Patterns for learning in SL: Borrowing the Language of 2D design

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What do "patterns" from 2D interface design field have to do with learning in 3D virtual worlds? This presentation addresses concepts from Jenifer Tidwell's 2005 book Designing Interfaces: Patterns for Effective Interaction Design published by O'Reilly Media, Inc. and maps those onto achievements by the SLOODLE LMS system.
Keynote presentation for Virtual Worlds: Libraries, Education and Museum Conference, April 24-25, 2009.

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Patterns for learning in SL: Borrowing the Language of 2D design

  1. 1. Patterns for learning in SL Borrowing the Language of 2D design Jeremy Kemp, M.S.J., M.Ed. with San Jose State University’s SLIS Patterns for Learning in SL
  2. 2. Jeremy Kemp - Who am I? … Full-time lecturer at SJSU SLIS Started teaching online in 1999 Second Life wiki for educators www.simteach.com sloodle.org mashup (SL <-> Moodle, Angel LMS) 3 Patterns for Learning in SL
  3. 3. SJSU SLIS - Who are we? Largest – 2500 grad students – Mostly online 4 Patterns for Learning in SL
  4. 4. Starting in Spring, 2007… 5 Patterns for Learning in SL
  5. 5. Who are you? • Please chat: • University / organization + Position or role • How connected are you? Groups, land, etc. 6 Patterns for Learning in SL
  6. 6. Profiles: Gartner Hype Cycle 7 Patterns for Learning in SL
  7. 7. Profiles: Crossing the Chasm Patterns for Learning in SL Image: http://en.wikipedia.org/wiki/Crossing_the_chasm 8 Profiles, Patterns and Profit
  8. 8. Pattern Languages Makes usable, easier to understand, beautiful Are learning tools Offer wisdom by example Are a way of communicating Tidwell, J. (2005). Designing Interfaces: Patterns for Effective Interaction Design. O'Reilly Media, Inc. 9 Patterns for Learning in SL
  9. 9. Pattern Categories Organizing the Content Getting Around Organizing the Page Commands and Actions Showing Complex Data Getting Input From Users Builders and Editors Making It Look Good Tidwell, J. (2005). Designing Interfaces: Patterns for Effective Interaction Design. O'Reilly Media, Inc. 10 Patterns for Learning in SL
  10. 10. Patterns: 2D – Live video conferencing 11 Patterns for Learning in SL
  11. 11. Patterns: 2D – Web conferencing 12 Patterns for Learning in SL
  12. 12. Patterns: 3D on the Desktop Tidwell, J. (2005). Designing Interfaces: Patterns for Effective Interaction Design. O'Reilly Media, Inc. 13 Patterns for Learning in SL
  13. 13. Patterns: 3D – Mac Time Machine 14 Patterns for Learning in SL
  14. 14. Patterns: 3D – Linux CompViz 15 Patterns for Learning in SL
  15. 15. Patterns: 3D – Windows Vista 16 Patterns for Learning in SL
  16. 16. 101 Uses for Second Life in the College Classroom By Dr. Megan S. Conklin ElonUniversity Department of Computing Sciences Games, Learning, and Society Conference June 23-24, 2005 in Madison http://facstaff.elon.edu/mconklin/pubs/glshandout.pdf 17 Patterns for Learning in SL
  17. 17. 101 Uses for Second Life in the College Classroom • Getting Started • In-World Dynamics • Sample Assignments • Build a Chair, Scavenger Hunt • Classroom Objectives, Issue-by-Issue • Avatars and Identity • Experiments in Government • Disabilities, Illness, Awareness 18 Patterns for Learning in SL
  18. 18. Patterns:Autoscript tools http://www.3greeneggs.com/ 19 Patterns for Learning in SL
  19. 19. Patterns: 3D – SLOODLE Dropbox ANGEL Postbox metaphor Moodle Primdropmetaphor 20 Patterns for Learning in SL
  20. 20. Patterns: 3D – SLOODLE Quiz Chair 21 Patterns for Learning in SL
  21. 21. Visit SLOODLE http://www.sloodle.org 22 Patterns for Learning in SL
  22. 22. Patterns for learning in SL Borrowing the Language of 2D design Jeremy Kemp, M.S.J., M.Ed. with San Jose State University’s SLIS Patterns for Learning in SL
  23. 23. 24 7 to 700 - Jeremy Kemp, SJSU

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