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NE Connect
 

NE Connect

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This is the presentation given at NEConnect in a joint effort between Montclair State University and Seton Hall.

This is the presentation given at NEConnect in a joint effort between Montclair State University and Seton Hall.

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NE Connect NE Connect Presentation Transcript

  • Second Life Dr. Laura Nicosia Assistant Professor English Department AJ Kelton Director CHSS Technology Services Unit College of Humanities and Social Sciences at Montclair State University Teaching, Learning and Technology Center at Seton Hall University Heidi Trotta Instructional Designer Riad Twal Instructional Designer
  • What do you already know about Second Life? Why talk about Second Life?
  • What is Second Life?
    • Started in 2003
    • “ Second Life is a 3-D virtual world entirely built and owned by its residents.”
    • A flexible space for learning and exploration
    • An opportunity for people to interact in a way that conveys a sense of presence lacking in other media.
    • Generalized rather than contextual, applicable to almost any discipline.
  • What is Second Life?
    • Second life is NOT a game - there are no rules or a fixed goal-oriented purpose.
    • 15-20K sign ups daily - over 10.5 million total
    • 25 - 50K residents on at one time
    • over $1 million spent daily (real US dollars)
    • Well over 200 educational institutions
    • Over 250 “sims” dedicated to education
  • What is Behind Second Life
    • a scaleable co-located grid of servers running Linux
    • Real-time 3D streaming with rigid body physics simulation, streaming positional audio (distance and direction)
    • Persistent desktop access - everything resides on the grid
    • Cross-platform portability
    • Infinite avatar customization - no two avatars alike
    • Uploadable textures, audio, Quicktime video can play in-world.
    • International Language Support - chat and communicate in local languages, inc. Asian character sets. European keyboards supported.
  • Technical Requirements
    • Highest speed connection (no dial up)
    • Best Graphics Card (specific)
    • Windows 2000 / Mac OS X 10.3.9
    • 800MHz Pentium III / 1 GHz G4
    • 512 MB RAM
  • A Universe of Virtual Worlds
    • 22 virtual world platforms listing over 11.8 million users, and that only includes numbers from 7 of the 22
    • 18 virtual worlds for Teens and Tweens listing over 52.3 million users from 12 of the 18
    • 15 virtual worlds for kids listing over 16.7 million users from 9 of the 15
    • Do the math: 55 virtual platforms w/ 80.8 million users
  • Show me the money
    • “ We don't see any slowing in the market adoption of virtual worlds technologies and expect investment in the space to continue. In fact the market is growing significantly, with the rate of adoption of virtual worlds increasing as the technology matures and has more to offer both consumers and enterprise customers.”
    • Christopher Sherman
    • Executive Director of Virtual Worlds Management
    • Pedagogical Validity for Teaching with Second Life
  • First, we recognize…
    • There is significant media hype focused on the “darker sides” of the in-world experience - violence, sex, drugs and rock & roll
    • The label of “gaming” poses an image problem for SL insofar as its potential uses in secondary and/or higher education
    • Without proper directions, goals and objectives, SL is as aimless and as pedagogically bereft of meaning as any other poorly designed or poorly deployed classroom lesson
  • However, with constructivist pedagogies
    • Comprehension soars when millennials engage with their avatars and co-journey through the learning environment’s unfolding episodes and processes (Dede)
    • Learning communities are fostered
    • Collaborative knowledge-building develops and cognitive capital is distributed among groups and individuals
  • Each site is “always on” and “always full of content”
  • Sites may appear vacant, but may be filled with content
  • Meet Students in “Interesting” Places
  • Second Life permits the use of unconventional educational settings and hands-on experiences that would be difficult/impossible in Real Life. Such as…
  • Dante’s Inferno and Linden Hills
  • Second Life provides
    • Guided Inquiry, where experience is central to learning
    • Scaffolding of in-world prior experiences through seeking, sieving and synthesizing experiences
    • Decentralization of the class, where knowledge is created across a community rather than delivered from an individual
  • In the process, we…
    • Share and exchange resources, cultural knowledge, stories and experiences
    • Engage in social exploration using a multiplicity of perspectives and points of view
    • Apply critical thinking and problem-solving in context and in process
    • Unlearn assumptions about communities and the “Other”
  • Exposure to the “Other”
  • But, how do we teach content and skill sets using Second Life
  • Q: How do we teach content (novels and stories) & skill sets (like writing and editing) using Second Life?
  • Pedagogical considerations:
    • Asynchronous participation and deep reflection at each user’s pace
    • Synchronous virtual exchanges to heighten immersion and foster interactions
    • A combination of mediated , situated learning-environments (teacher established challenges) and free, evolving situated learning environments (to experience virtual exploration)
  • If you build it, they will come
  • Construct 3-D Sites
  • Autonomous Learning
  • Students visit the always available site
  • They enter the learning space
  • Explore and orient themselves
  • Encounter your assigned tasks
  • They can open search engines and visit my pre-selected urls. I control the environment.
  • They receive tasks to accomplish (whether I am with them or not)
  • Students write essays on Notecards and deliver them to me via an “inworld email” system or deposit them in items.
  • Creating Notecards is as easy as opening a file.
  • Their Notecards can be as long as they need to be.
  • An effective virtual learning environment (VLE) may:
      • Supplement face-to-face interaction
      • Be used in combination with other multi-media (e.g. videoconferences embedded within the SL platform or concomitant with SL)
      • Be an adjunct to Blackboard or another more linear, asynchronous interactions with discussion groups and blogs
  • Hold Meetings In-world
  • Ultimately, We Must
    • Make the environment part of the learning experience—not an end unto itself
    • Enable metacognitive reflection on the SL experience
    • Construct feedback loops and self-renewing frameworks to inform our praxis
    • Investigate the pedagogical successes and failures of using Second life for our classes and disciplines
  • For discipline-specific uses of SL in the class:
    • “ 101 Uses for Second Life
    • in the College Classroom”
    • Dr. Megan S. Conklin—Elon University http://trumpy.cs.elon.edu/metaverse
  • The CHSS Pilot Project
  • Recreate What Exists
  • Walk into a story
  • Always “On” Content
  •  
  • Traditional Spaces
  • Create Something New
  • Engage Your Students
  • Challenges
  • Genome Island
  • The Second Louvre
  • NOAA
  • Business
  • Spaceport Alpha and Delta
  • Renaissance Island
  • San Francesco Assisi
  • InfoIsland
  • Princeton
  • The Sistine Chapel Vassar
  •  
  • Vassar Island
  • The Lost Gardens of Apollo
  • Abbott’s Aerodrome
  •  
  •  
  • ?
  • So many thanks to the numerous educators in Second Life who have shared their Second Life experiences, photographs and thoughts for this presentation! AJ Kelton (SL: AJ Brooks) keltona at mail.montclair.edu http://www.sorry-afk.com Slid eShare: sorry.afk Laura Nicosia (SL: LauraMaria Onomatopoeia) nicosiala at mail.montclair.edu SlideShare: lauranicosia Heidi Trotta (SL: Heidi TeeCee) trottahe at shi.edu http://heiditrotta.com SlideShare: trottahe Riad Twal Twaltiad at shu.edu http://pirate.shu.edu/~twalriad