Ken Hudson, Virtual World Design Centre Loyalist College, Belleville, Canada SLOAN-C – October 30, 2009 They Became What T...
Edmund Snow Carpenter
Edmund Snow Carpenter
Media are environments
We are their content
… they engulf us, tattoo us..
We are immersed
Movies and Television
Sports
Music
Video Games
We are our game markers
“ We shape our tools and then our tools shape us.”
Mirror Neurons
Chameleon Effect
“ Our virtual identity is not separate  from our  physical  identity.”  Jeremy N. Bailenson  April 4, 2008 Chronicle of Hi...
Proteus Effect: We infer our behavior  and attitudes from our avatar
Behavior transfers from virtual world to real life
We modify our attitudes by observing our own behavior
Loyalist College
Border Security Restrictions
Port of Entry Process
Canadian Border Lansdowne
Second Life Border Simulation
Canadian Border Simulation
Border Crossing Interviews
Simulation on Screen
Identification Process
Traveler Team
Secondary Search
“ More realistic than traditional role plays.”
“ Learned from watching classmates.”
“ Interview questions stuck.”
“ As close as it could be to real life.”
“ Seeing hearing doing…we were actually there.”
CBSA Pilot
CBSA Second Life Pilot Overview <ul><li>Piloted over one complete intake of 179 recruits. </li></ul><ul><li>Objective: pro...
Loyalist College 37% increase in grades over 2 years CBSA Recruits 39% increase in success at testing milestone Increased ...
America’s Army
America’s Army in-game Medic Training
Publication of Results Journal of Virtual Worlds Research Volume 2, Number 1:Pedagogy, Education and Innovation in 3-D Vir...
 
Ken Hudson Managing Director Virtual World Design Centre Loyalist College SL: Kenny Hubble Twitter: kennyhubble  [email_ad...
Upcoming SlideShare
Loading in …5
×

They Became What They Beheld: Immersive Role-Play in Virtual Environments

1,398 views

Published on

Virtual worlds unlock frontiers in education that were unimaginable a few years ago. This presentation examines student responses to virtual world role-play experiences. The presentation uses first-hand examples, student interviews, theoretical models of learned behavior, and contemporary research in examining this topic. Presented at the 15th SLOAN CONSORTIUM International Conference on Online Learning, Orlando, Florida, October 20, 2009.

http://www.slideshare.net/event/sloanc-aln-2010

Published in: Education, Technology
0 Comments
0 Likes
Statistics
Notes
  • Be the first to comment

  • Be the first to like this

No Downloads
Views
Total views
1,398
On SlideShare
0
From Embeds
0
Number of Embeds
11
Actions
Shares
0
Downloads
0
Comments
0
Likes
0
Embeds 0
No embeds

No notes for slide

They Became What They Beheld: Immersive Role-Play in Virtual Environments

  1. 1. Ken Hudson, Virtual World Design Centre Loyalist College, Belleville, Canada SLOAN-C – October 30, 2009 They Became What They Beheld: Immersive Role-play in Virtual Environments
  2. 2. Edmund Snow Carpenter
  3. 3. Edmund Snow Carpenter
  4. 4. Media are environments
  5. 5. We are their content
  6. 6. … they engulf us, tattoo us..
  7. 7. We are immersed
  8. 8. Movies and Television
  9. 9. Sports
  10. 10. Music
  11. 11. Video Games
  12. 12. We are our game markers
  13. 13. “ We shape our tools and then our tools shape us.”
  14. 14. Mirror Neurons
  15. 15. Chameleon Effect
  16. 16. “ Our virtual identity is not separate from our physical identity.” Jeremy N. Bailenson April 4, 2008 Chronicle of Higher Education
  17. 17. Proteus Effect: We infer our behavior and attitudes from our avatar
  18. 18. Behavior transfers from virtual world to real life
  19. 19. We modify our attitudes by observing our own behavior
  20. 20. Loyalist College
  21. 21. Border Security Restrictions
  22. 22. Port of Entry Process
  23. 23. Canadian Border Lansdowne
  24. 24. Second Life Border Simulation
  25. 25. Canadian Border Simulation
  26. 26. Border Crossing Interviews
  27. 27. Simulation on Screen
  28. 28. Identification Process
  29. 29. Traveler Team
  30. 30. Secondary Search
  31. 31. “ More realistic than traditional role plays.”
  32. 32. “ Learned from watching classmates.”
  33. 33. “ Interview questions stuck.”
  34. 34. “ As close as it could be to real life.”
  35. 35. “ Seeing hearing doing…we were actually there.”
  36. 36. CBSA Pilot
  37. 37. CBSA Second Life Pilot Overview <ul><li>Piloted over one complete intake of 179 recruits. </li></ul><ul><li>Objective: provide additional practice during distance-learning phase </li></ul><ul><li>Participation was voluntary but was strongly encouraged. </li></ul>
  38. 38. Loyalist College 37% increase in grades over 2 years CBSA Recruits 39% increase in success at testing milestone Increased Confidence Accelerated Learning Pace
  39. 39. America’s Army
  40. 40. America’s Army in-game Medic Training
  41. 41. Publication of Results Journal of Virtual Worlds Research Volume 2, Number 1:Pedagogy, Education and Innovation in 3-D Virtual Worlds Linden Lab Case Study Virtual World Simulation Training Prepares Real Guards on the US-Canadian Border: Loyalist College in Second Life Learning in 3D: Bringing a new dimension to enterprise learning and collaboration by Karl Kapp and Tony O’Driscoll Handbook of research on virtual environments for corporate education: Employee learning and solutions Forthcoming 2010:
  42. 43. Ken Hudson Managing Director Virtual World Design Centre Loyalist College SL: Kenny Hubble Twitter: kennyhubble [email_address]

×