Flittleton Eduserv 160109


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Fiona Littleton's presentation from Eduserve/CETIS meeting 19 January 2009

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  • Flittleton Eduserv 160109

    1. 1. Virtually, My Life Fiona Littleton [email_address] 15 th January 2009
    2. 2. Bezzerwizzer A trivia board game combining trivia and tactics from Mattel. Contains 5.000 questions in 20 categories. From 15 years. <ul><li>What country was the first to have an official embassy in Second Life? </li></ul><ul><li>Sweden </li></ul><ul><li>Germany </li></ul><ul><li>USA </li></ul>
    3. 4. @130 on-programme Austria, Germany, Greece, Japan, The Philippines, Cyprus, Uganda, Sri Lanka, Malaysia, Switzerland, UK, University of Edinburgh …. Part time, fully online learning Aimed at professionals in HE, FE and training
    4. 5. The Vue group is a virtual educational and research institute bringing together all those interested in the use of virtual worlds for teaching, research and outreach related to the University of Edinburgh. Virtual Campus for the University of Edinburgh
    5. 6. Vue, Map View, 11 th April 2007
    6. 7. Vue, 15 th May 2007
    7. 8. Vue, Map View, 14 th January 2009
    8. 10. A Marketing Space
    9. 11. Vue South, 16 th July 2007 An Open Space
    10. 12. Holyrood Park, 19 th September 2007 A Learning Space
    11. 13. Redefining Learning Spaces &quot;Some of the [educational ] ideas, like recreating places and experiences that are impossible for students to visit made a lot of sense. The idea of role play seems like a natural fit. Other ideas seemed to contradict the whole idea of Second Life. Isn't the idea that you are not constrained by the concepts and rules of the real world? The suggestions to build a virtual classroom with chairs and show the students a Powerpoint slideshow seemed particularly disappointing. I can't see what the benefit of doing that in Second Life would be at all. If you wanted to do something non-interactive, why use a platform that is designed to be interactive &quot; IDEL student on WebCT discussion board, November 2007
    12. 14. “ My initial impression of in-world 'talk' is that there is a significant shift in dynamics when three dimensions are involved. A 'person' can move around, approach people, fly, and visit things much like we do with our physical bodies. This is a quantum leap from a simple text discussion , like we experienced in the early weeks of this course, and adds a far more intuitive dimension to communication - like taking the 'smileys' a great leap forward. ” student weblog, October 2006
    13. 15. Use virtual to manifest the theoretical Manipulate your manifestation and directly experience whether or not it has an impact &quot;I find particularly interesting the potential of role-play, of consciously experimenting with your avatar in ways that could prove invaluable for fields such as social sciences or just to explore issues of racism and inequality within the classroom. Changing age, sex, race can be thought provoking, revealing and can provide useful lessons” student weblog, October 2006 A Tourist Space
    14. 16. “ The appearance of an avatar may sadly be a 'put-off' for those with which it interacts. … Choice of animal heads for avatar faces may send a terribly wrong message in my culture. Such an avatar may be considered a sorcerer or witch / wizard. Who would want to interact with such a 'person'?” student weblog, October 2006 Highlighting issues of identity
    15. 17. A Social Space
    16. 18. Highlighting learning as socially grounded “ One of the advantages of avatars is the increased sense of presence I think. It's different imagining the presence of your other classmates in a chat room compared to seeing their virtual representation in Second Life environment. … .The possibility of gestures and facial expressions as opposed to emoticons also contributes to more direct communication and to the feeling of stronger physical presence and also deeper sense of team spirit and collaboration.” student weblog, October 2006 Digital co-presence
    17. 19. &quot;And even though I'm not hugely drawn to Second Life, the visual  memory of our SL fireside tutorials for IDEL [Introduction to Digital Environments for Learning] is very strong.” student email conversation, May 2008
    18. 20. Arts, Culture & Environment: Social Augmented Duality A Play Space
    19. 21. An Assessment Space
    20. 22. “ [The Student Learning Game] is an example of the kind of creative pedagogical engagement that is possible, and of the kinds of challenges such spaces pose to existing understandings of text, assessment, learning and learning spaces; issues we engage with in a rigorous and critical way over the course of the MSc“ Siân Bayne , MSc Programme Director, July 2007 Highlighting Active Learning Student production as well as consumption Learning by Design
    21. 23. Highlighting Active Learning Learning by experience &quot;I think as a demo of possible means for assessment, I've achieved what I set out to do; there is academic content, there are hyperlinks, there is access to external web resources, and best of all it is immersive ..... you are not just sat at a computer reading a script. In terms of hypertext writing, the ability to create ones own pathway through the text (by wandering around the exhibits) follows hypertext theory but is a novel approach. The environment the text is presented in is also important. I am using Second Life to manifest the theoretical. “ student SL conversation , MSc IDEL, January 2009 “ I think it's no more or less [a place for learner's to learn] than any other digital space – [it is still] dependent on curriculum design, assessment flexibility, support for students” Clara O’Shea , MSc IDEL Tutor, January 2009
    22. 24. A Building Space
    23. 25. Investigating the potential of role-play within Second Life to substitute for and possibly improve face-to-face role-play in performance appraisal training. Upcoming Chapter “Challenging our People Perceptions: The Potential for Performance Appraisal Training in Second Life” in the book “Higher Education in Second Life” (2009). A Research Space
    24. 26. A Research Space EPSRC/AHRC Branded Meeting Space http://ace.caad.ed.ac.uk/NonPlace/
    25. 27. Virtual Hallucinations, Sedig Island Someone Else’s Space
    26. 28. Scilands Map View, 14 th January 2009 A Guided Space
    27. 29. Open Vue represents the use of open source virtual worlds technologies. An OpenSim Space Holyrood Park Open Vue, 31 th October 2007 Open Vue, 6 th January 2009
    28. 30. <ul><li>Second Life </li></ul>ActiveWorlds NewHorizone Dreamscape Sony Home The Sims Online Moove There blaxxun Contact Dreamville Traveler Adobe Atmosphere Entropia Universe Red Light Center EverQuest Ultima Online Lineage World of Warcraft Guild Wars Cybertown Peace City Google Lively Vivaty Open Sim Kaneva Forterra OLIVE MetaPlace Lively Twinity TruSim Triage Open Sim JISC report – “serious” use of Virtual Worlds http://www.jisc.ac.uk/publications/publications/seriousvirtualworldsreport.aspx
    29. 31. TruSim Triage Trainer TruSim Triage Website, 14 th January 2009
    30. 32. Acknowledgements Jeff Haywood, Brian Martin and Ray Land Siân Bayne (Sian Pankhurst) Hamish Macleod (Kimberley Pascal) Jen Ross (Blake Canadeo) Marshall Dozier (Pancha Enzyme) Austin Tate (AI Austin) Rory Ewins (Algernon Twang) James Stewart (JK Jakobus) Ian Graham (Radetzsky March) Naomi Nunn (Anwen Munro) Clara O’Shea (Klara Otsuka)
    31. 33. (Answer = Sweden) [email_address] www.wiki.ed.ac.uk/display/HolyroodPark/ Vue: www.vue.ed.ac.uk Special Issue of ALT-J on virtual worlds (2008) http://www.informaworld.com/smpp/title~content=g906960349~db=all~tab=toc~order=page Questions?