SLoodle: Moodle and Second Life

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    SLoodle: Moodle and Second Life - Presentation Transcript

    1. Sloodle: Intro “ A chocolate and peanut butter combination”
    2. Grant Potter, M.Ed Moodle admin and high school Vice-Principal SD#54 – Bulkley Valley, British Columbia Grant Potter Intro
    3. Jeremy Kemp, M.Ed, M.S.J. “ Sloodle” concept originator Assistant Director, Second Life Campus SJSU School of Library & Information Science Jeremy Kemp Intro
    4. Sloodle News: Funding Grant
      • Eduserv Foundation (UK) has agreed a one year grant of £80,000 ($176,000 CAD) to the Sloodle project for ‘07/’08, subject to contractual arrangements being confirmed.
      • Awarded to Dr. Daniel Livingstone Paisley University
    5. Sloodle: Defined
      • Sloodle is an open source experiment that maps the Moodle module structure to S econd Life activities so course designers may experiment with effective and engaging 3D immersion for learning.
      • or -
      • Sloodle is a set of free, “full-perm” objects in Second Life that transport content back and forth to Moodle and help teachers and learners achieve learning objectives more efficiently with web scaffolding.
    6. Sloodle: Illustrated
      • A Second Life n00b? No problem.
      • Go to SecondLife.com and create a free account
      • First name is freeform; last name from a provided list
      • Download / install the free Second Life viewer
      • Check the PC requirements, esp. video card, firewall
      Getting a ‘MUVE’ on…
      • The Pervasiveness of Practice.
          • MUVE’s are social worlds that foster a culture of collaborative learning.
          • ‘ Sandboxes’ are everywhere - places where experienced users share what they know with others.
          • The common start of SL conversation is ‘How do I…?”
      Another Life: Virtual Worlds as Tools for Learning By Jay Cross, Internet Time Group; Tony O'Driscoll, IBM; and Eilif Trondsen, SRI Consulting Business Intelligence http:// elearnmag.org/subpage.cfm?section = articles&article =44-1 Why make the ‘MUVE’?
      • The Power of Presence, Sense of Space, and Capacity to Co-Create.
        • Avatars converse, collaborate, attend concerts and meetings, listen to presentations, explore, co-construct virtual artworks, create films and blog, blog, blog.
        • MUVE’s like Second Life are a powerful means of encouraging social interaction and dialogue.
      Another Life: Virtual Worlds as Tools for Learning By Jay Cross, Internet Time Group; Tony O'Driscoll, IBM; and Eilif Trondsen, SRI Consulting Business Intelligence http:// elearnmag.org/subpage.cfm?section = articles&article =44-1 Why make the ‘MUVE’?
      • Enrich the Student Experience
        • Virtual environments make impossible experiences possible for students, and new and engaging
        • Inspect a virtual prototype of a car
        • Walk through the mazes of a microprocessor
        • Re-enact a battlefield situation
        • Construct a water molecule
      Why make the ‘MUVE’? Another Life: Virtual Worlds as Tools for Learning By Jay Cross, Internet Time Group; Tony O'Driscoll, IBM; and Eilif Trondsen, SRI Consulting Business Intelligence http: //elearnmag . org/subpage . cfm ?section=articles&article=44-1
    7. The New Learnscape Another Life: Virtual Worlds as Tools for Learning By Jay Cross, Internet Time Group; Tony O'Driscoll, IBM; and Eilif Trondsen, SRI Consulting Business Intelligence http:// elearnmag.org/subpage.cfm?section = articles&article =44-1
      • Flow - balance inactivity and challenge
      • Experimentation - encourage learners to try new things
      • Experience - more engaging than other tech
      • Doing - Second Life is one BIG practice field
      • Observing - Explore, observe, learn
      • Motivation - teachable moments at every turn
    8. Why now? Gaming has sprung a leak. The social web and immersive game technology are fusing. Another Life: Virtual Worlds as Tools for Learning By Jay Cross, Internet Time Group; Tony O'Driscoll, IBM; and Eilif Trondsen, SRI Consulting Business Intelligence http: //elearnmag . org/subpage . cfm ?section=articles&article=44-1
    9. Gaming and Collaboration
      • Collaboration in gaming
      • Solo - Sim City, Pacman
      • Multi - The Sims Online, Doom
      • Group-specific - World of Warcraft, Second Life
    10. Collaboration Timeline
    11. Cumulativity
      • “ Cumulativity” in Gaming
        • Add items to inventory - Board games, FPS
        • Install templated, persistent objects - Sims
        • Build freeform, persistent objects - Second Life
    12. Cumulativity Timeline
    13. Collaborative/Cumulative Axis
    14. Collaboration on the Internet
      • Collaboration on the Internet
        • Solo - AOL / Compuserv content
        • Multi - Web with hyperlinks
        • Group-specific - Web 2.0
    15. Cumulativity on the Internet
      • “ Cumulativity” on the Internet
      • You can chat, change your persona
      • You can store files (Gopher / FTP)
      • You can upload to database, mark-up others’ content (Wiki, YouTube, Second Life)
    16. Collaborative/Cumulative
    17. Collaborative/Cumulative - Sloodle
      • Sloodle Adds:
      • Scaffolded learning, assessment
      • Web 2.0 tools framework
      • Compatible open community partners
      • Rigorous structure, Rabid Engagement
      SLoodle adds
    18. Moodle/Sloodle Analogues
    19. Current Sloodle Experiments
      • Current Sloodle Experiments:
      • “ Toolbar”
        • Blogging
        • Gestures
      • “ Chatcast” relay
      • “ Box” classroom builder
        • Quiz chair
    20. Sloodle HUD
    21. Chat logger
    22. Quiz Chairs
    23. Experiments for you to try…
    24. RSS Feeds to/from Second Life
    25. Additional applications
      • Calendar
      • Role-play
      • Simulations
      • See the Sloodle area
      • on the MoodleMoot site
      • for links, SLURLS, and discussion.
      More info
      • See
      • you
      • there
      See you

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