Virtual Worlds And VLEs For Schools

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Presentation for SICTDG, 25th Jan 2008, on MUVEs and integrating MUVEs and web-based e-learning environments.

Presentation for SICTDG, 25th Jan 2008, on MUVEs and integrating MUVEs and web-based e-learning environments.

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  • Further to my last comment: A group for people interested in virtual worlds for K8 education:
    http://www.rezed.org/group/k8virtualworlds
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  • Thanks for your comments, glad you liked the presentation, even if you have reservations.

    For a start I wouldn't ever suggest that you have to use virtual worlds if you don't want to - and I wouldn't suggest using them for ALL of your classes all of the time.

    If you were interested, and wanted to try using virtual worlds, you would be well advised to spend some time preparing for it - so start small. Perhaps a project for one class over a few weeks. Perhaps with a virtual world like Habbo Hotel or Club Penguin (depending on the age of your students and what you want them to do with it!) which doesn't require any software to be installed and shouldn't require fancy new computers.

    At www.RezEd.org you'll find communities of educators interested in using virtual worlds for education (mainly Second Life, but other platforms too), which would be a good place to find out more about what different people are doing with virtual worlds in schools (or follow the links in the presentation!)
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  • A very impressive presentation, given the limits of Slideshare. However, what of the TCO for schools? Fast acting machines and waiting for downloads is one problem. But, more importantly, what of the investment of time for teachers? I invariably teach some 18-20 lessons per week with a whole range of ages and abilities. How on earth can I be expected to find the additional time required for lesson preparation for each individual lesson with 3-5 levels of differentiation, recognition of cultural, Skills and PLTS etc?
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  • 1. Virtual Worlds and Virtual Learning Environments Glow, Teen Second Life and More Daniel Livingstone SICT-DG Presentation, 25 th Jan 2008
  • 2.
    • 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.
    • >
  • 3. Groups Noticeboard Discussions Documents
  • 4. Synchronous Activities in Glow Chat IM Whiteboard Video Conferencing
  • 5.  
  • 6.  
  • 7. Runescape
  • 8. World of Warcraft
  • 9. Etc…
    • City of Heroes (and Villains!)
    • Star Wars Galaxies
    • Eve Online
    • Yohoho! Puzzle Pirates
    • Pirates of the Burning Sea
    • APB
    • Lord of the Rings Online
      • Etc., etc., …
    • World of Warcraft
      • Over 10 million subscribers alone
  • 10. 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
  • 11. MUVEs
    • A range of 3D virtual worlds are more ‘general purpose’
      • Not games per se, more social
      • Active Worlds, There, Second Life / Teen Second Life, Kaneva, Croquet / Kwaq, Project Wonderland (MPK20), HiPiHi, …
    • Media Grid/Immersive Education
  • 12. 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
  • 13. Seriously Engaging
  • 14. 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
  • 15. 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, …
    • Is this significant for education?
  • 16.  
  • 17.  
  • 18.  
  • 19. 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
  • 20. The International Spaceflight Museum
  • 21. Real Life Educational Programmes
    • Mainly tertiary level
      • Some RL-Education activity on TSL
      • Come to that in a moment!
    • Digital cultures, ethics, law in the internet age, rhetoric, game-development, programming, AI, business, collaborative virtual environments…
  • 22.  
  • 23. What Happened When I taught with SL…
    • Virtual world too open-ended, lacks obvious goals, rich social & technical environment
    • Students need support and direction
    • Tutors need to be familiar with the environment too to provide this support
    • Not universally enjoyed – but students enjoyed it more than blogging or using wikis!
  • 24. Education Applications
    • Simulation
    • Collaboration
    • Business projects with ‘real’ customers
    • Role-play
      • Facilitating discussion
    • Machinima
      • Using game technology for movie making
    • Constructionist projects
      • Let the students make the project!
  • 25.  
  • 26. Education Projects in TSL
    • Schome
    • www.schome.ac.uk
    • Suffern Middle School
    • rampoislands.blogspot.com
    • Global Kids
    • www.holymeatballs.org/second_life/
    • Eye4You Alliance
    • British Council
  • 27.  
  • 28. 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
  • 29. Chat: Web-Intercom
  • 30. UI Integration
  • 31.  
  • 32. Where next?
    • Virtual worlds growing in popularity across all age groups
    • Growth in educational use
    • Avatars everywhere
      • Why not 2D avatars in Glow?
    • To reach educational potential, and for teacher/learner support, MUVEs can be integrated with VLEs
    • What MUVE is best fit for purpose?
      • What do you want to do with it?
  • 33.
    • Daniel Livingstone, School of Computing University of the West of Scotland, Paisley Campus
    • [email_address]
    • aka Buddy Sprocket in SL
  • 34. Getting Started in SL
    • Create a free account
      • www.secondlife.com
      • Or via http://sl.nmc.org/join/
    • Download client
      • Windows, Mac, Linux
    • Explore Orientation Island
      • Basic skills
    • Explore Help Island
      • More skills practice, some free items to get you started
  • 35. 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
  • 36. 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