Virtual Worlds in Education & Libraries

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    Virtual Worlds in Education & Libraries - Presentation Transcript

    1. Valerie Hill Dr. Kaye Bray TWU
      • Prelude “Starry Night”
    2. Virtual Worlds in Education & Libraries TCEA Convention February 2009 Valerie Hill, LISD Librarian, TWU Doctoral Student [email_address] Dr. Kaye Bray, TWU [email_address]
      • Habbo Hotel
      • Ty Girlz
      • Webkinz
      • Gaia Online
      • Second Life
      Virtual Worlds
      • Opened in 2000
      • “ Hangout for Teens” (for ages 13-18)
      • Social networking website w/customizable avatar
      • Guest rooms can be created & limited to specific users
      • Used by youth organizations to educate about Internet safety, drug education, etc.
      • Credits, bought w/$, are used to buy virtual furniture, etc.
      • http://www.habbo.com/
      Habbo Hotel
      • Opened April 29, 2005
      • Special code on stuffed animal label that allows access
      • For ages 10-15
      • KinzCash earned by answering knowledge questions, playing games, etc.
      • KinzChat –users cannot type, but can choose phrases from list
      • KinzChat Plus –words are restricted, must have parental permission
      • http://www.webkinz.com/
      Webkinz
      • Opened February 18, 2003
      • Create customizable avatar & virtual homes
      • For ages 13-18
      • Gaia Gold earned by playing fames or posting to forums –can also be bought at Target
      • http://www.gaiaonline.com/
      Gaia Online
      • Opened April 13, 2007
      • It’s a Girlz World!
      • For ages 10-15
      • Special code on girl doll label that allows access
      • Avatars, games, chat room, & virtual economy
      • http://www.tygirlz.com/
      Ty Girlz
      • Virtual World
      • Launched in 2003, popular in 2006
      • Downloadable client program –Second Life Viewer
      • Motional avatars (residents)
      • Local chat & global IM
      • Residents create most content of world
      • Building & selling virtual objects
      • Linden Dollar exchangeable for currencies
      • http://www.secondlife.com/
      Second Life
    3. Why Second Life?
      • ALA Island
      • Alliance Virtual Library
      • Educational Opportunities
    4. American Library Association in SL Librarians share Ideas through blogs. Jenny Levine’s Blog The Shifted Librarian
    5. Alliance Virtual Library
      • Reference Desk
      • Exhibits and Events
      • Libraries
      • Book Discussions
      • Global Collaboration
    6. Reference Desk Goal of offering reference help 24/7 from around the globe.
    7. Exhibits and Events Virtual “Starry Night” “ The Bookbinder’s Ball”
    8. Book Discussions The Reader’s Garden
    9. Global Collaboration California Library Association’s first event in SL on Talis.
    10. Educational Opportunities
      • Virtual Classrooms
      • Conferences and Workshops
      • Immersive Learning Environments
      • Research Symposiums
    11. Virtual Classrooms Synchronous learning without distance as a barrier.
    12. Conferences and Workshops March 8, 2008 Virtual Worlds: Libraries, Education & Museums Conference
    13. Immersive Learning Environments Land of Lincoln TCEA and the Virtual Alamo on ISTE
    14. Research Symposiums TWU Virtual Research Symposium April 2008
    15. A New Mode of Communication: 3D Interactive Tools
      • Building tools
      • Scripting tools
      • Digital resources
      • Holodecks
      Pic here
    16. Research for the Libraries and Schools of Tomorrow
      • Valibrarian Research
      • Talis Cybrary Island
      Valibrarian’s Blog
    17. Second Life Partnership build begins in Spring 2008 on ISTE Island Shots of the building project on Animoto Join SL Group: Texas Computer Education Assoc
      • Main grid for 18 & over
      • Teen Second Life developed 2005
      • For ages 13-17
      • New identity/age measures proposed
      • http://teen.secondlife.com/
      Teen Second Life
      • http://www.myepets.com/
      • http://www.hasbro.com/littlestpetshop/
      • http://www.bratz.com/
      • http://www.shiningstars.com/
      Other Virtual Worlds
    18. Educational Virtual World
    19. TappedIn.org- Online Virtual Community
      • SitePal - http://www.sitepal.com/
      • Voki - http://www.voki.com/ - Create a character, make it talk, take it anywhere –free, but includes ads
      And More Avatars…
      • http://www.signingavatar.com/products/cddescript.html
      • SigningAvatar™ software uses computer-generated, three dimensional (3D) characters called "avatars,” to communicate in sign language with facial expressions
      Signing Avatar
    20. Tools for Sharing Online
      • Slideshare.net
      • Blogs, Wikis, Nings
      • Animoto
      • Flickr
      • YouTube, Bliptv & TeacherTube
      • Getting started
      • Virtual Worlds:
      • Synchronous
      • Participants can create individual characters with unique identities
      • Participants can interact
      • Not bounded by physical laws
      • Information can be manipulated in ways that are not normally possible in the real world
      • Real-time voice communication is possible
      • Limitations: Learning curve; expense
      Virtual Worlds – Pros and Cons
    21. References Bell, L., Pope, K. and Peters, T. (2007) . Get a [Second] life! Computers in Libraries , 27(1), pp. 10-15. Bell, L. (2007). A Report on the First Year of Operation of the Alliance Library 2.0 Second Life Library Project also known as Alliance Archipelago Island. Bell, L., Pope, K. and Peters, T. (2008). The Universal Library in a Virtual Universe. Searcher , Vol. 16 No. 5, pp. 26-61. Erdman, J. (2007). Reference in a 3D World: Preliminary Observations on Library Outreach in “Second Life” The Reference Librarian, Vol. 47 No. 2, pp. 29-39. Ferry, K., Gelfand, J., Peterman, D. and Tomren, H. (2008). Virtual Reality and Establishing a Presence in Second Life: New Forms of Grey Literature? University of California at Irvine Conference on Grey Literature, pp.113-118. Floyd, J., Frank, I., De la Pena McCook, K., and Smith, A. (2007). Second Life for Librarians. Florida Libraries , Spring , pp. 4-7. Gee, J.P. (2003). What Video Games have to Teach Us About Learning and Literacy. New York: Palgrave Macmillan. Godfrey, K. and Dinberg, D. (2007). Brave New World or 500 Librarians Can’t be Wrong! Felicitr, Vol. 4, pp. 214-215. Canada Library Association. Grassian, E. (2007). “Stumbling, Bumbling, Telelporting, and Flying…a Librarian Avatar in Second Life: a mixed media presentation” http://virtualbridges.net/node/22 (accessed 13 September 2008). Howard, John. (2008). “Stepping into Virtual Worlds” http://www.steppingintohistory.org (accessed July 21, 2008) Levine, J. (2006, April 12). “Second Library”, The Shifted Librarian . http://www.theshiftedlibrarian.com/archives/2006/04/12.html#000383 (accessed 13 September 2008) Miller, P. (2007). What Happens When We Mash the Library? Ariadne (Online) Vol. 50 No. 1. Spencer, B. (2008). Librarians in Second Life. Mississippi Libraries, Vol. 72 No. 1, pp. 14-16. Stephenson, N. (1992). Snow Crash . New York: Doubleday.

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