Affordances and Constraints of Second Life for Teaching

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    Affordances and Constraints of Second Life for Teaching - Presentation Transcript

    1. Affordances and Constraints of Second Life Tom Werner Brandon Hall Research February 18, 2008
    2. Tom Werner - Role  Analyst - brandon-hall.com/tomwerner  Use of learning technology  Current tools and systems  Emerging technologies  Practices  Workplace learning
    3. Publications Conference Awards
    4. Video games MMORPGs High-end simulations OTS simulation (AI) MUVEs Serious games Branching simulations Software simulations Social networks
    5. Which type is growing now?  Higher ed (SLED)  K-12  Corporate ???
    6. Constraints  Tough to learn to basic SL navigation  Technical limitations of platform  Open to the public  Linden Labs is a private company  Developing ‘content’ is labor intensive  Poor for standard communication
    7. Constraints  As a platform, it’s a blank slate  Instructor must build from scratch  No ‘engine,’ other than the dynamics of SL itself  Few teaching tools, some meeting tools
    8. Sloodle
    9. Affordances: Movement in 3D space  Tactics  Appreciation of space  Emergency response  Roma, Globe Theater  Interactions in a space  Manage a hotel
    10. Affordances: 3D and Scale  Molecules, proteins, chromosomes  Human testis
    11. Affordances: Role playing - avatars  Affective, empathy  Aging, schizophrenic  Interactions  Harassment  With patients, customers
    12. Affordances: Building and design  Architecture, interior design, urban planning  Clothing design
    13. Affordances: 3D exercises and testing  Show me how you would…
    14. Affordances: Constructivist activities  Role-play scenes from books  Creative arts  Writing  Build something to  Photography illustrate a concept  Machinima
    15. Affordances: Virtual psychology and sociology  Maze  Decision making  Avatar characteristics
    16. Affordances: Visualization of data  Weather  Planes in flight  S&P 500  IBM Wimbleton tennis
    17. Affordances: Rapid prototyping and co-design  Mock up a product  NASA CoLab, Tech Museum
    18. Is SL Worth the Time for Instructional-Design Students?  Be aware, visit the educational islands  Delve in if you’re interested in games, simulations, MMOGs, MUVEs  Be theory tolerant, not ‘instruction’  Interesting area for research

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