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Teaching and Learning in SL-Desserts and Demos


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Presented to the College of Education and Human Development

Published in: Technology, Education
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Teaching and Learning in SL-Desserts and Demos

  1. 1. Christine Crawford Instructional Design and Technology
  2. 2. What is a Virtual World - A virtual world is a computer-based simulated environment intended for its users to inhabit, interact and create via avatars International Space Flight Museum
  3. 3. What is Second Life? <ul><li>A 3-D virtual world </li></ul><ul><li>Free and available to everyone </li></ul><ul><li>Created in 2003 by Linden Lab </li></ul><ul><li>Over 15 million residents </li></ul><ul><ul><li>53% male, 47% female </li></ul></ul><ul><li>200 + countries </li></ul><ul><li>200 + universities </li></ul><ul><li>In-world economy L$1 = US$270 (as of Feb ‘07) </li></ul>
  4. 4. Second Life is unique… <ul><li>Distributed simulation - Most virtual worlds are located on one server and are limited in size </li></ul><ul><li>SL is divided over a network of machines. Every time a new machine is added to the network, hundreds of virtual acres are created. </li></ul><ul><li>Advanced compression – allows data to be compressed into thousands of objects per second into continuous streams to the resident’s machine </li></ul>Collaborative, immersive, open-ended
  5. 5. Acronyms and expressions <ul><li>SL = Second Life </li></ul><ul><li>RL = Real Life </li></ul><ul><li>In-world = inside the virtual world of SL </li></ul><ul><li>TP = teleport </li></ul><ul><li>Bling = objects that sparkle in-world (they can cause lag) </li></ul><ul><li>Prim = Primitive shape or object – Most basic shape which can be further manipulated to build in-world </li></ul>
  6. 7. - a character that represents you in the virtual world enables the experience of immersion <ul><li>Can look just like you </li></ul><ul><li>Or look nothing like you </li></ul>Avatar
  7. 8. Avatars are customizable
  8. 9. Is Second Life a Game? <ul><li>Goals and objectives in games are dictated by the game designers. </li></ul><ul><li>What you set out to accomplish, when and how you level up are all predetermined by the writers. </li></ul><ul><li>In SL, the players ARE the writers. </li></ul>
  9. 10. Networking/Collaboration <ul><li>Dr. Bob Vernon, Chair, Indiana Univ, School of Social Work </li></ul><ul><li>Dr. Lisa Dawley, Chair, Boise State Univ Educational Tech </li></ul><ul><li>Several professional instructional designers </li></ul><ul><li>Employee of Sun Microsystems </li></ul><ul><li>Graduate library student from U of A </li></ul><ul><li>Chinese male living in Australia, using a female avatar </li></ul><ul><li>Builder of Northern Illinois University (Glidden) </li></ul><ul><li>Member of SL Development board and shop owner </li></ul><ul><li>CEO and other important figures of NMC </li></ul><ul><li>Several Harvard students </li></ul>
  10. 11. Second Life at UND <ul><li>UND leased a small parcel of land from the New Media Consortium </li></ul><ul><li>T&L - Space created for Special Ed Law class group discussion and collaboration </li></ul><ul><li>IT– graphic design students interviewing residents in-world (COP) </li></ul><ul><li>Geography– Dissertation on sense of place </li></ul><ul><li>Communications – grad student teaching undergrads in graphic design </li></ul><ul><li>Communications – Master’s thesis on mentoring </li></ul><ul><li>IDT – grad student writing grant proposal for the NRC </li></ul>
  11. 12. Trends toward Virtual Worlds <ul><li>In-coming students will have already been introduced to the virtual worlds: </li></ul><ul><ul><li>Webkinz </li></ul></ul><ul><ul><li>Disney Online Studios </li></ul></ul><ul><ul><ul><li>Club Penguin </li></ul></ul></ul><ul><ul><ul><li>Pirates of the Caribbean Online </li></ul></ul></ul><ul><ul><ul><li>Fairies Pixie Hollow </li></ul></ul></ul><ul><ul><ul><li>Cars </li></ul></ul></ul><ul><ul><li>Teen Grid </li></ul></ul><ul><li>Disney plans to spend $5 million to $10 million a piece to develop as many as 10 virtual worlds built around familiar Disney characters and franchises </li></ul><ul><li>Corporations like IBM, Cisco and SUN use SL to interview, train, and socialize their employees </li></ul>
  12. 13. Gartner Report 2007 <ul><li>Gartner Says 80 Percent of Active Internet Users (and Fortune 500 enterprises)Will Have A &quot;Second Life&quot; in the Virtual World by the End of 2011 </li></ul>
  13. 14. eMarketer <ul><li>estimates that 24% of the 34.3 million child and teen Internet users in the US will use virtual worlds on at least a monthly basis in 2007. By 2011, 53% of them will be going virtual . </li></ul>
  14. 16. Support for Healing
  15. 17. Individual Psychotherapy in SL with Craig Kamenev I am pleased to announce that I am currently providing individual psychotherapy services in SL. One-on-one therapeutic services are provided at a secure location in SL and allow you to meet with a psychologist with relative anonymity. For more information on my cybertherapy services and scheduling please visit my website at: The rate for Avatar-based Cybertherapy is L$27,000 or $90 US per 50 minute session. Additionally, I provide 30 minute consultation sessions for L$13,500 or $45 US per 25 minute session. Please keep in mind that payment must be received 24 hours prior to your appointment time, or the appointment will be cancelled. CBS Interview
  16. 18. Educational Research
  17. 19. Wellness Island Avalon Birke
  18. 20. EduIsland <ul><li>TNC Teachers Network </li></ul><ul><li>Math Playground </li></ul>
  19. 21. When should we use SL? <ul><li>Do not use technology merely for the sake of using technology. </li></ul><ul><li>“ Intelligent integration of learning technologies.” (Van Eck, 2006) </li></ul><ul><li>Alignment – make sure the objectives, content and strategies are in alignment with one another. (ie physics) (Bloom’s Taxonomy) </li></ul><ul><li>We should NOT use SL when other media works as well or better for instruction. </li></ul><ul><li>“ Focus on the strengths of the medium” </li></ul><ul><li>immersion </li></ul><ul><li>engagement </li></ul><ul><li>authenticity </li></ul>
  20. 22. References Van Eck, R. (2006). Digital Game Based Learning: It’s not just the digital natives who are restless. Educause Review. April, 17-30.,0,3877206.story?track=ntothtml