LSU Virtual Worlds Keynote 2009


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Keynote delivered at LSU Center for Computation and Technology's Virtual Worlds: New Realms for Culture, Creativity, Commerce, Computation, and Communication Conference.

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LSU Virtual Worlds Keynote 2009

  1. 1. Dr. Tony O’Driscoll Fuqua School of Business, Duke University Avoiding the Routinization Trap Leveraging Virtual Worlds to REALLY make a Difference
  2. 2. Test and Disclaimer
  3. 3. Agenda
  4. 4. My Vision My Reality Vision vs. Reality
  5. 5. History Lesson 1585-1587
  6. 6. The Problem Knowing Doing
  7. 7. The Cause Diffusion
  8. 8. KM Promise <ul><li>Just: </li></ul><ul><li>In Time </li></ul><ul><li>Enough </li></ul><ul><li>For Me </li></ul>
  9. 9. KM Reality Structured Information STOCKS
  10. 10. the Infoglut By the year 2010 the codified information base of the world is expected to double every ?
  11. 11. By the year 2010 the codified information base of the world is expected to double every Help! Information Knowledge Wisdom
  12. 12. Oxymoron Jumbo Shrimp Military Intelligence Death Benefit Civil War
  13. 13. Redefining KM
  14. 14. From/To STOCKS FLOWS
  15. 15. Webvolution Connect “ TO” Connect “ THROUGH” Connect “ WITHIN”
  16. 16. Annagram CHEAT TEACH
  17. 17. CrowdSoothing From blogging to cellphone video, technology has forever changed the way we process and communicate about tragedy — in good ways, and perhaps bad. Since Monday, there has been a non-stop flood of postings on the popular Facebook student site, on MySpace and LiveJournal, and on personal blogs — expressing everything from grief to anger to confusion. &quot;What better place to mourn someone than a place that they themselves built to express who they are, and a place where the deceased and his or her friends may have spent a great deal of time interacting?”
  18. 18. Personal Story
  19. 19. Nancy
  20. 20. Getting things done requires good connections, both the human kind and the Internet kind. Schooling has confused us into thinking that learning was equivalent to pouring content into people’s heads. It’s more practical to think of learning as optimizing our networks. Learning=Networking
  21. 21. Deborah Wince-Smith President, Council on Competitiveness MMORPGs
  22. 22. Sources: Business Week April 2006, The Economist. Living a Second Life, Sept. 28, 2006 Virtual Worlds
  23. 23. Unbounded Space Social Interaction Communities User Created Content Business VSW MMORPG Avatar-Mediated Persistent World Reputation Immersive Interactive Real-Time Communication Virtual Economy Assets Unbounded Space Social Interaction Communities User Created Content Business Opportunity Bound by a Narrative Defined Roles NPCs Rules Tokens Ranks and Levels Kin or Twins?
  24. 24. Gutenberg Lumiere Trevithick Routinization
  25. 25. The Sense of Self The Death of Distance The Power of Presence The Sense of Space The Capability to Co-Create The Pervasiveness of Practice The Enrichment of Experience Differentiation
  26. 26. Self
  27. 27. Distance
  28. 28. Presence
  29. 29. Source: Joe Miller, Linden Labs Perspective
  30. 30. Co-Creation
  31. 31. Practice
  32. 32. Sources: Chris Davis, IBM Experience
  33. 33. Source: e-Learning Guild 360 Report – Synchronous Learning Systems. June 2007. Differentiation
  34. 34. Immersion * Interactivity = ENGAGEMENT I*I=E Source: e-Learning Guild 360 Report – Synchronous Learning Systems. June 2007. Engagement
  35. 35. John Seely-Brown Education is going through a large-scale transformation toward a more participatory form of learning. Rather than treat pedagogy as the transfer of knowledge from teachers who are experts to students who are receptacles, educators should consider more hands-on and informal types of learning. These methods are closer to an apprenticeship, a farther-reaching, more multilayered approach than traditional formal education . We are learning in and through our interactions with others while doing real things. I'm not saying that knowledge is socially constructed, but our understanding of that knowledge is socially constructed. It is in participation with others that we come into &quot;being&quot; and internalize our own understandings of the world. Education 2.0
  36. 36. Source: With some help from Roger Shank’s use of same Mnemonic for Scenario Based learning F low R epetition E xperimentation E ngagement D oing O bserving M otivation FREEDOM !
  37. 37. Source: Kapp and O’Driscoll 3D Classroom Replication Practice Authentic Activities Emergent Learning Constructs Do Real Work Facts Concepts Procedure & Rules Principles Problem Solving Group Forum Breakout Scavenger Hunt Guided Tour Role Play Conceptual Orienteering Social Networking Operational Application Co-Creation 3DLA Model
  38. 38. Personal Story
  39. 39. Personal Story My name is Arie (Lionel) Librescu and I am Liviu's younger son. I am writing to you regarding the &quot;Virginia Tech Second Life Memorial&quot; Video tribute you have posted on My family and I would like to thank you very much for the kind and beautiful gesture. Personally, your video has moved me very much and I would like to thank you very much for it. I wish you all the continued luck and success in life. Arie Librescu
  40. 41. New Value Chain Information = Currency People = Transport Conversation = Transfer Insight = Outcome
  41. 42. Get Fired Up ! Get a Social World AVATAR Play MMORPGs Experiment Wildly Bring EVIDENCE to world so we can CHANGE THE GAME in LEARNING, KM & COLLABORATION while avoiding ROUTINIZATION TRAP
  42. 43. Questions
  43. 44. Connect