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Moving into the Metaverse

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Moving into the Metaverse

  1. 1. MOVING INTO THE METAVERSE: EDUCATION IN VIRTUAL WORLDS VALERIE HILL, MARY MINER, AND ELAINE PLYBON TWITTER BACKCHANNEL: #TCEASL A Panel Discussion February 9, 2011
  2. 2. <ul><li>Valibrarian Gregg </li></ul><ul><li>Valerie Hill </li></ul>Valerie Hill is a school librarian in Lewisville ISD and a doctoral candidate at Texas Woman’s University’s School of Library and Information Studies.
  3. 3. BRIEF HISTORY OF ORIGIN <ul><li>3D Virtual Worlds have evolved out of… </li></ul><ul><li>MUD’s- Multi-User Dungeon or Dimension (early online gaming term) </li></ul><ul><li>MOO’s- MUD Object Oriented (a type of MUD which includes gaming and distance education) </li></ul>
  4. 5. REGISTERED VW ACCOUNTS BY AGE
  5. 6. HABBO HOTEL 148 MILLION REGISTERED USERS (AGE 13+)
  6. 8. <ul><li>Habbo Hotel </li></ul><ul><li>Ty Girlz </li></ul><ul><li>Webkinz </li></ul><ul><li>Gaia Online </li></ul><ul><li>Neopetz </li></ul>Virtual Worlds for Children
  7. 10. Predicted Growth of Virtual Worlds
  8. 12. LIBRARIANS & LIBRARIES IN VW’S Virtual Texas: An Exhibit by the TLA SL Community Group
  9. 13. WHAT ARE LIBRARIANS DOING? ALLIANCE VIRTUAL LIBRARY NOW CALLED “COMMUNITY VIRTUAL LIBRARY”
  10. 14. MACHINIMA& SHARING IMMERSIVE LEARNING ENVIRONMENTS <ul><li>Historical simulations </li></ul><ul><li>Virtual libraries & museums </li></ul><ul><li>Building & design (for all subject areas) </li></ul><ul><li>Research symposiums </li></ul>
  11. 15. EDUCATION MOVES TO OPENSIMS <ul><li>Reaction Grid </li></ul><ul><li>Osgrid </li></ul><ul><li>Inworldz </li></ul><ul><li>Jokaydia </li></ul><ul><li>Hypergrid (hopping) </li></ul>
  12. 16. <ul><li>CelestiaCazalet </li></ul><ul><li>Elaine Plybon </li></ul>Elaine Plybon is a Chemistry teacher and Instructional Specialist in Irving ISD. She works as a leader for the Discovery Educator Network in Second Life.
  13. 17. PROFESSIONAL DEVELOPMENT AND NETWORKING <ul><li>2007 Discovery Educator Network presence in SL established </li></ul>
  14. 18. PROFESSIONAL DEVELOPMENT AND NETWORKING <ul><li>Professional development sessions </li></ul><ul><li>Socials (networking) </li></ul><ul><li>Collaboration with other educator groups </li></ul>
  15. 19. PROFESSIONAL DEVELOPMENT <ul><li>Real-life topics </li></ul><ul><li>Second Life™ topics </li></ul><ul><li>Events with partnerships </li></ul>
  16. 20. NETWORKING <ul><li>Fun events </li></ul><ul><li>Learning events </li></ul>
  17. 21. NUMBER OF ATTENDEES BY YEAR
  18. 22. NUMBER OF EVENTS BY YEAR WITH AVERAGE NUMBER OF ATTENDEES
  19. 23. CONCLUSIONS – SL FOR PROFESSIONAL DEVELOPMENT <ul><li>Unique experience </li></ul><ul><li>Enthusiastic audience </li></ul><ul><li>Declining interest </li></ul>
  20. 24. CONCLUSIONS – SL FOR NETWORKING AND COLLABORATION <ul><li>Enthusiastic participants </li></ul><ul><li>Relevance to the SL experience necessary </li></ul><ul><li>Requires structure, planning, and purpose </li></ul>
  21. 25. <ul><li>Doran Horngold </li></ul><ul><li>Mary Miner </li></ul>Mary Miner is a school librarian in Spring Branch ISD and a leader in both Second Life and Reaction Grid
  22. 26. USING VIRTUAL WORLDS IN THE CLASSROOM <ul><li>Step 1: Use as a “virtual field trip” </li></ul>
  23. 33. USING VIRTUAL WORLDS IN THE CLASSROOM <ul><li>Step 2: Learn for yourself </li></ul>
  24. 34. USING VIRTUAL WORLDS IN THE CLASSROOM <ul><li>Step 3: Get some land in a </li></ul><ul><li>Educationally friendly sim and </li></ul><ul><li>build your own learning environment </li></ul><ul><li>or let the kids begin to build </li></ul>
  25. 35. USING VIRTUAL WORLDS IN THE CLASSROOM <ul><li>Example: Reaction Grid </li></ul>
  26. 36. Using Virtual Worlds in the Classroom
  27. 37. Using Virtual Worlds in the Classroom
  28. 38. Using Virtual Worlds in the Classroom
  29. 39. REFERENCES <ul><li>Burgess, M. L., Slate, J. R., Rojas-LeBouef, A., &LaPrairie, K. (2010). Teaching and learning in second life: Using the community of inquiry (CoI) model to support online instruction with graduate students in instructional technology. Internet & Higher Education, 13 (1), 84-88. </li></ul><ul><li>KZeroWorldswide. 2010. http:// www.kzero.co.uk/ (Accessed December 1, 2010) </li></ul><ul><li>Gee, James Paul. 2003. What Video Games have to Teach Us About Learning and Literacy. New York: Palgrave Macmillan. </li></ul><ul><li>Hill, Valerie, and Hyuk-Jin Lee. 2009. Libraries and immersive learning environments unite in second life. Library Hi Tech 27, (3): 338-56. </li></ul><ul><li>Mastel, Kristen, and Dave Huston. 2009. Using video games to teach game design: A gaming collection for libraries. Computers in Libraries 29, (3) (03/01): 41-4. </li></ul>

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