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SLoodle: Moodle and Second Life

From gpotter, 1 year ago

MoodleMoot 2007: Sloodle - Moodle and SecondLife Mashup

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Slideshow transcript

Slide 1: “A chocolate and peanut butter combination”

Slide 2: Grant Potter, M.Ed Moodle admin and high school Vice-Principal SD#54 – Bulkley Valley, British Columbia G

Slide 3: Jeremy Kemp, M.Ed, M.S.J. “Sloodle” concept originator Assistant Director, Second Life Campus SJSU School of Library & Information Science J

Slide 4: 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 Sloodle News: Funding Grant

Slide 5: Sloodle is an open source experiment that maps the Moodle module structure to Second 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.

Slide 6: Sloodle: Illustrated

Slide 7: Getting a ‘MUVE’ on… 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

Slide 8: Why make the ‘MUVE’? 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

Slide 9: 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

Slide 10: 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 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

Slide 11: The New Learnscape 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 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

Slide 12: 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

Slide 13: Collaboration in gaming – Solo - Sim City, Pacman – Multi - The Sims Online, Doom – Group-specific - World of Warcraft, Second Life Gaming and Collaboration

Slide 14: Collaboration Timeline

Slide 15: “Cumulativity” in Gaming – Add items to inventory - Board games, FPS – Install templated, persistent objects - Sims – Build freeform, persistent objects - Second Life

Slide 16: Cumulativity Timeline

Slide 17: Collabor ative/Cu mulative

Slide 18: Collaboration on the Internet – Solo - AOL / Compuserv content – Multi - Web with hyperlinks – Group-specific - Web 2.0

Slide 19: “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) Cumulativity on the Internet

Slide 20: Collaborative/Cu mulative

Slide 21: Collabor ative/Cu mulative - Sloodle

Slide 22: Sloodle Adds: • Scaffolded learning, assessment • Web 2.0 tools framework • Compatible open community partners • Rigorous structure, Rabid Engagement SLoodle adds

Slide 23: Moodle/Slood le Analo

Slide 24: Current Sloodle Experiments: • “Toolbar” – Blogging – Gestures • “Chatcast” relay • “Box” classroom builder – Quiz chair Current Sloodle Experiments

Slide 25: Sloodle HUD

Slide 26: Chat logger

Slide 27: Quiz Chairs

Slide 28: Experiments for you to try…

Slide 29: RSS Feeds to/from Second Life

Slide 30: • Calendar • Role-play • Simulations Additional applications

Slide 31: See the Sloodle area on the MoodleMoot site for links, SLURLS, and discussion.

Slide 32: See you there