Christine Crawford Instructional Design and Technology
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
What is Second Life? A 3-D virtual world Free and available to everyone Created in 2003 by Linden Lab Over 15 million residents 53% male, 47% female 200 + countries 200 + universities In-world economy L$1 = US$270 (as of Feb ‘07)
Second Life is unique… Distributed simulation  - Most virtual worlds are located on one server and are limited in size SL is divided over a network of machines. Every time a new machine is added to the network, hundreds of virtual acres are created. Advanced compression  – allows data to be compressed into thousands of objects per second into continuous streams to the resident’s machine Collaborative, immersive, open-ended
Acronyms and expressions SL = Second Life RL = Real Life In-world = inside the virtual world of SL TP = teleport Bling = objects that sparkle in-world (they can cause lag) Prim = Primitive shape or object – Most basic shape which can be further manipulated to build in-world
 
- a character that represents you in the virtual world enables the experience of immersion Can look just like you Or look nothing like you Avatar
Avatars are customizable
Is Second Life a Game? Goals and objectives in games are dictated by the game designers. What you set out to accomplish, when and how you level up are all predetermined by the writers. In SL, the players ARE the writers.
Networking/Collaboration Dr. Bob Vernon, Chair, Indiana Univ, School of Social Work Dr. Lisa Dawley, Chair, Boise State Univ Educational Tech Several professional instructional designers Employee of Sun Microsystems Graduate library student from U of A Chinese male living in Australia, using a female avatar Builder of Northern Illinois University (Glidden) Member of SL Development board and shop owner CEO and other important figures of NMC Several Harvard students
Second Life at UND UND leased a small parcel of land from the New Media Consortium T&L - Space created for Special Ed Law class group discussion and collaboration  IT– graphic design students interviewing residents in-world (COP) Geography– Dissertation on sense of place Communications – grad student teaching undergrads in graphic design Communications – Master’s thesis on mentoring IDT – grad student writing grant proposal for the NRC
Trends toward Virtual Worlds In-coming students will have already been introduced to the virtual worlds: Webkinz Disney Online Studios Club Penguin  Pirates of the Caribbean Online Fairies Pixie Hollow  Cars Teen Grid 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 Corporations like IBM, Cisco and SUN use SL to interview, train, and socialize their employees
Gartner Report 2007  Gartner Says 80 Percent of Active Internet Users (and Fortune 500 enterprises)Will Have A "Second Life" in the Virtual World by the End of 2011
eMarketer 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 .
 
Support for Healing
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: www.drkerley.com/cybertherapy 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
Educational Research
Wellness Island Avalon Birke
EduIsland TNC Teachers Network Math Playground
When should we use SL? Do not use technology merely for the sake of using technology. “ Intelligent integration of learning technologies.” (Van Eck, 2006) Alignment – make sure the objectives, content and strategies are in alignment with one another. (ie physics) (Bloom’s Taxonomy) We should NOT use SL when other media works as well or better for instruction.  “ Focus on the strengths of the medium” immersion engagement authenticity
References Van Eck, R. (2006). Digital Game Based Learning: It’s not just the digital natives who are restless.  Educause Review.  April, 17-30. http://www.gartner.com/it/page.jsp?id=503861 http://www.metaversemessenger.com/pdf/2007/11/MM20071120.pdf http://secondlife.com/whatis/economy-market.php www.secondlife.com http://money.cnn.com/magazines/business2/business2_archive/2007/04/01/8403359/index.htm http://www.mediaweek.com/mw/news/recent_display.jsp?vnu_content_id=1003712471 http://www.latimes.com/business/la-fi-virtualdisney28jan28,0,3877206.story?track=ntothtml

Teaching and Learning in SL-Desserts and Demos

  • 1.
    Christine Crawford InstructionalDesign and Technology
  • 2.
    What is aVirtual 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.
    What is SecondLife? A 3-D virtual world Free and available to everyone Created in 2003 by Linden Lab Over 15 million residents 53% male, 47% female 200 + countries 200 + universities In-world economy L$1 = US$270 (as of Feb ‘07)
  • 4.
    Second Life isunique… Distributed simulation - Most virtual worlds are located on one server and are limited in size SL is divided over a network of machines. Every time a new machine is added to the network, hundreds of virtual acres are created. Advanced compression – allows data to be compressed into thousands of objects per second into continuous streams to the resident’s machine Collaborative, immersive, open-ended
  • 5.
    Acronyms and expressionsSL = Second Life RL = Real Life In-world = inside the virtual world of SL TP = teleport Bling = objects that sparkle in-world (they can cause lag) Prim = Primitive shape or object – Most basic shape which can be further manipulated to build in-world
  • 6.
  • 7.
    - a characterthat represents you in the virtual world enables the experience of immersion Can look just like you Or look nothing like you Avatar
  • 8.
  • 9.
    Is Second Lifea Game? Goals and objectives in games are dictated by the game designers. What you set out to accomplish, when and how you level up are all predetermined by the writers. In SL, the players ARE the writers.
  • 10.
    Networking/Collaboration Dr. BobVernon, Chair, Indiana Univ, School of Social Work Dr. Lisa Dawley, Chair, Boise State Univ Educational Tech Several professional instructional designers Employee of Sun Microsystems Graduate library student from U of A Chinese male living in Australia, using a female avatar Builder of Northern Illinois University (Glidden) Member of SL Development board and shop owner CEO and other important figures of NMC Several Harvard students
  • 11.
    Second Life atUND UND leased a small parcel of land from the New Media Consortium T&L - Space created for Special Ed Law class group discussion and collaboration IT– graphic design students interviewing residents in-world (COP) Geography– Dissertation on sense of place Communications – grad student teaching undergrads in graphic design Communications – Master’s thesis on mentoring IDT – grad student writing grant proposal for the NRC
  • 12.
    Trends toward VirtualWorlds In-coming students will have already been introduced to the virtual worlds: Webkinz Disney Online Studios Club Penguin Pirates of the Caribbean Online Fairies Pixie Hollow Cars Teen Grid 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 Corporations like IBM, Cisco and SUN use SL to interview, train, and socialize their employees
  • 13.
    Gartner Report 2007 Gartner Says 80 Percent of Active Internet Users (and Fortune 500 enterprises)Will Have A "Second Life" in the Virtual World by the End of 2011
  • 14.
    eMarketer estimates that24% 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 .
  • 15.
  • 16.
  • 17.
    Individual Psychotherapy inSL 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: www.drkerley.com/cybertherapy 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
  • 18.
  • 19.
  • 20.
    EduIsland TNC TeachersNetwork Math Playground
  • 21.
    When should weuse SL? Do not use technology merely for the sake of using technology. “ Intelligent integration of learning technologies.” (Van Eck, 2006) Alignment – make sure the objectives, content and strategies are in alignment with one another. (ie physics) (Bloom’s Taxonomy) We should NOT use SL when other media works as well or better for instruction. “ Focus on the strengths of the medium” immersion engagement authenticity
  • 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. http://www.gartner.com/it/page.jsp?id=503861 http://www.metaversemessenger.com/pdf/2007/11/MM20071120.pdf http://secondlife.com/whatis/economy-market.php www.secondlife.com http://money.cnn.com/magazines/business2/business2_archive/2007/04/01/8403359/index.htm http://www.mediaweek.com/mw/news/recent_display.jsp?vnu_content_id=1003712471 http://www.latimes.com/business/la-fi-virtualdisney28jan28,0,3877206.story?track=ntothtml