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Virtual Global Village
David W. Deeds
Tri-Association’s
Annual Educators’
Conference
October 11, 2013
Virtual Global Village
Goals:
 Not DBP (Death by PowerPoint)!
 Plan B: I can connect, you can’t
 Plan C: I can’t connect, you can’t




VW Overview (Second Life) – 30 minutes
OpenSimulator – 30 minutes
Discussion and having fun – 45 minutes
(Please don’t tell anyone you had fun!)
Virtual Global Village


Using Immersive/Virtual Learning
Environments (ILE/VLE, aka 3D virtual
worlds) since 2006



3 years higher ed, 4 K-12/international
Virtual Global Village
Virtual Global Village
Virtual Global Village
Second Life:
Massively Multiplayer Online…Insert
Your Favorite Description
Here…Game?
 Introduced by Linden Labs in 2003
 Own currency and economy,
intellectual property rights
 Built-in 3D CAD and language/IDE
 Open to people 16 and up since 2010

Virtual Global Village
Woosong Virtual University
Cybercampus
Virtual Global Village
Peterson Schools Cybercampus:
Teaching 2
http://slurl.com/secondlife/Teaching%202
/213/50/23/
Virtual Global Village
Second Life: Higher Ed
Virtual Global Village
Second Life: Higher Education
Classes (500+ students inworld):
Mine: Freshmen – Juniors: Computer
Programming, Business Management,
Internet Marketing, Project Management
(Uni: Regular Majors, College: Votech)
Others: Freshmen – Seniors: Wide
variety of English courses, including
Business English
(S/T in our college plus others, global)
Virtual Global Village
Second Life: Higher Education
What Were We Doing?
 Teaching without textbooks (some
e-books)
 Kids created/managed cybercampus,
put on shows, made and sold
real/virtual products
 Handled all management, pricing,
marketing
 Learned programming via LSL, also
CAD
 Active, learner-centric, English
Virtual Global Village
Second Life: Higher Education
What Worked?
 Bridged the communications gap –
digital natives knew what to do, even in
English
 Overcame ASMeB – Antisocial Social
Media Behavior – synchronous,
anonymous (FUN!)
 Hit the sweet spot re: programming
“payoff”
Virtual Global Village
Second Life: Higher Education
What Didn’t Work?
 Trying to recreate classroom
configuration or situation in virtual world
 Worrying about kids meeting SL weirdos
(socialization, experimentation worked
out)
 Assignments too open-ended (cohesive
structure/theme needed, goals)
 Mixing English with others subjects
Virtual Global Village
Second Life: K-12
Virtual Global Village
Second Life: K-12
Classes (75+ students inworld):
 Information Technology in a Global
Society – Three Strands: IT Systems,
Social and Ethical Significance,
Application to Specified Scenarios
 In Group 3, Individuals and Societies –
provides technical education regardless
 Diploma Program opportunity for kids
with low English skills, Special Needs
Virtual Global Village
Second Life: K-12
What Are We Doing?
 Students maintain cybercampus and
host students from other
schools/countries
 E-textbooks provide content for IT
lessons, ethical/moral and other
discussions
 Projects/products: website, t-shirts,
more
Virtual Global Village

Middle Years Art Show
Virtual Global Village

Podcasts and Concerts
Virtual Global Village

Latest Global Project: NAIS Challenge 20/2
Virtual Global Village
Second Life: K-12
What Has Worked?
 Hands-on, visual aspect of just about all
work (learning styles)
 Experiential opportunities, meeting
people
 Sense of freedom and openness (to a
degree!)
 Provided teachers with sources of
professional development (teacher and
Virtual Global Village
Second Life: K-12
What Hasn’t Worked?
 Convincing the IBO to abolish the
written examination (70-30
external/internal grade)
 Students too shy to train teachers
(students!) but there’s still hope to make
this a service
 Pretending it’s not FUN! (It is, just don’t
tell!)
Virtual Global Village
Second Life: K-12
Future Classes
 Next NAIS Challenge 20/20 Project to
involve wide variety of subjects
 ITGS students will use cybercampus to
promote 3D Global Village
 Want to expand SL usage for teacher
professional development
Virtual Global Village
Second Life Pros:
 Public grid, anyone can join
 One big grid, where everybody is
 Commercial product, mature
Second Life Cons:
 Public grid, anyone can join
 Can be expensive
 Only for users 16 and up
Virtual Global Village
If you’re interested in getting your own
Second Life cybercampus, contact
Carol Pfeifer of the New Media
Consortium:
carol@nmc.org
Virtual Global Village
Imprudence Viewer:
http://wiki.kokuaviewer.org/wiki/Imprudence
:Downloads

Second Life:
http://www.secondlife.com
Or use a readymade avatar!
Virtual Global Village
Readymade Avatars:
Password: ilovesl2009
SLTeacherOne Aristocrat
SLTeacherTwo Bookmite
SLTeacherThree Netizen
SLTeacherFour Quintessa
SLTeacherFive Scribe
SLTeacherSix Turbo
Virtual Global Village

OpenSimulator: K-12
Virtual Global Village
OpenSimulator:
Massively Multiplayer Online…Insert
Your Favorite Description
Here…Game?
 Introduced in 2007, not an SL clone!
 Own currency and economy,
intellectual property rights, etc.,
coming soon
 Built-in 3D CAD and language/IDE

Virtual Global Village
OpenSimulator: K-12
Classes (200+ students inworld)
 Middle Years Program (MYP) Technology
– Shift from Digital Literacy made long
ago;
Art, Music, Science, Humanities soon
 Primary Years Program (PYP)
Information Communications Technology
(ICT) - switch from Digital Literacy to IB
Design Cycle
th

th
Virtual Global Village
OpenSimulator: K-12
What Are We Doing?
 Teaching Computer-Aided Design,
Project Management, Programming
 Teaching task-based lessons with other
tools
 Changing Technology to inquiry-/taskbased
 Using skeleton lesson plans, students
achieve according to their own abilities
Virtual Global Village

OpenSimulator Project: Adobe Village
Virtual Global Village

OpenSimulator Project: Virtual City
Virtual Global Village

OpenSimulator: Hypergrid Scavenger Hunt
Using Virtual Worlds in
Schools

Peterson Schools Cybercampus
Virtual Global Village
OpenSimulator: K-12
What Has Worked?
 Simple Instructions/Skeleton Lesson
Plans
 Three C’s – Connect, Communicate,
Collaborate (and #4: Cooperate –
Project Management)
 IB Design Cycle: Investigate, Design,
Plan, Create and Evaluate (also
Attitudes!)
Virtual Global Village
OpenSimulator: K-12
What Has Worked?
 Reciprocal guidance, “guide on the side”
 Changing viewer interface to student
primary language
 Constructivism, esp. Social
Constructivism
 Self-reliance, adapting to change skills
 Scratch and S4SL for programming
basics
Virtual Global Village
OpenSimulator: K-12
What Hasn’t Worked?
 Assuming productivity the first week!
 Calling it a GAME! Use “immersive
learning environment” instead! Also, e/textbooks
 Overcoming, but still dealing with active
versus passive role (not Asia specific!)
 Trying to jump right into LSL (Scratch
first!)
Virtual Global Village

Latest Projects: MOSES
Virtual Global Village

OpenSimulator Community Conference
Virtual Global Village
OpenSimulator: K-12
Future Classes
 Want to get 3D Global Village started
after Annual Educators’ Conference
 Cross-curricular efforts
 Expand to Middle and Elementary
School classes, other campuses
 Use as foundation for advanced
programming classes
Virtual Global Village
Imprudence Viewer:
http://wiki.kokuaviewer.org/wiki/Imprudence
:Downloads

Peterson Schools URL:
http://209.126.208.161:9020
Virtual Global Village
Readymade Avatars:
Password: iloveos2009
OS Teacher1
OS Teacher2
OS Teacher3
OS Teacher4
OS Teacher5
OS Teacher6
Virtual Global Village
OpenSimulator Pros:
• Best of both (virtual) worlds: private
and public, more security
• All the CAD/IDE without the public
OpenSimulator Cons:
• Not a mature, commercial
product…yet
• Disconnected grids…until 3D Global
Village!
Virtual Global Village
Virtual Global Village:
• Each school has its own grid
• Ideally, centralized “home grid”
• Only for students and teachers, so all
content kid-friendly
• Summits for student and teacher
conferences
• Mutual training, professional
development
• Second Life only for education
Virtual Global Village
If you’re interested in getting your own
OpenSimulator cybercampus, contact
Snoopy Pfeffer of Dreamland
Metaverse:

snoopy.pfeffer@yahoo.com
Virtual Global Village
“OpenSimulator: School Quick Start
Guide”
Two years old now, parts obsolete
 Still lots of nifty info re:
OpenSimulator


http://www.scribd.com/doc/57959626/
OpenSimulator-School-Quick-StartGuide
Virtual Global Village
Go to Chapter 3 of the
“OpenSimulator: School Quick Start
Guide” for lesson plan examples.

Work together in groups. How would
you use 3D virtual worlds as part of
your classes?
Virtual Global Village
Quest Atlantis
Virtual Global Village
MinecraftEdu
Virtual Global Village
World of Warcraft coming soon!
Virtual Global Village
21st Century Fluency Project:
http://fluency21.com/
Collaboration – teamwork
 Solution – problem solving
 Creativity – storytelling, art/photos
 Information – interpretation,
application
 Media - communications

Virtual Global Village
Games-Based Learning/Gamification:
Different learning styles
accommodated
 Different subjects simultaneously
 Self- and other-directed engagement
 Motivating, provides task-based
focus
 Project management, strategic
thinking

Virtual Global Village
New Media Consortium’s 2013
K-12 Horizon Report:
http://www.nmc.org/pdf/2013-horizonreport-k12.pdf
Check page 40 for the credits!! ;)
 Game-based learning, ILEs no
longer up-and-coming, they’re hereand-now

Virtual Global Village
Follow my Scoop.it page:
http://www.scoop.it/t/3d-virtual-worldseducational-technology
Virtual Global Village
More information:
• "Learning in 3D" by Karl Kapp, Pfeiffer
Publishing, ISBN: 978-0470504734
• "Learning Online with Games,
Simulations and Virtual Worlds" by
Clark Aldrich, Jossey-Bass, ISBN:
978-0470438343
• "The Complete Guide to Simulations
and Serious Games" by Clark Aldrich,
Pfeiffer Publishing, ISBN: 978-
Virtual Global Village
More information:
• “Higher Education in Virtual Worlds” by
Charles Wankel, Emerald Group
Publishing, ISBN: 978-1849506090
• “Empowering Students with
Technology” by Alan November,
Corwin Press,
ISBN: 978-1412974257
• “Training and Collaboration with Virtual
Worlds” by Alex Heiphetz, McGraw-
Virtual Global Village
More information:
• “A Practical Guide to Using Second
Life in Higher Education” by Maggi
Savin-Baden,
ISBN: 978-0335242146
• "The Virtual Worlds Handbook: How to
Use Second Life and Other 3D Virtual
Environments" by Elizabeth Hodge,
Jones & Bartlett Publishers,
ISBN: 978-0763777470
Virtual Global Village
Thank you!

Questions/Comments?
ddeeds@peterson.mx
davidwdeeds@yahoo.com

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Virtual Global Village

  • 1. Virtual Global Village David W. Deeds Tri-Association’s Annual Educators’ Conference October 11, 2013
  • 2. Virtual Global Village Goals:  Not DBP (Death by PowerPoint)!  Plan B: I can connect, you can’t  Plan C: I can’t connect, you can’t    VW Overview (Second Life) – 30 minutes OpenSimulator – 30 minutes Discussion and having fun – 45 minutes (Please don’t tell anyone you had fun!)
  • 3. Virtual Global Village  Using Immersive/Virtual Learning Environments (ILE/VLE, aka 3D virtual worlds) since 2006  3 years higher ed, 4 K-12/international
  • 6. Virtual Global Village Second Life: Massively Multiplayer Online…Insert Your Favorite Description Here…Game?  Introduced by Linden Labs in 2003  Own currency and economy, intellectual property rights  Built-in 3D CAD and language/IDE  Open to people 16 and up since 2010 
  • 7. Virtual Global Village Woosong Virtual University Cybercampus
  • 8. Virtual Global Village Peterson Schools Cybercampus: Teaching 2 http://slurl.com/secondlife/Teaching%202 /213/50/23/
  • 10. Virtual Global Village Second Life: Higher Education Classes (500+ students inworld): Mine: Freshmen – Juniors: Computer Programming, Business Management, Internet Marketing, Project Management (Uni: Regular Majors, College: Votech) Others: Freshmen – Seniors: Wide variety of English courses, including Business English (S/T in our college plus others, global)
  • 11. Virtual Global Village Second Life: Higher Education What Were We Doing?  Teaching without textbooks (some e-books)  Kids created/managed cybercampus, put on shows, made and sold real/virtual products  Handled all management, pricing, marketing  Learned programming via LSL, also CAD  Active, learner-centric, English
  • 12. Virtual Global Village Second Life: Higher Education What Worked?  Bridged the communications gap – digital natives knew what to do, even in English  Overcame ASMeB – Antisocial Social Media Behavior – synchronous, anonymous (FUN!)  Hit the sweet spot re: programming “payoff”
  • 13. Virtual Global Village Second Life: Higher Education What Didn’t Work?  Trying to recreate classroom configuration or situation in virtual world  Worrying about kids meeting SL weirdos (socialization, experimentation worked out)  Assignments too open-ended (cohesive structure/theme needed, goals)  Mixing English with others subjects
  • 15. Virtual Global Village Second Life: K-12 Classes (75+ students inworld):  Information Technology in a Global Society – Three Strands: IT Systems, Social and Ethical Significance, Application to Specified Scenarios  In Group 3, Individuals and Societies – provides technical education regardless  Diploma Program opportunity for kids with low English skills, Special Needs
  • 16. Virtual Global Village Second Life: K-12 What Are We Doing?  Students maintain cybercampus and host students from other schools/countries  E-textbooks provide content for IT lessons, ethical/moral and other discussions  Projects/products: website, t-shirts, more
  • 19. Virtual Global Village Latest Global Project: NAIS Challenge 20/2
  • 20. Virtual Global Village Second Life: K-12 What Has Worked?  Hands-on, visual aspect of just about all work (learning styles)  Experiential opportunities, meeting people  Sense of freedom and openness (to a degree!)  Provided teachers with sources of professional development (teacher and
  • 21. Virtual Global Village Second Life: K-12 What Hasn’t Worked?  Convincing the IBO to abolish the written examination (70-30 external/internal grade)  Students too shy to train teachers (students!) but there’s still hope to make this a service  Pretending it’s not FUN! (It is, just don’t tell!)
  • 22. Virtual Global Village Second Life: K-12 Future Classes  Next NAIS Challenge 20/20 Project to involve wide variety of subjects  ITGS students will use cybercampus to promote 3D Global Village  Want to expand SL usage for teacher professional development
  • 23. Virtual Global Village Second Life Pros:  Public grid, anyone can join  One big grid, where everybody is  Commercial product, mature Second Life Cons:  Public grid, anyone can join  Can be expensive  Only for users 16 and up
  • 24. Virtual Global Village If you’re interested in getting your own Second Life cybercampus, contact Carol Pfeifer of the New Media Consortium: carol@nmc.org
  • 25. Virtual Global Village Imprudence Viewer: http://wiki.kokuaviewer.org/wiki/Imprudence :Downloads Second Life: http://www.secondlife.com Or use a readymade avatar!
  • 26. Virtual Global Village Readymade Avatars: Password: ilovesl2009 SLTeacherOne Aristocrat SLTeacherTwo Bookmite SLTeacherThree Netizen SLTeacherFour Quintessa SLTeacherFive Scribe SLTeacherSix Turbo
  • 28. Virtual Global Village OpenSimulator: Massively Multiplayer Online…Insert Your Favorite Description Here…Game?  Introduced in 2007, not an SL clone!  Own currency and economy, intellectual property rights, etc., coming soon  Built-in 3D CAD and language/IDE 
  • 29. Virtual Global Village OpenSimulator: K-12 Classes (200+ students inworld)  Middle Years Program (MYP) Technology – Shift from Digital Literacy made long ago; Art, Music, Science, Humanities soon  Primary Years Program (PYP) Information Communications Technology (ICT) - switch from Digital Literacy to IB Design Cycle th th
  • 30. Virtual Global Village OpenSimulator: K-12 What Are We Doing?  Teaching Computer-Aided Design, Project Management, Programming  Teaching task-based lessons with other tools  Changing Technology to inquiry-/taskbased  Using skeleton lesson plans, students achieve according to their own abilities
  • 31. Virtual Global Village OpenSimulator Project: Adobe Village
  • 32. Virtual Global Village OpenSimulator Project: Virtual City
  • 33. Virtual Global Village OpenSimulator: Hypergrid Scavenger Hunt
  • 34. Using Virtual Worlds in Schools Peterson Schools Cybercampus
  • 35. Virtual Global Village OpenSimulator: K-12 What Has Worked?  Simple Instructions/Skeleton Lesson Plans  Three C’s – Connect, Communicate, Collaborate (and #4: Cooperate – Project Management)  IB Design Cycle: Investigate, Design, Plan, Create and Evaluate (also Attitudes!)
  • 36. Virtual Global Village OpenSimulator: K-12 What Has Worked?  Reciprocal guidance, “guide on the side”  Changing viewer interface to student primary language  Constructivism, esp. Social Constructivism  Self-reliance, adapting to change skills  Scratch and S4SL for programming basics
  • 37. Virtual Global Village OpenSimulator: K-12 What Hasn’t Worked?  Assuming productivity the first week!  Calling it a GAME! Use “immersive learning environment” instead! Also, e/textbooks  Overcoming, but still dealing with active versus passive role (not Asia specific!)  Trying to jump right into LSL (Scratch first!)
  • 38. Virtual Global Village Latest Projects: MOSES
  • 39. Virtual Global Village OpenSimulator Community Conference
  • 40. Virtual Global Village OpenSimulator: K-12 Future Classes  Want to get 3D Global Village started after Annual Educators’ Conference  Cross-curricular efforts  Expand to Middle and Elementary School classes, other campuses  Use as foundation for advanced programming classes
  • 41. Virtual Global Village Imprudence Viewer: http://wiki.kokuaviewer.org/wiki/Imprudence :Downloads Peterson Schools URL: http://209.126.208.161:9020
  • 42. Virtual Global Village Readymade Avatars: Password: iloveos2009 OS Teacher1 OS Teacher2 OS Teacher3 OS Teacher4 OS Teacher5 OS Teacher6
  • 43. Virtual Global Village OpenSimulator Pros: • Best of both (virtual) worlds: private and public, more security • All the CAD/IDE without the public OpenSimulator Cons: • Not a mature, commercial product…yet • Disconnected grids…until 3D Global Village!
  • 44. Virtual Global Village Virtual Global Village: • Each school has its own grid • Ideally, centralized “home grid” • Only for students and teachers, so all content kid-friendly • Summits for student and teacher conferences • Mutual training, professional development • Second Life only for education
  • 45. Virtual Global Village If you’re interested in getting your own OpenSimulator cybercampus, contact Snoopy Pfeffer of Dreamland Metaverse: snoopy.pfeffer@yahoo.com
  • 46. Virtual Global Village “OpenSimulator: School Quick Start Guide” Two years old now, parts obsolete  Still lots of nifty info re: OpenSimulator  http://www.scribd.com/doc/57959626/ OpenSimulator-School-Quick-StartGuide
  • 47. Virtual Global Village Go to Chapter 3 of the “OpenSimulator: School Quick Start Guide” for lesson plan examples. Work together in groups. How would you use 3D virtual worlds as part of your classes?
  • 50. Virtual Global Village World of Warcraft coming soon!
  • 51. Virtual Global Village 21st Century Fluency Project: http://fluency21.com/ Collaboration – teamwork  Solution – problem solving  Creativity – storytelling, art/photos  Information – interpretation, application  Media - communications 
  • 52. Virtual Global Village Games-Based Learning/Gamification: Different learning styles accommodated  Different subjects simultaneously  Self- and other-directed engagement  Motivating, provides task-based focus  Project management, strategic thinking 
  • 53. Virtual Global Village New Media Consortium’s 2013 K-12 Horizon Report: http://www.nmc.org/pdf/2013-horizonreport-k12.pdf Check page 40 for the credits!! ;)  Game-based learning, ILEs no longer up-and-coming, they’re hereand-now 
  • 54. Virtual Global Village Follow my Scoop.it page: http://www.scoop.it/t/3d-virtual-worldseducational-technology
  • 55. Virtual Global Village More information: • "Learning in 3D" by Karl Kapp, Pfeiffer Publishing, ISBN: 978-0470504734 • "Learning Online with Games, Simulations and Virtual Worlds" by Clark Aldrich, Jossey-Bass, ISBN: 978-0470438343 • "The Complete Guide to Simulations and Serious Games" by Clark Aldrich, Pfeiffer Publishing, ISBN: 978-
  • 56. Virtual Global Village More information: • “Higher Education in Virtual Worlds” by Charles Wankel, Emerald Group Publishing, ISBN: 978-1849506090 • “Empowering Students with Technology” by Alan November, Corwin Press, ISBN: 978-1412974257 • “Training and Collaboration with Virtual Worlds” by Alex Heiphetz, McGraw-
  • 57. Virtual Global Village More information: • “A Practical Guide to Using Second Life in Higher Education” by Maggi Savin-Baden, ISBN: 978-0335242146 • "The Virtual Worlds Handbook: How to Use Second Life and Other 3D Virtual Environments" by Elizabeth Hodge, Jones & Bartlett Publishers, ISBN: 978-0763777470
  • 58. Virtual Global Village Thank you! Questions/Comments? ddeeds@peterson.mx davidwdeeds@yahoo.com