Pitching Second Life to Educators - 15 minutes

3,042
-1

Published on

Bare bones presentation about why educational institutions should be exploring virtual worlds like Second Life. Can be expanded if more time is available

Published in: Technology, Education

Pitching Second Life to Educators - 15 minutes

  1. 1. University of Cincinnati Second Life Learning Community Chris Collins Project Manager, UC Second Life Second Life Ambassador, Ohio Learning Network UCit Instructional & Research Computing [email_address] .
  2. 2. KnowledgeWorks Foundation: Map of Future Forces Affecting Education http://www.kwfdn.org/map/index.aspx
  3. 3. KnowledgeWorks Foundation: Map of Future Forces Affecting Education
  4. 4. KnowledgeWorks Foundation: Map of Future Forces Affecting Education
  5. 5. KnowledgeWorks Foundation: Map of Future Forces Affecting Education
  6. 6. KnowledgeWorks Foundation: Map of Future Forces Affecting Education
  7. 7. Trends Echoed in Research <ul><li>New Media Consortium & EDUCAUSE, </li></ul><ul><li>Horizon Report 2007 </li></ul>
  8. 8. Trends Echoed in Research <ul><li>New Media Consortium & EDUCAUSE, </li></ul><ul><li>Horizon Report 2007 </li></ul>Virtual worlds convey a sense of presence lacking in other media. Virtual worlds can be used to create very effective learning spaces .
  9. 9. Virtual Worlds <ul><li>30+ virtual worlds now exist, many targeted at children and tweens </li></ul><ul><li>Over $1 billion invested in virtual worlds from 10/06 to 10/07 </li></ul><ul><li>Gartner predicts 80% of internet users will use virtual worlds by 2011 </li></ul>
  10. 10. Why Second Life? <ul><li>Leading VW platform </li></ul><ul><li>75% International </li></ul><ul><li>Critical mass of education institutions (200+) </li></ul>
  11. 11. Why Second Life? <ul><li>Leading VW platform </li></ul><ul><li>75% International </li></ul><ul><li>Critical mass of education institutions (200+) </li></ul>
  12. 12. Emergent Behaviors <ul><li>Buying and selling of virtual goods already a billion dollar industry. </li></ul><ul><li>Business and industry using for meetings, prototyping, collaboration </li></ul><ul><li>Explosion of creativity, content, and uses </li></ul>US $ Exchanged on Lindex (in millions)
  13. 13. Emergent Behaviors <ul><li>Buying and selling of virtual goods already a billion dollar industry. </li></ul><ul><li>Business and industry using for meetings, prototyping, collaboration </li></ul><ul><li>Explosion of creativity, content, and uses </li></ul>
  14. 14. Emergent Behaviors <ul><li>Buying and selling of virtual goods already a billion dollar industry. </li></ul><ul><li>Business and industry using for meetings, prototyping, collaboration </li></ul><ul><li>Explosion of creativity, content, and uses </li></ul>
  15. 15. UC Second Life Learning Community: Public Office <ul><li>Over 2700 unique visitors in a 4 month period </li></ul><ul><li>164 visitors rang desk bell for assistance </li></ul><ul><li>68 requested information about distance learning opportunities </li></ul>
  16. 16. UC Second Life Learning Community: 2007-08 <ul><li>Growth to 48 members </li></ul><ul><li>9 courses used the UCSLLC island </li></ul><ul><li>507 faculty, students, and staff participated or visited </li></ul>
  17. 17. Partnerships: Ohio Learning Network <ul><li>Second Life Ambassador </li></ul><ul><li>Co-Moderate statewide SL listserv </li></ul><ul><li>Featured workshops at </li></ul><ul><li>Ohio Digital Commons for Education 2008 </li></ul>
  18. 18. Partnerships: Siemens Project <ul><li>UCit & College of Engineering </li></ul><ul><li>Write software to convert UGS PLM design files to Second Life models </li></ul><ul><li>Siemens funding two graduate </li></ul><ul><li>positions and an island </li></ul>
  19. 19. Partnerships: Local Partnerships Developing <ul><li>National Underground Railroad Freedom Center </li></ul><ul><li>Cincinnati History Museum </li></ul><ul><li>Cincinnati Art Museum </li></ul><ul><ul><ul><li>Disabled American Veterans </li></ul></ul></ul>
  20. 20. Next Steps and Questions <ul><li>Academic Technology Planning Committee </li></ul><ul><li>Center for the Enhancement of Teaching & Learning </li></ul><ul><li>Funding models </li></ul><ul><li>Student Code of Conduct policies? </li></ul><ul><li>Evaluate other virtual world platforms? </li></ul>
  21. 21. Citations <ul><li>ECAR Study of Undergraduate Students and IT 2007: http://www.educause.edu/ir/library/pdf/ers0706/rs/ERS0706w.pdf </li></ul><ul><li>Knowledge Works Foundation Map of Future Forces Affecting Education: http://www.kwfdn.org/map/map.aspx </li></ul><ul><li>New Media Consortium & EDUCAUSE, Horizon Report 2007: http://www.nmc.org/pdf/2007_Horizon_Report.pdf </li></ul><ul><li>Pew Teens and Social Media Report: http://www.pewinternet.org/pdfs/PIP_Teens_Social_Media_Final.pdf </li></ul><ul><li>Gartner, 80% of Active Internet Users Will Have A “Second Life” in the Virtual World by the End of 2011: http://www.gartner.com/it/page.jsp?id=503861 </li></ul><ul><li>Virtual Worlds Management, $1 Billion Invested in Virtual World Companies Between October 2006 and October 2007: http://www.virtualworldsmanagement.com/2007/index.html </li></ul><ul><li>CNN Money, Second Life still living its first one: http://money.cnn.com/2007/12/20/technology/kirkpatrick_rosedale.fortune/ </li></ul><ul><li>TechCrunch, Virtual Goods: the next big business model: http://www.techcrunch.com/2007/06/20/virtual-goods-the-next-big-business-model/ </li></ul>

×