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Using virtual worlds in education.

Using virtual worlds in education.

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Mqsl Pres Presentation Transcript

  • 1. Second Life in Education Dean Groom, Learning and Teaching Centre, Macquarie University SEPT 2009
  • 2. Learning about [anything] new.
  • 3. What are Virtual Worlds? • is an online environment whose “residents” are known as avatars representing individuals participating online. • The functioning of a virtual world can mirror that of the real world, or it can allow residents to do such things as fly, role-play or listen to iLecture together in a virtual lecture (the list goes on).
  • 4. New opportunity • Virtual worlds allow different and new types of interactions that provide better educational experiences for some students • Virtual worlds facilitate “unintentional” learning, where students discover and create knowledge not for its own sake but in order to accomplish something they want to do, resulting in stronger comprehension and deeper knowledge.
  • 5. New experiences • The low stakes of an online environment encourage participants to experiment—to learn by trial and error—in a way not feasible in the real world. (Safe-Fail) • Serious games, simulations and scenario based learning, though instructionally planned and designed virtual space.
  • 6. Learning in Second Life • virtual world created by Linden Labs. • It is a MUVE - multi-user virtual environment. Not a ‘game’. • Goals, activities, use and narrative is created entirely by the residents (users) of Second Life - with an edu-purpose • It is free and open to anyone +18 online
  • 7. Virtual Worlds exist for pre-school though to adults
  • 8. Over 200 virtual worlds with +2 million users (each).
  • 9. Warcraft ... More players than people in New South Wales.
  • 10. Rise of immersion • The number one application on Facebook - is a virtual world game - Farmville • More Teens play social games that use social networks (ie Not blogging). • Second Life has a real economy, with over 1 million residents, making and spending millions of USD each year - profitably.
  • 11. SECOND LIFE IS USER DRIVEN. PROFESSIONAL AMATEUR The term “amateur” in today’s culture tends to be heard negatively. But the etymology of “amateur” comes from the Latin word amator, suggesting something you do for the love of it. Professionals do something for pay; amateurs do something out of their passion or love for it.
  • 12. From Marionettes to Avatars. http://bit.ly/8fuhy [VIDEO LINK]
  • 13. EDUCAUSE An opportunity to engage learners in an immersive and interactive environment that requires knowledge, decision making, and information management skills.
  • 14. EDUCAUSE However, the use of immersive learning environments association with play and fun is often considered noneducational.
  • 15. EDUCAUSE Research suggests that these environments can play a significant role in facilitating learning through engagement, group participation, immediate feedback, and providing real-world contexts.
  • 16. Macquarie “virtual campus” build Dec 2008.
  • 17. Staff Meetings in Virtual Space 2008
  • 18. Role Play in Assessment August 2008
  • 19. Exploring urban planning though simulation 2009
  • 20. Learning in Virtual Space
  • 21. curriculum and shared reality. Quest Atlantis ... Grade 4-7 Virtual Learning
  • 22. Student Orientation in Second Life
  • 23. Educational Conference About Virtual Worlds in Education
  • 24. How to get here. http://bit.ly/3J3CZ