Getting Started
    • Create a free account
      • www.secondlife.com
    • Download client
      • Windows, Mac, Linux
    • Explore Orientation Island
      • Basic skills
    • Explore Help Island
      • More skills practice, some free items to get you started
  39. Then what?
    • The next bit is the hard part…
      • You get dumped onto the ‘mainland’ where you’ll meet a random collection of mostly equally new (and confused) residents
    • What do you do now?
      • Some people randomly explore a bit, fail to find anything interesting then log off never to return
  40. I hate Second Life!
    • There is no inherent goal…
    • Take time to explore and see a variety of places
    • Talk to a variety of people
      • Ask what they find interesting in SL; ask if they can help you find stuff that interests you
    • If at first you hate SL – you aren’t alone!
      • But exploration and time might reveal depths you can’t see at first
  41. What Happened When I taught with SL…
    • Virtual world too open-ended, lacks obvious goals, rich social & technical environment
    • Students need support and direction
    • Get familiar with Second Life before inflicting it on your students! You will need to support them during their orientation…
  42. UWS Virtual Worlds Learning Community
    • I would benefit from more virtual worlds activity at UWS
    • I think UWS might benefit too!
    • Would you?
    • Propose a UWS learning community
      • Share experience; practical support; shared development of resources; meet on-line, ‘in-world’ and on campus (various)
      • I hope you’ll want to join me in this!

+ Daniel LivingstoneDaniel Livingstone, 2 years ago

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