Using Second Life for Workplace Learning 03-25-09

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    Using Second Life for Workplace Learning 03-25-09 - Presentation Transcript

    1. Approaches and Examples 25 March 2009 Tom Werner
    2. Will we get the slides?
      • Yes, link to it will be e-mailed to you
      • Also on my blog
        • http://www.brandon-hall.com/tomwerner
    3. Will we get the recording?
      • No, but we’ll repeat this webinar
    4. How you can participate
      • Text chat during webinar
      • Twitter
        • tag: #BrandonHall)
        • @twerner1952
      • Second Life
        • Carston Courier
      • E-mail
        • [email_address]
    5. Agenda
      • Set the stage
      • Advantages
      • Uses
      • Research
      • Disadvantages
      • Trends to watch for
      • What you should do
    6.  
      • Setting the stage
    7. The Adopter’s Dilemma New technology
    8. The Adopter’s Dilemma New technology Premise for learning
    9. The Adopter’s Dilemma New technology Premise for learning Hype bubble
    10. The Adopter’s Dilemma New technology Premise for learning Adoption Hype bubble
    11. The Adopter’s Dilemma New technology Premise for learning Adoption Agony of implementation Hype bubble
    12. The Adopter’s Dilemma New technology Premise for learning Adoption Agony of implementation Benchmarking Hype bubble
    13. The Adopter’s Dilemma New technology Premise for learning Adoption Agony of implementation Benchmarking State of the industry Hype bubble
    14. The Adopter’s Dilemma New technology Premise for learning Adoption Agony of implementation Benchmarking State of the industry When to adopt?? Hype bubble
    15. The Adopter’s Dilemma New technology Premise for learning Adoption Agony of implementation Benchmarking State of the industry Virtual worlds for learning Hype bubble
    16. The Adopter’s Dilemma New technology Premise for learning Adoption Agony of implementation Benchmarking State of the industry game technology Virtual worlds for learning Hype bubble
    17. The Adopter’s Dilemma New technology Premise for learning Adoption Agony of implementation Benchmarking State of the industry game technology “ immersive learning” Virtual worlds for learning Hype bubble
    18. The Adopter’s Dilemma New technology Premise for learning Adoption Agony of implementation Benchmarking State of the industry game technology “ immersive learning” Virtual worlds for learning Hype bubble
    19. The Adopter’s Dilemma New technology Premise for learning Adoption Agony of implementation Benchmarking State of the industry game technology “ immersive learning” Virtual worlds for learning When to adopt?? Hype bubble
    20. Notice that… Game technology has improved dramatically
    21. Madden 1998
    22. Madden 2009
    23. Madden 2009
    24. Madden 2009 Engaging
    25. Family tree of game types
    26. Video games America’s Army
    27. MMORPGs* * Massively Multi-player Online Role Playing Games World of Warcraft
    28. Serious games Re-Mission
    29. Serious games Re-Mission Kato, Cole, Bradlyn, and Pollock (2008): Re-Mission players took 62% of their prescribed antibiotic doses; others who played another game 53% http://pediatrics.aappublications.org/cgi/reprint/122/2/e305
    30. Game-based simulations Forterra Systems Inc.
    31. Game-based simulations BreakAway, Ltd.
    32. Game-based simulations Virtual Heroes Inc.
    33. Game-based simulations Coole Interactive
    34. Virtual communication Qwaq
    35. Virtual communication Forterra Systems Inc.
    36. Virtual communication ProtonMedia
    37. Virtual communication web.alive
    38. Virtual communication Prototerra
    39. Virtual communication Omnidate
    40. Virtual communication Omnidate Frost, Chance, Norton, and Ariely (2008): Participants who went on a virtual date before a face-to-face speed date liked the other person significantly more than when they just viewed a profile beforehand http://www.people.hbs.edu/mnorton/frost%20chance%20norton%20ariely.pdf
    41. Family of game types Video games MMORPGs Serious games Virtual communication Game-based simulations
    42. Family of game types Video games MMORPGs Serious games Virtual communication Game-based simulations
    43. Second Life is free and public
    44. Low cost to have your own island
    45. Education San Diego State University
    46. Workplace
      • Advantages
    47. Engagement What makes it engaging? 1
    48. 3D Sistine Chapel
    49. ‘ Immersiveness’ ANWR oil rig
    50. 3D: In it, not looking at it ANWR oil rig
    51. 3D: In it, not looking at it Genome Island
    52. 3D: In it, not looking at it Genome Island
    53. 3D: In it, not looking at it Biome Island
    54. 3D: In it, not looking at it Biome Island
    55. 3D: In it, not looking at it OSU Medicine
    56. 3D: In it, not looking at it OSU Medicine
    57. Realism Loyalist College
    58. Realism
      • What if you could practice in a realistic situation and experience consequences?
      Loyalist College
    59. ‘ Fidelity’ Loyalist College
    60. Close enough to reality… Loyalist College
    61. Close enough to reality… Loyalist College
    62. Close enough to reality… Loyalist College
    63. Close enough to reality… 2007 average grade, without Second Life: 58% 2008 average grade, with Second Life: 86%
    64. Freedom of movement Public Works Island
    65. Freedom of movement Public Works Island
    66. Freedom of movement International Spaceflight Museum
    67. Having an identity
    68. ‘ Avatar’
    69. A character that represents you
    70. A character that represents you
    71. A character that represents you
    72. A character that represents you
    73. A character that represents you
    74. A character that represents you Yee and Bailenson (2007): Participants assigned more attractive avatars were more revealing than those with less attractive avatars. Participants assigned taller avatars behaved more confidently than those with shorter avatars. http://www.nickyee.com/pubs/Yee%20&%20Bailenson%20-%20Proteus%20Effect%20(in%20press).pdf
    75. A character that represents you
    76. A character that represents you San Diego State University
    77. Engagement
      • 3D (immersiveness)
      • Realism (fidelity)
      • Freedom of movement (choice)
      • Having an identity (avatar)
      1
    78. Low cost, relative to real life Play2Train 2
    79. Low cost, relative to real life Play2Train
    80. Low cost, relative to real life Play2Train
    81. Low cost, relative to real life Play2Train
    82. Low cost, relative to real life Play2Train
    83. Quick and easy to change 3 Play2Train
    84. ‘ Plasticity’ MSIT Island
    85. ‘ Plasticity’ MSIT Island
    86. Quick and easy to change NESIM on Cousins Pau
    87. Quick and easy to change NESIM on Cousins Pau
      • Uses
    88. 3D demonstration 1 Crompco at Peregrine Salon
    89. 3D demonstration Crompco at Peregrine Salon
    90. 3D demonstration IBM Green Data Center
    91. 3D demonstration IBM Green Data Center
    92. 3D demonstration IBM Virtual Data Center
    93. 3D demonstration IBM Virtual Data Center
    94. 3D demonstration PalomarWest Hospital
    95. 3D demonstration PalomarWest Hospital
    96. 3D demonstration NASA CoLab
    97. Engendering empathy 2 EdTech Island
    98. Engendering empathy UC Davis Virtual Hallucinations
    99. Role plays and exercises Imperial College London 3
    100. Role plays and exercises Imperial College London
    101. Role plays and exercises Imperial College London
    102. Role plays and exercises
      • Toro-Troconis, Mellström, Partridge, Meeran, Barrett, and Higham (2008)
        • 20-minute intro to SL not enough
        • Students wanted to see real-life patients
        • http://www.elearningimperial.com/SL/J-CyberTherapy-Rehab_Toro-Troconis_V04.pdf
      Imperial College London
    103. Role plays and exercises GE Contractual Services & Sify Technologies
    104. Role plays and exercises
      • Integrated with LMS
        • Learner notified of outage through LMS
        • Clicks on link in LMS, transported to island
        • All data in scenario is stored in LMS
      GE Contractual Services & Sify Technologies
    105. Role plays and exercises GE Contractual Services & Sify Technologies
    106. Role plays and exercises GE Contractual Services & Sify Technologies
    107. Role plays and exercises GE Contractual Services & Sify Technologies “… the opportunity to interact with a live turbine while operating is limited, if not impossible. However, interaction with a realistic 3D turbine model can be used to simulate normal and abnormal operating periods, and access is ‘virtually’ unlimited.”
    108. Virtual meetings 4
    109. Virtual meetings
    110. Virtual meetings IBM Academy of Technology’s Virtual Worlds Conference
    111. Virtual meetings
      • 3 days, 200 global attendees
      • 3 keynotes, 37 breakouts
      • Saved net $320,000 vs. physical conference
      • http://secondlifegrid.net.s3.amazonaws.com/docs/Second_Life_Case_IBM.pdf
      IBM Academy of Technology’s Virtual Worlds Conference
    112. Virtual meetings IBM Academy of Technology’s Virtual World Conference
    113. Virtual meetings
      • Survey: How does the virtual VWB conference compare to face-to-face?
        • Content: 96% said the same or better
        • Presentation style: 85% said same or better
        • Learning: 78% said the same or better
        • Networking: 62% said the same or better
      IBM Academy of Technology’s Virtual World Conference
    114. Virtual meetings
      • Gronstedt Group
        • Helped client hold conference in Second Life
        • 160 participants
        • Half-day
      • Onboarded attendees in 30 minutes
        • Speakers and exhibitors in 60 minutes
      • Savings: $200,000
      • Research
    115. Research
      • Raybourn, Deagle, Mendini, and Heneghan (2005). U.S. Special Forces officers had positive reactions after participating in virtual-world scenarios simulating stressful, complex situations
      • http://www.virtualheroes.com/pdf/AdaptiveThinkingLeadership_IITSEC_2005.pdf
    116. Research
      • Heinrichs, Youngblood, Harter, and Dev (2008). For training assessment and management of trauma cases, virtual world as good as manikin
      • For disaster drills:
        • 62% said virtual as good or better than traditional
        • 56% said virtual good for initial training
        • 75% said virtual good for refresher training
      • http://www.springerlink.com/content/82211030u48h01l5/
      • Disadvantages
    117. Learning curve for new users 1
    118. System demands
      • Shows all avatars, graphics demanding
      • Limits # of concurrent users in any region
      2
    119. Must use SL building tools EdTech Island 3
    120. Must use SL building tools
    121. Technological complexity
      • Desktop application
      • IT department concerns
        • Firewall
      • Connecting to LMS
        • Moodle -> Sloodle
      4
    122. Open to the public 5
    123. Open to the public Ben and Jerry’s Island
      • Trends to watch for
    124. Second Life -> business friendly 1
    125. Open-source virtual worlds 2
    126. Use applications inside 3
    127. Import 3D content 4
    128. Interoperability among worlds 5
    129. Interoperability among worlds
      • PIVOTE, a virtual-world authoring tool
        • Content is on the web, not in virtual world
      • Could be played in multiple virtual worlds
      • Or just on the web
      • What you should do
    130. Work with a provider AHG, Inc. Gronstedt Group Sify Technologies Centrax Corporation
    131. Consider a proprietary world
    132. Things to do for free
      • YouTube tutorials
        • Search: second life torley
      • Join Second Life
        • http://secondlife.com/
      • Have a meeting in any SL sandbox
    133. Things to do for free ASTD Island
    134. Things to do for free
      • ASTD Island
        • http://secondlife.astd.org/
        • http://www.astd.org/resources/secondlife/resources-for-beginners.htm
      • ASTD / Gronstedt Group meetings
      ASTD Island
      • Resources
    135. Resources
      • Virtual Worlds for Business
        • http://cleverzebra.com/book
      • Web Resources for Second Life Educators
        • http://www.flowgram.com/p/myysi74uh8vp3p
    136. Glossary
      • Freebie: Free stuff, much in Second Life
      • Inventory: Your personal collection of objects
      • Landmarks: Links to transport to places in Second Life
      • Linden dollar: SL currency ($100 SL ≈ $0.40 US)
      • Prim: A basic building unit of an object
      • Region (AKA sim, island): A piece of land in Second Life
      • Rez: To create a prim, or drag an object from Inventory
      • Sandbox: An open area where you can build things
      • SLurl: A URL to a location in Second Life
      • Teleport: To transport to a location in Second Life
    137. Take-aways
      • 3D, realism, moving freely, avatars
      • Low cost + plasticity -> simulations
      • Second Life free, inexpensive
      • Demonstration, exercises, meetings
      • Research interesting, but not conclusive
      • Work with a provider
      • Watch the trends
    138. Questions?

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