071031 Njedge

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    071031 Njedge - Presentation Transcript

    1. Virtual Worlds: 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
    2. What do you already know about Second Life? Second Life? Why talk about Second Life?
    3. 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.
    4. 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
    5. What is Behind Second Life
      • a scaleable co-located grid of servers running Linux
      • Real-time 3D streaming at DSL/Cable modem (or higher)
      • 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.
    6. 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
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    25. A Universe of Virtual Worlds Second Life Active World There SL Teen Grid Whyville Toontown Sims Online Virtual Earth Home Metaverse Protosphere Muse Coke Studios Sora City Dreamville TowerChat Traveler Habbo Hotel The Manor Mokitown Cybertown Virtual Ibiza Voodoo Chat Playdo Worlds.com Moove The Palace
    26. 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
    27. 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
    28. 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
    29. 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
    30. Meet Students in “Interesting” Places
      • Immersion yields enhanced motivation
      • Hands-on, constructivist practices pose challenges and peak curiosity
      • MMUVEs reach learners who do not succeed in conventional classroom settings, as well as “traditional” learners
      • The use of MMUVEs allow for delivery of sophisticated content in context and application
      • http://muve.gse.harvard.edu/rivercityproject/
      Dede’s research on MMUVEs shows
    31. Second Life permits the use of unconventional educational settings and hands-on experiences that would be difficult/impossible in Real Life. Such as…
    32. Dante’s Inferno and Linden Hills
    33. 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
    34. 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”
    35. Exposure to the “Other”
    36. But, how do we teach content and skill sets using Second Life
    37. Second Life: Cybergogy and Cyberpraxis
    38. 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)
    39. If you build it, they will come
    40. Construct 3-D Sites
    41. Autonomous Learning
    42. Students visit the always available site
    43. They enter the learning space
    44. Explore and orient themselves
    45. Encounter your assigned tasks
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    51. 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
    52. Hold Meetings In-world
    53. 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
    54. Now that we have the site, content and tasks:
      • Who owns the material?
    55. Copyright vs. Creative Commons
      • Intellectual Property Issues:
      • Valid for 70 yrs past the death of the creator
      • Grants permissions that are “all-or-nothing” (Public Domain or Creator Ownership)
      Copyright
    56. Creative Commons Licensing (CC):
        • Offers the option for full permission to modify, copy, and use (with attribution)
        • Allows creators to reserve some rights
        • Permits varying levels of public use:
        • May specify “No derivatives”
        • May restrict “commercial” uses
        • May require “Share-Alike” uses
    57. Institutions of Higher Ed such as:
      • MIT uses OpenCourseWare for all graduate and undergraduate courses (Non-Commercial, NoDeriv, Share-Alike permissions)
      • Rice University uses Connexions (Full attributions only)
    58. How do I use CC?
      • Go the website: http://www.creativecommons.org
      • Answer a few questions
      • The site indicates appropriate license for your needs
      • Site provides HTML code to add to the online work page
      • Code includes logo that links to CC page for use instructions
    59. There are nagging questions…
    60. Question 1:
      • What is acceptable attribution?
    61. Question 2:
      • What is the definition of “commercial” use?
    62. Question 3:
      • Must attribution accompany the image immediately?
    63. Question 4:
          • If I use Share-alike item, must my entire project be Share-alike as well?
    64. How will these rules be enforced?
      • Question 5:
    65. 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
    66. The CHSS Pilot Project
    67. Recreate What Exists
    68. Walk into a story
    69. Always “On” Content
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    71. Traditional Spaces
    72. Create Something New
    73. Engage Your Students
    74. Challenges
    75. Genome Island
    76. The Second Louvre
    77. NOAA
    78. Business
    79. Spaceport Alpha and Delta
    80. Renaissance Island
    81. San Francesco Assisi
    82. InfoIsland
    83. Princeton
    84. The Sistine Chapel Vassar Vassar
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    86. Vassar Island
    87. The Lost Gardens of Apollo
    88. Abbott’s Aerodrome
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    91. ?

    + AJ KeltonAJ Kelton, 3 years ago

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