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Nzcarn Symposium

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Nzcarn Symposium

  1. 1. The value of Multi-user Virtual Environments for tertiary education – A glimpse of Second Life Dr Clare Atkins, NMIT SLENZ project group KORU
  2. 2. <ul><li>Arwenna Stardust </li></ul>One person – many faces
  3. 3. What is Second Life? <ul><li>A 3D real-time fully interactive online digital world, imagined created and owned by its residents – a MUVE </li></ul><ul><li>Not really a ‘game’ </li></ul><ul><ul><li>no rules (only principles of behaviour), no specific purpose </li></ul></ul><ul><ul><li>can create games within in it, e.g. RPGs, Chess, Slingo </li></ul></ul><ul><ul><li>almost entirely built from user generated content </li></ul></ul><ul><li>An extremely rich virtual environment, </li></ul><ul><ul><li>highly engaging roleplay opportunities </li></ul></ul><ul><ul><li>integrated eco-systems, </li></ul></ul><ul><ul><li>encourages/facilitates a high degree of collaborative action </li></ul></ul><ul><ul><li>Being used seriously by businesses, education institutes and entertainment sources </li></ul></ul><ul><ul><li>facilitates experiential learning </li></ul></ul>
  4. 4. Real-time weather visualisation, tsunami and hurricane simulations
  5. 5. Literature Alive
  6. 6. Impossible creations
  7. 7. Powerful experiential learning
  8. 8. Real time interactions
  9. 9. The SLENZ project <ul><li>Underway </li></ul><ul><ul><li>a full literature review on the potential of MUVEs </li></ul></ul><ul><ul><li>identify suitable learning activities for SL </li></ul></ul><ul><li>To come </li></ul><ul><ul><li>design learning experiences and develop resources with interested educators </li></ul></ul><ul><ul><li>assist educators to pilot these experiences with students </li></ul></ul><ul><ul><li>evaluate the learning from the project </li></ul></ul><ul><ul><li>share the learning and resources online </li></ul></ul>Large international community of practice
  10. 10. Engaging with Second Life: Real education in a virtual world <ul><li>NMIT investigating education in MUVEs since 2006 </li></ul><ul><li>NMIT has 2 islands in Second Life </li></ul><ul><li>NMIT has 1 island in ONGENS (NZ OpenSim grid)‏ </li></ul><ul><li>2008 – 2009 </li></ul><ul><li>NMIT led consortia of 4 ITPs and gained: </li></ul><ul><li>TEC Encouraging and supporting innovation funding </li></ul><ul><li>$500,000 for an 18 month project - SLENZ </li></ul><ul><li>http://slenz.wordpress.com </li></ul>
  11. 11. The SLENZ project <ul><li>Complete </li></ul><ul><ul><li>a full literature review on the potential of MUVEs </li></ul></ul><ul><ul><li>identify suitable learning activities for SL </li></ul></ul><ul><ul><li>Underway </li></ul></ul><ul><ul><li>design learning experiences and develop resources with interested educators </li></ul></ul><ul><ul><li>train staff from ITP sector to work with them </li></ul></ul><ul><ul><li>To Come </li></ul></ul><ul><ul><li>assist educators to pilot these experiences with students </li></ul></ul><ul><ul><li>evaluate the learning from the project (CORE-ED)‏ </li></ul></ul><ul><ul><li>share the learning and resources online </li></ul></ul>
  12. 12. The SLENZ project <ul><li>Potential types of learning activities </li></ul><ul><ul><li>‘ enhanced reality’ spaces </li></ul></ul><ul><ul><li>Rich role-playing simulations </li></ul></ul><ul><ul><li>Metaphorical representation of abstract concepts </li></ul></ul><ul><ul><li>Student constructed learning </li></ul></ul><ul><ul><li>Real world simulations </li></ul></ul><ul><ul><li>Practising life-skills, collaboration, communication </li></ul></ul><ul><ul><li>Language learning </li></ul></ul><ul><ul><li>Creative Arts </li></ul></ul>
  13. 13. Issues around teaching in Second Life <ul><li>Restricted to 18+ (or Teen Grid)‏ </li></ul><ul><li>High bandwidth and high specification computers </li></ul><ul><li>Access to SL negotiated with IT services </li></ul><ul><li>Steep learning curve for staff and students </li></ul><ul><li>Lack of good 'classroom' tools such as whiteboards </li></ul><ul><li>Possibilities of SLOODLE </li></ul><ul><li>Public perception of 'online games' </li></ul><ul><li>Serious Fun – Serious Learning </li></ul><ul><li>Inter-institutional (and discipline) collaboration </li></ul><ul><li>Redefining distance education (and f2f)‏ </li></ul><ul><li>Open or closed ? (creative commons licence)‏ </li></ul>
  14. 14. Please visit <ul><li>The SLENZ project </li></ul><ul><ul><li>http://slenz.wordpress.com/ </li></ul></ul><ul><li>Arwenna’s Blog </li></ul><ul><li>http://arwennastardust.wordpress.com </li></ul><ul><li>NZ Education in a Virtual World (blog)‏ </li></ul><ul><li>http://eduforge.org/projects/slcampusnz/ </li></ul><ul><li>Follow the links on the SLENZ blog for all documents, resources and videos produced by the SLENZ project </li></ul><ul><li>Email : clare.atkins@nmit.ac.nz or IM Arwenna Stardust </li></ul>

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