Train for Success: 3Dteaming in SL!

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The presentation we made in SL for the Train for Success session on April 23, 2009: 3D Teaming in SL! We describe the virtual teaming activity as well as the intercultural learning activity we developed for training in Second Life.

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Train for Success: 3Dteaming in SL!

  1. 1. Today‟s discussion Presentation of audience Introduction of speakers and session 3D teaming activity Intercultural learning activity Where are we going with education and the 3D internet? 2
  2. 2. 3D Teaming in SL! Robin Teigland (aka Karinda Rhode) Stockholm School of Economics robin.teigland@hhs.se www.knowledgenetworking.org Steve Mahaley, aka Ace Carson Duke Corporate Education Steve.mahaley@dukece.com www.dukece.com Karine Jaffredo, aka Karine Tunwarm Differences Matter karine.jaffredo@differencesmatter.com www.differencesmatter.com
  3. 3. Today‟s discussion Presentation of audience Introduction of speakers and session 3D teaming activity Intercultural learning activity Where are we going with education and the 3D internet? 4
  4. 4. Preparation for teaming exercise  Participants are given the following preparatory assignments: − Download and install Second Life and create an avatar − Explore SL orientation areas and learn how to navigate, communicate, and move objects − Secure and test working headset for voice communication − Read a couple of articles on SL and virtual teaming − Research and find an article about Second Life 5
  5. 5. Materials preparation •A Bridge Kit was assembled for each team • Limited and unique set of parts for each avatar on the team • Designed to push conversation among team members 6
  6. 6. Opening the Instructions Canister •Each Team‟s Instructions Canister contained an Instructions Notecard • We wanted to capitalize on the „adventure‟ feeling of this experience by having this somewhat mysterious item for them to open 7
  7. 7. Sample Instructions Notecard 8
  8. 8. Starting the exercise Each team had the same colored t-shirt. The Swedish team had white t-shirts. 9
  9. 9. The four teams building their bridges 10
  10. 10. A completed bridge • Goal: walk from the land to the platform without falling in the water (or flying ; ) • Note that this team decided to put posts in place to support the bridge • Posts necessary? Debrief on innovation… 11
  11. 11. Debriefing session 12
  12. 12. Potential for application − Communication  Clear communication becomes essential and requires more attention − Team chartering  Clarity around team mission, organization, roles and process are equally important − Trust  This environment has the potential to provide shared experience for participants that can build trust before they arrive at a face- to-face event − Technology  Ability to use technology is lowest common denominator − Innovation and problem solving  Pushing and manifesting innovative thinking can be visually evident in this space 13
  13. 13. Today‟s discussion Presentation of audience Introduction of speakers and session 3D teaming activity Intercultural learning activity Where are we going with education and the 3D internet? 14
  14. 14. Agenda Welcome Participants National Cultures Iceberg of Virtual Diversity Global Team Meeting Iceberg of Introductions National Culture
  15. 15. Iceberg of diversity race skin color Waterline age of visibility family status
  16. 16. 17
  17. 17. Today‟s discussion Presentation of audience Introduction of speakers and session 3D teaming activity Intercultural learning activity Where are we going with education and the 3D internet? 18
  18. 18. The future of education with 3D internet? ?? Distributed Participant reach Co-located Low Degree of “co-creation” High 19
  19. 19. What are the challenges going forward?  What skillsand rolesare required? − For academics, coaches, program managers, and of course the participants? − How do we get over the “digital immigrant” hurdle?  What does contentlook like? − Creation in real world for in-world? Or in-world for real world? − Created by program or participants? Or co-created? − How do we escape our real world thinking?  How is the processbest facilitated? − Embedding a 3D internet experience in the flow of the learning program? − How do we ensure seamlessness? 20
  20. 20. Thank you! Robin Teigland (aka Karinda Rhode) Stockholm School of Economics robin.teigland@hhs.se www.knowledgenetworking.org Steve Mahaley, aka Ace Carson Duke Corporate Education steve.mahaley@dukece.com www.dukece.com Karine Jaffredo, aka Karine Tunwarm Differences Matter karine.jaffredo@differencesmatter.com www.differencesmatter.com
  21. 21. Dr. Robin Teigland, aka Karinda Rhode Stockholm School of Economics Associate Professor robin.teigland@hhs.se www.knowledenetworking.org www.slideshare.net/eteigland Photo: H. Lundholm, Metro
  22. 22. Steve Mahaley aka Ace Carson Duke Corporate Education Director of Learning Technology steve.mahaley@dukece.com www.dukece.com
  23. 23. Karine Jaffredo aka Karine Tunwarm Differences Matter karine.jaffredo@differencesmatter.com www.differencesmatter.com

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