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MUVEs and second lives ,[object Object],[object Object],[object Object],MUVEs   and  second  lives: exploring education in virtual worlds
introduction what are multi-user virtual environments and how can we describe them: as a technology, as a lived experience?
what makes virtual worlds so compelling to our contemporary imagination? ,[object Object],[object Object],[object Object],[object Object],blurring boundaries of : (Hillis 1999, Jones 2005)
the uniqueness of SL Second Life : a unique configuration of  creativity ,  interactivity , construction of the self  and tangible  economy?
SL sold on a dream? Second Life sells us a dream of possibility that is limited only by our collective imagination. We are gods and by implication bear responsibility for our creations, the good, bad, beautiful and ugly
[object Object],[object Object],but the reality?
Virtual universes landscape
Growth in Virtual Worlds
SL demographics from Linden Labs for July 2007
MUVEs in educational contexts
Q. how many institutions have created a virtual presence in Second Life? …  the Eduserve July report 2007 on UK activity in SL  lists over  40  UK universities and colleges that have a building, land or island on the grid. See  http://www.eduserv.org.uk/foundation/studies/slsnapshots
MUVE affordances ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Conference and presentation spaces presentation style spaces: MetaverseU conference streamed live into SL from Stanford University (utilizing multiple media - text, audio, video)
VRR virtual reality room: a 360˚ photo-realistic space created with captured images converted into a QuickTime VR panorama and uploaded to SL (see  http://sl.nmc.org/2008/01/15/vrr-demo/ )
roleplay opportunities for roleplay, games-based learning and community participation: learning by role taking as opposed to learning by doing  role-play and innovations that stem from games based learning
Scilands SciLands: a mini-continent and user community devoted exclusively to science and technology with over 20 science and technology related organizations (see  http://www.scilands.org )
Second Health Second Health: Imperial College London commissioned virtual hospital campus illustrating healthcare of the future ( http://uk.youtube.com/watch?v=Hu-QNFLD1mg )
Visualisation visualisation I: a view from the outside, a large scale biological model of the human testes
Large builds visualisation II: traveling through the large scale biological model of the human testes
Self paced tuition self guided, paced learning: following a tutorial on building objects at the ‘Ivory Tower Library of Primitives’ on Natoma
Sloodle linking teaching between 2D and 3D worlds:  the ‘Sloodle’ project creating  linkages between Moodle and Second Life (see  http://www.sloodle.org )
where is current research  focussed?
[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],project areas
analysing in-world hands on workshops ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Hatmaking workshop example I: avatars free to roam during the session
Jewellery making workshop example II: controlled learning space with avatars forced to be seated for the duration of the session
Flexi-prim workshop example III: use of scripts to help deliver instruction and synchronize with tools such as a slide presentation object
taxonomy of Second Life practices
Mapping control of the environment against pedagogy   disorientating stressful, mechanical area of good practice cognitive overload
conclusions
[object Object],[object Object],[object Object],[object Object],directions
Digital literacy  finally: the digital literacy and competency levels required for participation should not be underestimated. Second Life presents dificult challenges to users that are not simply technical.
Final slide Dr Steven Warburton School of Law King's College London Email: steven.warburton@kcl.ac.uk Prism(lab) at  http://www.prismlab.org Liquid Learning at  http://www.liquidlearning.org Second Life:  StevenW Bohm

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MUVEs and second lives: exploring education in second life

  • 1.
  • 2. introduction what are multi-user virtual environments and how can we describe them: as a technology, as a lived experience?
  • 3.
  • 4. the uniqueness of SL Second Life : a unique configuration of creativity , interactivity , construction of the self and tangible economy?
  • 5. SL sold on a dream? Second Life sells us a dream of possibility that is limited only by our collective imagination. We are gods and by implication bear responsibility for our creations, the good, bad, beautiful and ugly
  • 6.
  • 9. SL demographics from Linden Labs for July 2007
  • 11. Q. how many institutions have created a virtual presence in Second Life? … the Eduserve July report 2007 on UK activity in SL lists over 40 UK universities and colleges that have a building, land or island on the grid. See http://www.eduserv.org.uk/foundation/studies/slsnapshots
  • 12.
  • 13. Conference and presentation spaces presentation style spaces: MetaverseU conference streamed live into SL from Stanford University (utilizing multiple media - text, audio, video)
  • 14. VRR virtual reality room: a 360˚ photo-realistic space created with captured images converted into a QuickTime VR panorama and uploaded to SL (see http://sl.nmc.org/2008/01/15/vrr-demo/ )
  • 15. roleplay opportunities for roleplay, games-based learning and community participation: learning by role taking as opposed to learning by doing role-play and innovations that stem from games based learning
  • 16. Scilands SciLands: a mini-continent and user community devoted exclusively to science and technology with over 20 science and technology related organizations (see http://www.scilands.org )
  • 17. Second Health Second Health: Imperial College London commissioned virtual hospital campus illustrating healthcare of the future ( http://uk.youtube.com/watch?v=Hu-QNFLD1mg )
  • 18. Visualisation visualisation I: a view from the outside, a large scale biological model of the human testes
  • 19. Large builds visualisation II: traveling through the large scale biological model of the human testes
  • 20. Self paced tuition self guided, paced learning: following a tutorial on building objects at the ‘Ivory Tower Library of Primitives’ on Natoma
  • 21. Sloodle linking teaching between 2D and 3D worlds: the ‘Sloodle’ project creating linkages between Moodle and Second Life (see http://www.sloodle.org )
  • 22. where is current research focussed?
  • 23.
  • 24.
  • 25. Hatmaking workshop example I: avatars free to roam during the session
  • 26. Jewellery making workshop example II: controlled learning space with avatars forced to be seated for the duration of the session
  • 27. Flexi-prim workshop example III: use of scripts to help deliver instruction and synchronize with tools such as a slide presentation object
  • 28. taxonomy of Second Life practices
  • 29. Mapping control of the environment against pedagogy disorientating stressful, mechanical area of good practice cognitive overload
  • 31.
  • 32. Digital literacy finally: the digital literacy and competency levels required for participation should not be underestimated. Second Life presents dificult challenges to users that are not simply technical.
  • 33. Final slide Dr Steven Warburton School of Law King's College London Email: steven.warburton@kcl.ac.uk Prism(lab) at http://www.prismlab.org Liquid Learning at http://www.liquidlearning.org Second Life: StevenW Bohm