Moving into the Metaverse

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  • The leadership council was established in April 2007 to begin a three-year project to see if there could be opportunities for professional development and networking for educators in Second Life.
  • There were three target areas – professional development sessions, called Wednesday Workshops; socials, which were held at various time; and opportunities for collaboration simply by being a place for educators to go and meet each other on a daily basis.
  • EduFair
  • EduFair
  • 2008 was the peak year with 1881 attendees
  • 2008 was also the peak year for events, with 81 scheduled events. Attendance declined each year, from an average of 25 to an average of 12 (and there were 19 events scheduled in 2010 which had no attendees).
  • What could be done to increase the interest in professional development sessions?
  • Educators will still attend networking opportunities in SL. Why? Because they are opportunities to increase collaboration and learning. However, as SL changes, educators demand that these events be structured, well-planned, and heavily promoted. The days of dropping in SL just to see what is going on seems to be gone.
  • Moving into the Metaverse

    1. 1. MOVING INTO THE METAVERSE: EDUCATION IN VIRTUAL WORLDS VALERIE HILL, MARY MINER, AND ELAINE PLYBON TWITTER BACKCHANNEL: #TCEASL A Panel Discussion February 9, 2011
    2. 2. <ul><li>Valibrarian Gregg </li></ul><ul><li>Valerie Hill </li></ul>Valerie Hill is a school librarian in Lewisville ISD and a doctoral candidate at Texas Woman’s University’s School of Library and Information Studies.
    3. 3. BRIEF HISTORY OF ORIGIN <ul><li>3D Virtual Worlds have evolved out of… </li></ul><ul><li>MUD’s- Multi-User Dungeon or Dimension (early online gaming term) </li></ul><ul><li>MOO’s- MUD Object Oriented (a type of MUD which includes gaming and distance education) </li></ul>
    4. 5. REGISTERED VW ACCOUNTS BY AGE
    5. 6. HABBO HOTEL 148 MILLION REGISTERED USERS (AGE 13+)
    6. 8. <ul><li>Habbo Hotel </li></ul><ul><li>Ty Girlz </li></ul><ul><li>Webkinz </li></ul><ul><li>Gaia Online </li></ul><ul><li>Neopetz </li></ul>Virtual Worlds for Children
    7. 10. Predicted Growth of Virtual Worlds
    8. 12. LIBRARIANS & LIBRARIES IN VW’S Virtual Texas: An Exhibit by the TLA SL Community Group
    9. 13. WHAT ARE LIBRARIANS DOING? ALLIANCE VIRTUAL LIBRARY NOW CALLED “COMMUNITY VIRTUAL LIBRARY”
    10. 14. MACHINIMA& SHARING IMMERSIVE LEARNING ENVIRONMENTS <ul><li>Historical simulations </li></ul><ul><li>Virtual libraries & museums </li></ul><ul><li>Building & design (for all subject areas) </li></ul><ul><li>Research symposiums </li></ul>
    11. 15. EDUCATION MOVES TO OPENSIMS <ul><li>Reaction Grid </li></ul><ul><li>Osgrid </li></ul><ul><li>Inworldz </li></ul><ul><li>Jokaydia </li></ul><ul><li>Hypergrid (hopping) </li></ul>
    12. 16. <ul><li>CelestiaCazalet </li></ul><ul><li>Elaine Plybon </li></ul>Elaine Plybon is a Chemistry teacher and Instructional Specialist in Irving ISD. She works as a leader for the Discovery Educator Network in Second Life.
    13. 17. PROFESSIONAL DEVELOPMENT AND NETWORKING <ul><li>2007 Discovery Educator Network presence in SL established </li></ul>
    14. 18. PROFESSIONAL DEVELOPMENT AND NETWORKING <ul><li>Professional development sessions </li></ul><ul><li>Socials (networking) </li></ul><ul><li>Collaboration with other educator groups </li></ul>
    15. 19. PROFESSIONAL DEVELOPMENT <ul><li>Real-life topics </li></ul><ul><li>Second Life™ topics </li></ul><ul><li>Events with partnerships </li></ul>
    16. 20. NETWORKING <ul><li>Fun events </li></ul><ul><li>Learning events </li></ul>
    17. 21. NUMBER OF ATTENDEES BY YEAR
    18. 22. NUMBER OF EVENTS BY YEAR WITH AVERAGE NUMBER OF ATTENDEES
    19. 23. CONCLUSIONS – SL FOR PROFESSIONAL DEVELOPMENT <ul><li>Unique experience </li></ul><ul><li>Enthusiastic audience </li></ul><ul><li>Declining interest </li></ul>
    20. 24. CONCLUSIONS – SL FOR NETWORKING AND COLLABORATION <ul><li>Enthusiastic participants </li></ul><ul><li>Relevance to the SL experience necessary </li></ul><ul><li>Requires structure, planning, and purpose </li></ul>
    21. 25. <ul><li>Doran Horngold </li></ul><ul><li>Mary Miner </li></ul>Mary Miner is a school librarian in Spring Branch ISD and a leader in both Second Life and Reaction Grid
    22. 26. USING VIRTUAL WORLDS IN THE CLASSROOM <ul><li>Step 1: Use as a “virtual field trip” </li></ul>
    23. 33. USING VIRTUAL WORLDS IN THE CLASSROOM <ul><li>Step 2: Learn for yourself </li></ul>
    24. 34. USING VIRTUAL WORLDS IN THE CLASSROOM <ul><li>Step 3: Get some land in a </li></ul><ul><li>Educationally friendly sim and </li></ul><ul><li>build your own learning environment </li></ul><ul><li>or let the kids begin to build </li></ul>
    25. 35. USING VIRTUAL WORLDS IN THE CLASSROOM <ul><li>Example: Reaction Grid </li></ul>
    26. 36. Using Virtual Worlds in the Classroom
    27. 37. Using Virtual Worlds in the Classroom
    28. 38. Using Virtual Worlds in the Classroom
    29. 39. REFERENCES <ul><li>Burgess, M. L., Slate, J. R., Rojas-LeBouef, A., &LaPrairie, K. (2010). Teaching and learning in second life: Using the community of inquiry (CoI) model to support online instruction with graduate students in instructional technology. Internet & Higher Education, 13 (1), 84-88. </li></ul><ul><li>KZeroWorldswide. 2010. http:// www.kzero.co.uk/ (Accessed December 1, 2010) </li></ul><ul><li>Gee, James Paul. 2003. What Video Games have to Teach Us About Learning and Literacy. New York: Palgrave Macmillan. </li></ul><ul><li>Hill, Valerie, and Hyuk-Jin Lee. 2009. Libraries and immersive learning environments unite in second life. Library Hi Tech 27, (3): 338-56. </li></ul><ul><li>Mastel, Kristen, and Dave Huston. 2009. Using video games to teach game design: A gaming collection for libraries. Computers in Libraries 29, (3) (03/01): 41-4. </li></ul>

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