Get a Using Virtual Worlds in Teaching and Learning Note……
Transcription
Get a Using Virtual Worlds in Teaching and Learning Note……
Resources and Notes – © Peter Duffy 2008 Get a http://secondlife.com/ Using Virtual Worlds in Teaching and Learning Resource Booklet prepared by Peter Duffy for the eLearning Staff Development Program for Peter Duffy Learning Designer admin@virtualarts.com.au etpeterd@inet.polyu.edu.hk Note…… This booklet covers an extensive amount of material and is meant to provide for the reader an ongoing resource in relation to this topic. IT DOES NOT REPRESENT all that we will cover within the scheduled session time BUT DOES provide many avenues for consideration as you plan the integration of eLearning within an appropriate pedagogic structure for YOUR CONTEXT Except where otherwise noted, content herein is licensed under a Creative Commons Attribution 3.0 License as much of the content within this resource booklet is sourced and referenced from publicly available material. Using Virtual Worlds in Teaching and Learning 1 Resources and Notes – © Peter Duffy 2008 Overview of Contents • • • • • Teaching and Learning Considerations: What Are Virtual Worlds? What is Second Life? Educational Uses of Virtual Worlds Educational Strategies for using Virtual Worlds A Chance to explore virtual worlds SESSION 1 - INTRODUCTION What are Virtual Worlds? ..........................................................................................6 Virtual Worlds - Terms..............................................................................................7 Virtual Worlds - Examples ........................................................................................8 Virtual Worlds – Appearance and Identity ................................................................8 Virtual Worlds – Communication..............................................................................9 Virtual Worlds – Getting Around ..............................................................................9 Virtual Worlds – Exploring the Educational Benefits .............................................10 Virtual Worlds – Educational Significance .............................................................13 Enhanced learning................................................................................................13 Self-identity..........................................................................................................14 Reflection.............................................................................................................15 Pedagogy..............................................................................................................16 Psychology...........................................................................................................17 What is Second Life? ...............................................................................................18 Second Life Tutorials ..............................................................................................20 Second Life in Education - Overview......................................................................21 Second Life in Education – Who’s Using It? ..........................................................25 Second Life in Education – Case Study 1................................................................26 Second Life in Education – Case Study 2................................................................28 Second Life in Education – Case Study3 - PolyUSotel...........................................29 Second Life in Education –Case Study 4.................................................................30 Second Life in Education – Some Strategies...........................................................30 Second Life – Some Concerns.................................................................................33 SESSION 2 - INWORLD* Getting Started and Exploring PolyUSotel ..............................................................34 Virtual Worlds in Education – Some predications ..................................................37 Web 2.0 - Web 3.0 – Web 3.D................................................................................38 Web 3.D – Possible Educational Scenarios .............................................................39 * Please make sure you have downloaded, installed, registered and completed the tutorial BEFORE our INWORLD session. Using Virtual Worlds in Teaching and Learning 2 Resources and Notes – © Peter Duffy 2008 Resources .............................................................................................................41 Virtual Worlds Resources ....................................................................................41 General Information about Virtual Worlds..........................................................41 Massively Multi-player Online Games (MMOGs)..............................................42 3D Virtual Worlds................................................................................................42 'Vertical' or Niche Virtual Worlds .......................................................................43 2D & 2.5D Virtual Worlds...................................................................................43 3D Intranets, Conferencing & Virtual Workspaces.............................................43 Virtual Worlds Building & Development Tools..................................................44 Geospatial or 'Mirror' Worlds ..............................................................................44 Other Lists of Virtual Worlds ..............................................................................44 Top 20 Educational Locations in Second Life.....................................................45 Educational Uses of Second Life by Categories Index........................................46 The structure of this session involves presentation of various Virtual World concepts and then an exploration / engagement and discussion of their use in an educational context. Specific focus will also be on the use of “Second Life” and also a particular case study from the PolyU School of Hotel and Tourism management. NOTE – Session 2 will be conducted INWORLD (i.e. within the virtual world of Second Life) The goals of the 2 part series are; • To develop an understanding of Virtual Worlds • To present opportunities for participants to explore models for the use of Virtual Worlds (EG: Second Life) • To present, explore and consider the use of Virtual Worlds within Education • To provide a guided and supported environment for participants to explore Second Life and the SHTM case study of its use. What do you wish to achieve from attending the workshop…… Which activity did you enjoy the most? Using Virtual Worlds in Teaching and Learning 3 Resources and Notes – © Peter Duffy 2008 How do you think you can use Virtual Worlds in your teaching? Notes…… Using Virtual Worlds in Teaching and Learning 4 Resources and Notes – © Peter Duffy 2008 Virtual World’s - conceptions … REF -http://www.techliberation.com/media/images/cartoon%202.jpg What are the educational advantages / considerations when identity is adaptable? A range of new technologies is playing an increasing role in many learners’ everyday life. Why not try to capitalise on this engagement and use it to enhance the learning experience? Virtual worlds offer the potential to engage learners at higher levels – which can influence an outlook and behaviour. They have the potential to become a meaningful, highly sophisticated tool for educators.. How can we capitalise on the willingness of learners to engage with virtual worlds? And what is the range of pedagogical activities to move learners from playing to an enhanced learning experience. REF - http://virtualworlds.flexiblelearning.net.au/content/homepage.htm - Seed – Have you ever played a computer game? Have you heard about virtual worlds? Have you made any virtual visits? Ever been a virtual student? What do you understand by the term “Virtual Worlds”? Brainstorm some key words and possible uses ACTIVITY: Introductions, Assumptions and connections. A chance to collaborate and understand the context of the attendees of the sessions. Using Virtual Worlds in Teaching and Learning 5 Resources and Notes – © Peter Duffy 2008 Quotable Quotes.. "Today's students are no longer the people our educational system was designed to teach" Marc Prensky “In using SL for educational purposes, we just need to be careful not to try to do things with it that can be done better with other tools.” Ref - http://itidt.blogspot.com/2007/08/education-and-second-life.html “Being on the “bleeding-edge” can be painful…for both the learners and the facilitator. Several students couldn’t login to Second Life due to lab computers, several people got disconnected on occasion (including me), and it was difficult for some folks to quickly navigate in Second Life” Ref - http://www.virtuallearningworlds.com/?p=141 According to this Wall Street Journal article about a Second Life user whose real-life wife isn't too pleased about his in-world marriage, "a typical 'gamer' spends 20 to 40 hours a week in a virtual world." - Aug 29, 2007 – REF - http://terranova.blogs.com/terra_nova/trends/index.html OR …….Getting started in understanding the possible uses of Virtual Worlds in Teaching and Learning. What are Virtual Worlds? Virtual worlds are extensive and absorbing 3D places that people use to interact and communicate with others using an "avatar". Virtual worlds, such as Second Life or Active Worlds, are different from game worlds in that they "can be applied to any context". Game worlds usually "have a fixed, goal-oriented purpose". This means that with virtual worlds you can do nearly anything, limited to the general environment of the world and the users located there. Game worlds have a specific goal to which everything you do is bringing you closer. The focus of every user is on that goal. When you reach that goal, the game is over. Virtual world users develop their own goals and pursue them. Whether it's making friends, making money, or just having fun, in a virtual world, you can do whatever you want. You're time in a virtual world never ceases. Research clearly shows that online virtual worlds have a propensity to significantly engage a range of learners. Using Virtual Worlds in Teaching and Learning 6 Resources and Notes – © Peter Duffy 2008 Virtual Worlds - Terms Have you ever encountered scenarios where people talk about virtual worlds and you don't understand a word they are saying? Look no further, here are some common terms you can learn: Avatar - A representation of the player that is used to interact in the game environment through controllers or a combination of keyboard commands and a mouse-driven interface. Communication occurs through a typed chat interface as well as animated expressions or gestures. Bot - a subset of Farmer. A bot refers to using an automated script or computer program to perform certain functions over and over without the need to a human to actually control the avatar. Camp - To remain in the same physical location in the game world for an extended period of time. Typically, this refers to waiting for a special or rare NPC to appear. Residents – are the users of a Virtual World (AKA Second Life) MUVE - refers to online, multi-user virtual environments, sometimes called virtual worlds Farmer - A player who camps the same spawn repeatedly and for hours on-end for the express purpose of obtaining some game currency or item, denying others the opportunity. MMO - Massive Multiplayer Online game NPC - Non-Player Character. These are characters or monsters within the game world that are controlled by the game. Petition - A method to request in-game assistance from a customer service representative. Player Character - This is the game character controlled by the person playing the game. See also Avatar. RL – stands for Real Life (as opposed to a Virtual World life) REZZING - is a Tron reference in Second Life, It means to make an object appear from your inventory on the land or to create a brand new item Using Virtual Worlds in Teaching and Learning 7 Resources and Notes – © Peter Duffy 2008 Spawn - Appearing of NPCs or game resource in a location within the game. Subscribers - Registered game players. Adapted from - http://elvinli.blogspot.com/ - Seed – Are there any other terms you are unfamiliar with? Note these below.. Virtual Worlds - Examples • • • • • • • Second Life® AET Zone There™ World of Warcraft Toon Town Whyville A Tale in the Desert Virtual Worlds – Appearance and Identity Most virtual worlds use an ‘avatar’ – or particular model or icon – to represent and interact ‘on behalf of’ the real person who has logged in. In Second Life®, avatars do not have to be ‘human’. Imagine how people would interact with a user represented as a mythical animal or an object. Avatars your 'in-world' representations. Every virtual world uses avatars. Typically, when you begin a virtual world, you create your avatar, and, from then on, your avatar is you. You are your avatar. It's what people see of you in-world, and it's what represents you. Avatars have reached a point where you can edit everything from the skin-tone to the jaw-line to the shoe-size, giving users the chance to truly recreate themselves, or become something completely new. Residents are the users of Second Life, and their appearance is their avatar (often abbreviated to av, avi or avie). The basic avatar is human in appearance, but avatars may be of either sex, have a wide range of physical attributes, and may be clothed or otherwise customized to produce a wide variety of humanoid and other forms. Avatars may be completely creative or can be made to resemble the person whom they represent. A single person may have multiple accounts, and thus appear to be multiple Residents (a person's multiple accounts are referred to as alts). Some in-world services also require you to disclose your real name or other personal data to another source, although this must be done voluntarily and you can choose not to use the services which require this. Using Virtual Worlds in Teaching and Learning 8 Resources and Notes – © Peter Duffy 2008 Your creations are likewise far less anonymous in this virtual world. The Linden servers register your avatar as the content creator of the design of any thing you create, in an explicit virtual copyright notice that travels with the thing you create. This proves the adage that a picture is worth a thousand words. The New York Times magazine runs a gallery of players of online roleplaying games, with their avatars. Here is Lucas Shaw, a student from Texas, next to the barbarian beserker who represents him in Everquest, one of the most popular virtual worlds. REF - http://valleywag.com/tech/everquest/the-appeal-of-virtual-worlds269926.php?mail2=true Virtual Worlds – Communication Within Second Life, there are two main methods of text-based communication: local chat, and global "instant messaging" (known as IM). Chatting is used for public localized conversations between two or more avatars, and can be "heard" within 20 m. Avatars can also 'shout' ('audible' within 96 m). IM is used for private conversations, either between two avatars, or between the members of a group. Unlike chatting, IM communication does not depend on the participants being within a certain distance of each other. As of version 1.18.1.2, voice chat is also available using technology licensed by Vivox. There are some external websites that allow Residents to locate each other from outside of the virtual world, and SLurl.com allows external links through the Second Life World Map to locations in-world. Virtual Worlds – Getting Around The most basic method of moving around is by foot (also running and jumping). To travel more rapidly, avatars can also fly. Avatars can also ride in vehicles; many vehicles are available—there is a basic go-kart contained in the object library and there are many Resident-made vehicles available freely and for purchase including helicopters, submarines and hot-air balloons. Using Virtual Worlds in Teaching and Learning 9 Resources and Notes – © Peter Duffy 2008 For instantaneous travel, avatars can teleport (commonly abbreviated to "TP") directly to a specific location. An avatar can create a personal landmark (often called an LM) at their current location, and then teleport back to that location at any time, or give a copy of the landmark to another avatar. There's also a map window that allows direct teleportation anywhere. Virtual Worlds – Exploring the Educational Benefits Virtual worlds are greatly affecting how education is being performed. People can now take classes in virtual worlds. They can be tested through real life situations, without real life consequences. Classes are already being performed in places like Second Life. According to research done by the Pew Internet & American Life Project in 2005, over 21 million teens (ages 12 - 17) use the internet, and of those, 78% (16 million) say they use the internet for educational reasons at school. The education system needs to tap into that resource and use it for education. Current Impact While slight in numbers, current examples do exist of how virtual worlds are impacting education. Many high schools are taking advantage of virtual worlds, using them to work with other schools or study things and places that otherwise they would never be able to see. Some colleges are accepting the use, creating campuses and providing classes in Second Life (SL). Very few elementary level educators see the benefits of the revolutionary learning tool, but the possibilities are there for the youngest of students as well. Studying Marco Polo? Why not meet him? Learning about different types of rocks? Why not go inside of one? Virtual Worlds provide these opportunities to students of all ages. Current Impact – Number of users Second Life is the size of a small city, with thousands of servers (called simulators) and a Resident population of over 10,755,976 (and growing). Residents come to the world from over 100 countries with concentrations in North America and the UK. Demographically, 60% are men, 40% are women and they span in age from 18 85. They are gamers, housewives, artists, musicians, programmers, lawyers, firemen, political activists, college students, business owners, active duty military overseas, architects, and medical doctors, to name just a few. REF - http://gwynethllewelyn.net/wpcontent/uploads/2007/07/info_communities.jpg Using Virtual Worlds in Teaching and Learning 10 Resources and Notes – © Peter Duffy 2008 REF - http://www.techcrunch.com/wp-content/com1.jpg Linden Lab today (NOTE: reference December of 2006 and in the world of technology a year is a very long time) proudly announced that they have finally broken the 20,000 peak concurrent users (CCU) numbers. And they also published (as continuously updated) >2M Residents = user accounts, >800,000 logged in last 60 days = active user accounts. So what is it that’s important here - we are talking about a multi user online game. IT’S THE CONCURRENT USERS. So lets compare these numbers with other online games (some you might not have heard the name of before): * Eve Online : >33,000 peak CCU * KRGsoft Yulgang : >300,000 peak CCU * Netease Westward Journey 2 : >500,000 peak CCU * World of Warcraft (WoW) : >660,000 peak CCU * Zhengtu Online : >680,000 peak CCU * Netease Fantasy Westward Journey : >1.3M peak CCU May 2007 Numbers refer to: http://spreadsheets.google.com/pub?key=pxbDc4B2FH95CQZTbN1Ixfg Current Impact – Business Opportunities Last week Reuters announced it opened a bureau inside the multiplayer game Second Life. This continues a trend of real-world companies joining Second Life - currently Adidas, Reebok, Toyota, Nissan, IBM and Starwood Hotels are among the companies that have set up shop within Second Life, along with dozens of other people who have created Second Life businesses and are actually making money from the game. Several advertising agencies have also set up locations in Second Life, and companies are beginning to use it to foster collaboration among geographically scattered workforces. Using Virtual Worlds in Teaching and Learning 11 Resources and Notes – © Peter Duffy 2008 Augmented Reality Augmented Reality is a type of virtual world that uses an actual physical space. Students have a laptop or cell phone (something with a screen) and a GPS tracker. When the student reaches a previously specified area of the designated space, the GPS triggers a video to start on the screen. That video would lead them to another space, triggering another video. It would be like a treasure map, with the final lesson at the end. The process is an interactive learning method. There are numerous instances of how virtual worlds are being used at the college level. Medical Students can perform zero-risk surgeries and automotive students can build engines, transmissions, or whole cars. These new technologies will greatly affect the education at a college level. Colleges are using virtual worlds to hold classes, build laboratories, and other things that previously may have been unavailable due to pecuniary limitations. Second Life has become increasingly popular as a virtual world, most people who have a quick glimpse at SL assume it is a game, but this is not the case. SL has become exactly what it set out to be, a whole new life for some people, where they work and earn their living for their real lives. SL has lately also gained a lot of educational facilities. Universities, schools, colleges, museums, libraries and educational research organizations have started to emerge into SL. A complete updated list of these can be found on the following web page: http://simteach.com/wiki/index.php?title=Institutions_and_Organizations_in_SL A few Educational Examples of use: • • • • The Rochester Institute of Technology has created a collaborative, interactive environment called M.U.P.P.E.T.S, where students are able to interact with each other, as well as 3D objects and visualizations. Seton Hall University, partnered with the New Media Consortium and Harvard University, has been implementing Second Life and Active Worlds to develop ways to integrate virtual worlds into education. They have discovered the ability "to break free from the confines of the traditional classrooms and online learning spaces" (Teaching) Ohio University is creating an entire campus in Second Life. You can take full courses or just hour long classes. There are professors, students, and classrooms. The University of California at Santa Cruz, Cornell University, University of Cincinnati, Art Center College of Design, University of Toronto, Oslo School of Architecture, University College London, Haags Montessori Lyceum, Charters School, Sacred Heart Middle School, Boston Museum of Science, NASA Ames Research Laboratory, Center for Advanced Learning Technologies, and the United Nations, have all have set up worlds in Active Worlds’ AWEDU (Active Worlds Educational Universe) for students and teachers. Future Eventually virtual worlds will permeate into every aspect of education. They (virtual worlds and education) will be one - inseparable, impossible to distinguish or differentiate. People will be able to attend a school solely in virtual worlds. Classes, Using Virtual Worlds in Teaching and Learning 12 Resources and Notes – © Peter Duffy 2008 from kindergarten to college, will be able to go inside a whale's stomach or visit ancient Rome, even design entire cities. The possibilities are endless and available. We need only to take advantage of them. Virtual Worlds – Educational Significance Virtual worlds have been found to engage many learners and have great potential to be powerful educational tools. However, for their potential to be realised, they need to be well understood from pedagological and psychological perspectives. Given their potential, it is important to understand how and why virtual worlds are so engaging – and also cause for some caution. This section discusses the educational significance of virtual worlds under the following headings: • • • • • Enhanced learning Self-identity Reflection Pedagogy – a downloadable report Psychology – a downloadable report. As one immerses oneself in virtual worlds, the ‘real’ and the ‘virtual’ can tend to become blurred. One can find oneself speaking about one’s avatar with affection and conviction. When speaking about the real people one meets in Second Life®, one can find oneself switching between calling them by their avatar name and their real name. This demonstrates both the potential educational power and potential hazard of virtual worlds. Enhanced learning Many of the old ‘single loop’ pedagogies have limited ability to truly engage learners in the acquisition of both technical and generic skills. ‘Single loop’ means learning that has occurred but has had little impact on outlook or behaviour’ (Argyris C 1991, ‘Teaching smart people how to learn’, Harvard Business Review, May-June, pp 99– 109). Virtual worlds offer the potential to engage learners at higher learning levels, which may have an impact on outlook or behaviour. Argyris calls this ‘double-loop’ learning – that is, learning through exploration and experimentation. Learners can be presented with challenging and provocative situations, thus enabling them to use higher level skills (double-loop learning). The pedagogical advantage of virtual worlds is in providing an enhanced sense of being through the use of a fun, social environment. Putting the learner in an experiential environment that has some association with the subject matter provides a learning advantage. In virtual worlds, learners can experiment, plan, solve problems, negotiate, collaborate, evaluate, learn from mistakes and take risks, while acquiring a wide range of life and employability skills, improved self-esteem and learning in a real way. Using Virtual Worlds in Teaching and Learning 13 Resources and Notes – © Peter Duffy 2008 Virtual worlds offer a stimulating environment which better responds to the learning styles of many young learners, in particular, providing immediate feedback and the opportunity to do more than one thing at a time. For many learners, seeing is believing! The potential of simulating real-life situations in virtual worlds was confirmed through the project participants. The VCAL learners experienced nervousness and sweaty hands as the time was approaching for them to be interviewed for jobs in Second Life. The immediacy and the realism of the situation were clearly apparent. This level of apprehension and expectation was also experienced by the project’s ‘painting and decorating’ learners as they prepared to meet with their ‘virtual’ clients. They also discovered that arranging meetings required a lot of communication attempts before times and dates were confirmed. This will ‘ring true’ with many who have had to schedule a meeting with a client or tradesperson in real life. The real world is unpredictable. Virtual worlds offer teachers the capacity to manipulate elements and contain the level of unpredictability. They offer learners a safe environment to experience difficult situations that they could expect to encounter in real life. The ‘painting and decorating’ learners experienced clients who were receptive and encouraging of their design suggestions and later commented that it would have been an excellent learning experience to also have had clients who weren’t so agreeable. A virtual world would be an excellent place to learn and experiment with strategies to cope with disagreeable and/or angry clients. Experiencing unpredictability can lead to rich learning opportunities. Warragul VCAL teacher Tracey Taylor wrote in her diary about allowing her students to explore more widely – in a controlled way – in Second Life before they moved onto the project’s island. I believe that if the experience of Second Life had begun on our own Island where we were hidden away from the general population of Second Life, we would have missed many valuable experiences. In order to know how to act appropriately, we need to experience situations in order to truly understand them.? I have allowed them to explore areas where other teachers may have backed up. I truly believe in experiential learning and these students were at no physical risk. In relation to mental risk, I ensured that we debriefed after our session today. Self-identity The use of avatars to represent the individual can significantly change social perceptions and judgement, and gender and status expectations. The Warragul VCAL teacher observed of her learners: They loved the idea of being able to re-create themselves as someone with a totally different life to them. Because all these girls are young mothers they often feel stereotyped and people judge them because of their age and the fact that they have a child. They believe that their opportunities are limited because of this. Therefore the opportunity to be someone else, even if only virtually, was a real chance for them to Using Virtual Worlds in Teaching and Learning 14 Resources and Notes – © Peter Duffy 2008 prove to themselves that being a young mum is not who they are but what they are. (Day 2, Tracey's Diary) Michelle Dodd, of Challenger TAFE (WA), managed a Framework inclusive elearning project in 2006 and used Yahoo® avatars with learners with a disability. She, also, discovered that the students were very liberated by the use of their avatars, as they could choose what they would like to be, although towards the end of the project individual avatars more closely resembled the real person in looks. Reverse that …. Imagine an able-bodied learner studying disability work having two avatars – one a traditional avatar and another in a wheelchair or physically disfigured. How would each avatar be treated – the same? The treatment of the avatar with a disability might well reflect how people with disabilities are treated in real life. What learning! The experience could well make that student a more empathic, passionate advocate for their future clients! Many teachers of disability work put their students in a wheelchair for a day – and this is a very powerful lesson for most students. In a virtual world, a student could persistently take risks in challenging common attitudes. Why are you treating me like this? Why are you ignoring me? Why won’t you talk to me like you talk to the others? A one-off real-life experience is soon past. In Second Life, significant lengths of time over an extended period could be spent teasing out such attitudes and challenging behaviour. This would be likely to lead to a deeper understanding of not only prejudices commonly encountered by people with disabilities but also the internalisation of being the receiver of such prejudice. In Second Life, as in many virtual worlds, avatars don’t have to take human form. They can ‘be’ animals, inanimate objects or mythical creatures, for instance. The Warragul VCAL teacher observed that she was approached and spoken to far more often when she was a dragon. Other avatars were curious and keen to talk with her and, while she didn’t enjoy the extra attention and quickly turned back to being human in her virtual appearance, it did highlight the major impact that appearance can have in a virtual world, as in real life. In her report on the New Practices project, psychologist Kay Lancefield, a member of the project team, writes: The level of anonymity afforded in virtual worlds through playing a role and use of an avatar can enhance the level of social confidence to enact new behaviours and increase self-awareness and efficacy. Reflection Worldwide, educators have long advocated the critical nature of the immersion/reflection or action/reflection cycle in the learning process. As virtual worlds offer such immediacy and intensity, they require regular reflection if the learning experienced in the virtual world is to be applied in all aspects of the learner’s social and educational environment. Using Virtual Worlds in Teaching and Learning 15 Resources and Notes – © Peter Duffy 2008 The immersion/reflection cycle was an integral part of the work of all pilot groups involved in the New Practices project but particularly of the Warragul VCAL group, as their virtual world experience took place over nine weeks. The teacher wrote: I have allowed them to explore areas where other teachers may have backed up. … We talked about the situations that everyone had experienced and how they may have reacted differently. We talked about ways of removing themselves from threatening situations by teleporting to someone else or just off that part of Second Life and into another. We explored what happens if you just walk away and whether there were any other ways to remove themselves from a situation. (Day 5, Tracey’s Diary) And later, after a weekend incident in Second Life, the Warragul teacher wrote: When students got in today I decided it was time to have a bit of a chat about ‘stuff’. I think my weekend’s experience in Second Life was starting to concern me a little and I thought it was an appropriate time to revisit the whole Second Life thing and make sure students were still coping with the rigours of Second Life and that no-one was feeling overwhelmed. . I was amazed that they were all really keen to chat and to talk more about their experiences out aloud. (Day 21, Tracey’s Diary) Regular reflection is imperative for explicit learning to take place; this is true of faceto-face teaching, online and blended teaching and also teaching using virtual worlds. Delia Bradshaw, a project team member and author of the Pedagogical Reflections report on the project, illustrates the importance of the immersion/reflection cycle thus: Second Life is similar to any other educational activity in terms of the pedagogical significance of the planning/action/reflection cycle. It is comparable to the time and attention given to preparing and reviewing camps and excursions. As in these cases, discussion before, during and after immersion proves to be both fruitful and essential. (Page 22, Pedagogical Reflections) Pedagogy Well-known and respected educationalist and project team member Delia Bradshaw reflects on the pedagogy of virtual worlds in her report Pedagogical reflections, which covers the characteristics of Second Life, benefits for learners and implications for educators. Below are the report’s introduction and a précis of its conclusions. Introduction In recent times, virtual worlds have aroused a lot of interest in academic and educational circles. In many different places, for many different educational reasons, virtual worlds are being explored, examined and evaluated. This interest continues to grow. Educators in a wide range of contexts are asking: • • What are the special, if not unique, characteristics of virtual worlds as a learning environment? What are the benefits for learners? Using Virtual Worlds in Teaching and Learning 16 Resources and Notes – © Peter Duffy 2008 • What are the implications for educators? These pedagogical reflections will consider each of these questions, drawing on the lessons learnt in the project trials and on studies and articles from around the world. As author of this report, I am writing from the point of view of someone who has been ‘a critical friend’ to the 2006 New Practices in Flexible Learning action research project, Virtual Worlds – Real Learning! I have followed its development with admiration and avid interest. I write also from the perspective of an adult educator who, for many years, has been a student of the intimate relationship between theory and practice in adult education. Reflecting on the educational significance of virtual worlds offers a wonderful chance to identify their specific place in the ever-expanding repertoire of educational media and modes, all of which are competing for teachers’ attention and allegiance. It is important to state, from the outset, that the main focus of this report is Second Life, the virtual world at the heart of the above project. Conclusions A striking conclusion from these pedagogical reflections is that the role of the teacher is absolutely central. It is tempting to say that the role of the teacher has never been more important. It is simply impossible to imagine the teacher ushering learners into Second Life and then stepping back or withdrawing. Quite the opposite is the case: at every stage, the teacher needs to be fully present, engaged and alert. If teachers and learners are to achieve the educational wealth inherent in Second Life, there seem to be three key factors that are vital: • • • the provision of time for teachers to prepare themselves for inhabiting Second Life as a broad and deep learning environment according critical importance to continuous, integrated reflection – which means incorporating guided dialogues with students before and after immersion providing adequate professional development and ongoing support for teachers, as they venture into what, for most, will be unknown territory – as both guides and ‘guardians’ of their students. The full report is available here as a downloadable document. Psychology In her report on the New Practices in Flexible Learning project, psychologist and project team member Kay Lancefield addresses the following topics: • • • overview psychological principles reflected in the project – covering the developmental tasks of identity formation, utilising role play to build social competency and personal resilience, and duty of care/dignity of risk parameters specific to the project in relation to Second Life as the chosen virtual world and the VCAL cohort Using Virtual Worlds in Teaching and Learning 17 Resources and Notes – © Peter Duffy 2008 • • the key factors of psychological considerations of features of virtual worlds, considerations for educators and the processing role and debriefing specific outcomes of the project. It should be noted that Kay’s role in the project was to work with the VCAL learners. Her report therefore concentrates primarily on adolescent role playing and developmental tasks. Below is her overview. Overview The utilisation of role play in virtual worlds as an educational method has a range of components on which psychological frameworks can inform. ‘You can learn more about a person in an hour of play than in a year of conversation' - Plato. Identity formation is a key developmental task of adolescence and role play allows participants to experience new identities - and how these identities interact with others - thereby developing interpersonal skills. The virtual world provides an ‘adventure playground' for personal development and allows the participant to experience the consequences of relating as a particular identity without direct consequence in the real world. Psychological principles can augment the use of virtual worlds as educational tools to develop interpersonal and intrapersonal skills, as a component of the process of meeting specified learning objectives. There is a range of considerations for educators in utilising role play in virtual worlds . . Development of role play scenarios that create sufficient stimulus to facilitate learning without putting the participant in a context that is too demanding - and therefore disrupts learning - requires consideration from a psychological perspective. Creation of the optimal context for learning is an essential element in using virtual worlds and role plays as teaching tools. The full report is available here as a downloadable document. What is Second Life? Launched in 2003, Second Life is an online 3D virtual world created by Linden Labs. Much like massively multiplayer games, Second Life provides an immersive environment for users to play and interact in. However, Second Life goes beyond a game, allowing residents to build and create their own environments; and interact with others from around the globe. "Well.. what if you could create a 3D immersive enviroment that looked as good as a video game, that was tactile and visceral and exciting and you know sexy, fun to be in... but had the (of course) very web like and very compelling property that everything in it was built by you. And that in fact, the method of building would be the method of living. That you would just do things there, in the same way that you do them in the real world... you could touch things, you could sculpt things, you could build, you could just make stuff." Philip Rosedale, Linden Lab. Using Virtual Worlds in Teaching and Learning 18 Resources and Notes – © Peter Duffy 2008 Second Life is the size of a small city, with thousands of servers (called simulators) and a Resident population of over 10,755,976 (and growing). Residents come to the world from over 100 countries with concentrations in North America and the UK. Demographically, 60% are men, 40% are women and they span in age from 18 - 85. They are gamers, housewives, artists, musicians, programmers, lawyers, firemen, political activists, college students, business owners, active duty military overseas, architects, and medical doctors, to name just a few. Second Life is a three-dimensional interactive virtual world that has been making the news frequently this year. It is based on a game engine, but expanded to allow more natural social interactions and user-created content outside the restrictions of a game. It has a self-contained economy of Linden dollars (at last check, the exchange rate was L$270/US$1), themed simulations created by users, and over four million registered users, with over 20,000 logged in at any given time [3]. Users are represented by completely customizable avatars. Figure 1: Chatting in Second Life. The reasons people log in to Second Life are highly varied. Some enjoy the dance clubs and social scene, others run thriving businesses that allow them to convert their earnings to real money outside the environment, and yet others are using it for education, academic research, artistic expression, and a myriad of other purposes. The possibilities for educational and academic use, particularly in the realm of science and technology, are enticing. While the fact that Linden Lab is a privately held company has created obstacles for academic institutions, their recent release of the client software as open source, and the impending follow-on release of the server software, ensures that academic institutions can make full use of the resources they provide. New objects in Second Life are created through building, which is done through a relatively intuitive interface, and scripting, which allows the user to attach scripts in Linden Script Language (a Java-like language) to any built object. The combination of these with a realistic physics engine creates nearly unlimited potential. Combined with an avatar's ability to fly and teleport, it provides the setting for imaginative and fascinating hours of construction. Technologically, Second Life is still slightly ahead of its time. Building is done through primitive objects (prims), and the number of prims allowed on a given piece of land is limited, because of the processing power required to track and render the Using Virtual Worlds in Teaching and Learning 19 Resources and Notes – © Peter Duffy 2008 items. Only twenty avatars can coexist simultaneously on a given themed simulation (sim)—any more and the sim slows down enormously, and can become unusable. Second Life Tutorials The self-paced tutorials listed below are Second Life specific, but they show how self-paced tutorials can be set up for other subject areas as well. Orientation Island Public: Orientation Island (SLurl) offers selfpaced tutorials on the basics of Second Life, such as how to move around, how to change you appearance and how to communicate. The Ivory Tower Library of Primitives Building Tutorials: The Ivory Tower (SLurl) provides in-world, self-guided, self-paced, visual tutorials of the Second Life building tools. Second Life residents are able to work through this detailed virtual tutorial at their own pace, developing the skills they need when they need them. It is a great spot to get a crash course in building or to brush up on building skills. Texture Tutorials by Robin (Sojourner) Wood: Robin (Sojourner) Wood's comprehensive, self-paced, in-world Texture Tutorials (SLurl) teach how to texture objects and avatars in Second Life. Clive Pro's LSL Scripting Tutorial: Linden Scripting Language (LSL) is the programming language used to control the behavior of objects in Second Life. Clive Pro of Bromley College, UK, has created an interactive, self-directed scripting tutorial (SLurl) that not only teaches LSL, but introduces learners to some of the concepts of programming. The Particle Laboratory: Second Life's particle system enables residents to create burning fires, glistening waterfalls, vapor trails on jet fighters, tracers on bullets, explosions, fireworks, billowing smoke, rainbows, the occasional macabre spurt of blood and much more. The Particle Laboratory (SLurl) provides in-depth explanations, tips, and suggestions on how to create particles, and a demonstration for all particle control settings. Educators Get New Spot for Second Life Initiation. Orientation Island is a rite of passage for newcomers to Second Life. The virtual world’s operator, Linden Lab, directs first-time users there so they can ostensibly find out how to make their avatars walk, fly, chat, and do other things that avatars do. But the island is also confusing and virtually impossible to return to if you need a brush-up session. Realizing that Orientation Island doesn’t fit the needs of many educators, the New Media Consortium, a higher-education technology group, has unveiled its own orientation island for newbies. The place has a San Francisco ambience, in homage to Using Virtual Worlds in Teaching and Learning 20 Resources and Notes – © Peter Duffy 2008 Linden Lab’s headquarters: An open-air market, the Golden Gate Bridge, and a trolley car are among the sights. Photo by Torley Kinks remain to be worked out. But the island is more colorful and informative than Linden Lab’s version. Particularly helpful is the “Pier of Culture,” which discusses, among other things, griefers (disruptive avatars), machinima (video production in Second Life), and poseballs (objects that animate avatars who sit on them). Such wisdom usually takes many months for users to discover on their own. REF - Andrea L. Foster - http://chronicle.com/wiredcampus/index.php?id=2459 Second Life in Education - Overview Second Life has recently become one of the cutting-edge virtual classrooms for major colleges and universities, including Princeton, Rice University, University of Derby (UK), Vassar, the Open University (UK),[37] Harvard, INSEAD, Pepperdine, Drexel, Ball State, University College Dublin, Elon, University of North Carolina at Chapel Hill, Bowling Green State University, Ohio University, New York University, University of Houston, Michigan Technological University, Australian Film Television and Radio School, Stanford, Delft University of Technology[38] and AFEKA Tel-Aviv Academic College of Engineering,[39] Second Life fosters a welcoming atmosphere for administrators to host lectures and projects online, selling more than 100 islands for educational purposes, according to a New York Times article.[40] The article quoted Rebecca Nesson, an instructor at Harvard who brought her Legal Studies class to Second Life in the second half of 2006. "Normally, no matter how good a distance-learning class is, an inherent distance does still exist between you and your students," she says. "Second Life has really bridged that gap. There is just more unofficial time that we spend together outside of the typical class session." Joe Sanchez, a researcher at the Using Virtual Worlds in Teaching and Learning 21 Resources and Notes – © Peter Duffy 2008 University of Texas at Austin evaluated the use of Second Life in education in an interactive qualitative analysis, finding that once students overcome the technical and interface difficulties with Second Life, they "indicate a preference to social learning activities and find it enjoyable to interact with other avatars while learning in this space". The two most common academic uses currently are teaching classes and building libraries in Second Life. To teach a class in the virtual Second Life world, referred to as inworld, faculty are renting or buying space, buying or building models of the subject they intend to teach, and inviting the class to meet partially or entirely in Second Life. Some professors are encouraging their students to explore Second Life and interview other residents about their experiences. A few students are developing thesis material from specific aspects of the environment. Teaching inworld has a number of advantages: the professor can illustrate points visually as well as verbally with minimum effort. A chemistry professor's animation of an excited electron, or a simulated discussion with a fictional or historical personage are two examples of the advantages of teaching inworld. Distance learning becomes much more feasible when students from around the world can log in and interact as if they were sitting next to each other. The limits on bandwidth and avatars can be handled by keeping the environment simple, and leaving out most construction other than what is needed to teach the course effectively. When a virtual class requires a three-dimensional representation of a molecule, it can dispense with the chairs, tables, and elaborate decorations, to make the environment more accessible by remote users. Among the more active educators in Second Life are librarians. The Illinois' Alliance Library System and OPAL have teamed up to extend the programs currently offered online to librarians and library users within Second Life. There are numerous libraries within what is referred to as the Info Islands. A virtual reference desk in SL is staffed by real life volunteer librarians for many hours every week. They also teach workshops there to help librarians and educators learn more about Second Life. Late in 2006, a trend emerged whereby large consortia purchased several islands comprising an archipelago of education-focused land. The land is then subdivided into smaller parcels and rented to colleges, universities, and educational projects. Typically, land is rented for as little as $200 per year and comes with permission to use some common space for larger events. Two prime examples are the Info Islands, which includes EduIsland I and II, and the New Media Consortium's NMC Campus which includes many Teaching Islands and a wide range of educational tools, services, and meeting spaces, a museum and library, and a planetarium. The consortial model has allowed for many more institutions to offer participation to students and faculty within a learning-centered environment. As a result, there are now hundreds of colleges and universities experimenting with Second Life, some hosting adverts for real life teaching facilities / jobs There are now many universities, colleges, schools and other educational institutions researching the use of Second Life as an environment for teaching and learning which offers a community of practice and situated constructivist learning. Among the institutions bringing the use of Second Life into the provision for distance learners is the Open Universityin the UK which already offers a range of teaching and learning Using Virtual Worlds in Teaching and Learning 22 Resources and Notes – © Peter Duffy 2008 provision on two islands in the metaverse (CETLment and SchomeBase) and is gradually developing a range of tools and resources which support learners and offer a sense of presence and engagement to distance learners who can otherwise feel isolated and alone. REF - http://en.wikipedia.org/wiki/Secondlife There are dozens of current classes and educational uses of Second Life. One example is Harvard's ground-breaking class, Law in the Court of Public Opinion. This unusual course is an attempt to create a class that includes Harvard law students, extension students, and the general public, all with different expectations and degrees of involvement. The multimedia nature of Second Life is used both to teach the class more effectively for students of all types, and to provide a number of easily available media through which to use the class techniques. This class is being taught through Moodle, an online course management system, which has its own presence in Second Life, called Sloodle. The Sloodle system provides inworld classroom space, resources, and tools that connect directly to Moodle, adding a new dimension to the power of online education. One of the odd aspects of Second Life is the visceral feel that one is face to face with the other people involved, to an extent unmatched by email, instant messaging, or telephone. Courses taught in Second Life capitalize on this togetherness and provide an online environment in which widely geographically separated people can enjoy an experience that comes as close as currently possible to replicating the social aspects of the classroom, while taking advantage of the environment to create the visual demonstrations mentioned above. These visual demonstrations can range from the simple (a static image of a geometric solid for a geometry class) to the incredibly complex. Some fascinating examples of the ideas that have been implemented in Second Life include the International Spaceflight Museum, the Splash Aquatics Deep Sea Aquarium, and Aimee Weber's real-time weather visualization system. For more information about educational initiatives in Second life, an excellent reference can be found at the Simteach website. The library system is also benefiting greatly from the use of Second Life. Led by the Alliance Library System, there is a growing academic library presence in Second Life, with new resources and projects appearing daily. The opportunities for making library resources of all kinds available in Second Life, including text, images, geospatial data, video, audio, and social information, is drawing librarians inworld at a rapid pace. Using Virtual Worlds in Teaching and Learning 23 Resources and Notes – © Peter Duffy 2008 Figure 2: The Marie Antoinette library exhibit. The visual, three-dimensional aspect of Second Life allows libraries to duplicate more of the feel of a real-life library online, rather than simply pages of search boxes and text, while still providing the modern advantages of browsing and searching metadata and social tags. It also allows opportunities to create communities around subject areas or projects. A special collection can be housed in its own building in Second Life and decorated in a coordinating theme, with links to real life, online, and Second Life locations containing more information. People can meet in the non-threatening realm of virtual subject collections, and form their own associations based on shared interests. Virtual coffee houses and gardens have proved to be convenient places for library patrons to meet and compare notes, without the risk of spilling food on rare collections. In some ways, the advantage of Second Life is that it unites the traditional patrons, who are looking for a realistic and familiar library feel, with Internet-age patrons who are interested in easily browsing metadata, comparing recommendations, and bouncing between sections and other activities at will in a single, easily navigated environment. The Info Island Archipelago is the most extensive and well-developed library system in Second Life. Created by Alliance Library System and sponsored by SirsiDynix, they offer a network of libraries, free and low price resources for academic and public libraries, and space and support for libraries and academic institutions to experiment and grow. The Mystery Manor is one example of the concepts mentioned above. Built as a haunted house, it holds the full text of a number of famous horror and mystery novels, and links to a number of related places, both inworld and online. It is an excellent place to host book club meetings and book signings, both of which are held with some frequency there. The built-in haunted house sound effects, visual effects, and atmosphere not only add to the experience, but give a clear indication of the content of the library building. Another recent Info Island exhibit demonstrates some of the educational and community-building potential of virtual libraries. The Marie Antoinette exhibit Using Virtual Worlds in Teaching and Learning 24 Resources and Notes – © Peter Duffy 2008 (Figure 2) featured a hall decorated in the style of her times, full text and links to books and multimedia presentations about her, and an event that featured an avatar carefully crafted to resemble her speaking in person about her life and experiences. It was followed by a period costume ball. This combination of library resources, educational experience, and entertainment introduces a new direction for both libraries and educational institutions in the future. Rather than leaving the educational location (whether a classroom or web page) to reach an information source (a library or online catalogue, or even Google), Second Life demonstrates a way to combine all of them in a compelling way in the same targeted experience. Second Life in Education – Who’s Using It? SLurls College of Information Sciences and Technology- http://slurl.com/secondlife/istania Ohio University - http://slurl.com/secondlife/OHIO%20Outreach/96/211/27 Dell - http://slurl.com/secondlife/Dell%20Island/249/83/23 Harvard - http://slurl.com/secondlife/Berkman/105/74/35 Information Island - http://slurl.com/secondlife/Info%20Island/60/120/0/ and http://infoisland.org/ Bowling Green - http://slurl.com/secondlife/Bowling%20Green%20State/113/171/ Bromley College, UK http://slurl.com/secondlife/Daydream%20SE%20Islands/206/40 Buena Vista University http://slurl.com/secondlife/Buena%20Vista/23/172/28 Drexel http://slurl.com/secondlife/Drexel/ Minnesota State Colleges and Universities http://slurl.com/secondlife/MNSCU/128/128/0 COMPLETE LIST http://simteach.com/wiki/index.php?title=Institutions_and_Organizations_in_SL Using Virtual Worlds in Teaching and Learning 25 Resources and Notes – © Peter Duffy 2008 SECOND LIFE in EDUCATION – http://simteach.com/wiki/index.php?title=Second_Life_Education_Wiki Second Life in Education – Case Study 1 Robert C. Amme, a research professor of physics at the University of Denver, thinks there aren’t nearly enough scientists with expertise in managing nuclear waste. So to train the next generation of environmental assessment specialists, he’s taking them to a place where there’s no radiation, nuclear fallout or even laws of gravity. Armed with a $200,000 grant from the U.S. Nuclear Regulatory Commission, Amme and his colleagues are preparing to build a nuclear reactor — in the virtual, online world of Second Life. The interface, created by Linden Research, has over 8 million users who can interact with and help shape their own online environments, including the ability to buy and sell property using a proprietary currency and meet new people. Yet critics have contended that Second Life’s influence is overrated and has little offline value; still only a fraction of its members actively participate in the virtual “metaverse.” But Amme thinks its capabilities are perfectly suited to a project that will actually have an impact in the real world. The problem, he says, is that since a new nuclear power plant hasn’t been built in the United States for decades, there is a knowledge gap that could pose a serious problem if the country returns to the energy path it largely abandoned in the late 1970s but which may become more popular, given continuing concerns over the availability of oil from foreign sources and global warming. “People can learn what nuclear energy really entails and how minimal the risks are,” he said. Using Virtual Worlds in Teaching and Learning 26 Resources and Notes – © Peter Duffy 2008 Now, to address the issue, Amme is helping to design a master’s program in applied science with an emphasis on environmental impact assessment that will feature classes held in Second Life. They’ll be housed in the Science School building, more 1’s and 0’s than bricks and mortar, located on an “island” that’s a kind of virtual playground for scientists: Science School is nestled behind a three-dimensional, realtime weather map with pixellated clouds hovering above the ground, near a telescope that can be used to view constellations during the winter, when its real-life counterpart at the University of Denver is inaccessible due to snow-covered mountain roads. It’s the kind of environment that has caused Second Life gurus such as Jeff Corbin, a research associate in physics and astronomy at Denver, to dream in pixels. Corbin, who’s involved with the NRC project, envisions an online world where, eventually, “you get in an old time machine … and go back to the creation of the universe in a virtual sense.” But for now, he’ll content himself with experiments illustrating the ins and outs of more mundane phenomena such as absorptive properties and the effects of ionizing radiation. The idea, Corbin said, is to run actual experiments in the lab and then write software that will duplicate the exact processes for distance learners. “As long as [the distance learners] have access to the Web, they should be able to do the same kinds of experiments that the local students would be able to do if they were taking a laboratory course in physics,” Amme said. In a way, running experiments and teaching classes in Second Life offers a number of advantages over real life: students watching from their computer screens won’t have to wear expensive radiation badges or obtain clearance to enter an actual laboratory. Instead, they can attend in the guise of “avatars” — virtual likenesses, like personalized computer game characters, whose appearance and features can be customized. They can also interact with other avatars, a key to making a successful virtual classroom, Amme said, and a major advantage over more traditional Web-based distance learning programs. “We think that a hands-on laboratory experience is the best teacher, and to be able to do this in Second Life is a marvelous breakthrough, a marvelous opportunity,” he said. “The Web itself is rather benign by comparison because there’s no interactivity. ... What’s missing in a lot of distance learning is the socialization [among] students.” There are other benefits too: Avatars don’t flinch when they’re doing gamma ray spectroscopy. “We don’t have to be worrying about the control of actual nuclear specimens because they can’t be stolen,” Amme pointed out. And, “you don’t have to worry about using plutonium, for example, as a source of neutrons.” Virtual radiation suit, check. Details of the master’s program are still being worked out, but it could begin as early as January. The grant was awarded for an initial one-year period, but Amme hopes it will become self-sustaining with tuition after three. Using Virtual Worlds in Teaching and Learning 27 Resources and Notes – © Peter Duffy 2008 Part of what will make the project work, he said, is a collaboration with industry. The Englewood, Colo.-based engineering firm CH2M HILL wrote a letter of support for the grant in hopes that it will be able to find potential talent in the pool of graduates. But beyond training experts and employing graduates, Amme aims to educate the general public, which he believes is woefully underinformed when it comes to matters of nuclear energy and radiation. As it happens, Science School itself is part of a larger collection of attractions in Second Life known as the “SciLands” — islands run by the National Oceanic and Atmospheric Administration, the Jet Propulsion Laboratory and other institutions. Imperial College London, for one, recently opened a demonstration “hospital of the future.” The Science School project, and the related master’s program, are still in development. But Corbin is optimistic: “Time in Second Life moves very fast.” He’s got ideas like real-time translation of lectures into other languages on his mind — but for now, the lecture halls and laboratories need some virtual cleaning up. REF - http://www.insidehighered.com/news/2007/08/20/secondlife Second Life in Education – Case Study 2 Second Life Writing: ENG104 at Ball State University Sarah Robbins (Intellagirl Tully in Second Life) of Ball State University used Second Life to teach an English class focussed on writing for academic research in 2006. The course was a hybrid course with at least half of the class time spent online, based at Middletown (SLurl), which is sponsored by Ball State's Center for Media Design Educational Environments. Visitors were welcome to observe the class. English 104 applied the fundamentals of rhetoric to the research process, introducing students to methods of research. The many communities of Second Life provided students with rich opportunites for observation, research and interaction with other cultures, as well as many interview subjects for use in their writing. Read more in the article Ball State students immersed in virtual world to study cultures or on the class website ENG104 in Second Life. Using Virtual Worlds in Teaching and Learning 28 Resources and Notes – © Peter Duffy 2008 Second Life in Education – Case Study3 - PolyUSotel The School of Hotel and Tourism Management and the School of Design have jointly developed an innovative student orientation island – PolyUSotel – in a 3-D world called Second Life. The aim is to help students get familiarized with their new study environment and understand how to become an effective and successful student in PolyU. In PolyUSotel, students will transform into a personalized 3-D character to explore the campus and team-up with fellow students in a series of safe, competitive and structured Activities. There are opportunities for students to interact with, and learn from, senior students and teachers from the School. Students can redeem virtual gifts at PolyUsotel using the reward points accumulated on successful completion of tasks; or join the competitions to win real gifts sponsored by hotels and restaurants. To get access to PolyUSotel, you should: 1. Download and install Second Life to your computer 2. Register a free basic membership of Second Life (SL) at http://www.secondlife.com/join 3. Activate your SL account by clicking the hyperlink provided in the email issued by SL following registration 4. Provide your information at http://project.shtm.polyu.edu.hk/sotel/joinus.php 5. Complete the SecondLife Orientation (takes approximately 2hrs) Before getting into PolyUSotel, you are recommended to spend some time to learn the essential features on the help/orientation island provided by Second Life. Alternatively, you may refer to our demo and instruction to guide you through the learning process. REF http://project.shtm.polyu.edu.hk/sotel/ Using Virtual Worlds in Teaching and Learning 29 Resources and Notes – © Peter Duffy 2008 Second Life in Education –Case Study 4 Aesthetic Computing Class As part of Dr. Paul Fishwick's Aesthetic Computing class at the University of Florida students had to create some part of a computer program and represent it in 3D with user interaction. The original programming language could have been anything from Linden Scripting Language (LSL) to Java, Python or Lisp. The projects were done within Second Life and included Simple Arithmetic Machines, Finite State Machines, a Perceptron, a Turing Machine and Cellular Automata. Five final projects were selected for exhibition and are on display at Aesthetic Island (SLurl). View images in the Aesthetic Computing Automata Event Gallery and read more in the articles Second Life spawns virtual Gator Nation, 3-D virtual life invades class and At UF, distance learning moves off the planet. Second Life in Education – Some Strategies Before using Second Life or any other virtual world for educational purposes, a number of critical considerations are necessary. Selecting the right virtual world for your purpose will help ensure positive educational outcomes. The following aspects need to be carefully thought through – with the learners’ needs at the centre of considerations – before deciding on a virtual world. • • • • multiplicity of teacher roles duty of care/dignity of risk teen vs adult worlds role of debriefing. When using Second Life for teaching and learning, there are many things to consider. • • • Choose the places in Second Life you want to visit (and bring an entire class with you) carefully. Utilize the Buddy System. Some students may have trouble getting from place to place. I suggest that students pair up, and once a student finds the correct location, offer a portal to the other student. Mass-teleports could also be utilized. Before any educational foray into any Virtual World ensure the system you are using meets the minimum technical requirements. For Second Life these are listed below for you; Using Virtual Worlds in Teaching and Learning 30 Resources and Notes – © Peter Duffy 2008 Broadband Internet access , 256 MB RAM (Win, Linux), 512 MB RAM (Mac), 50 MB1000 MB HD space for Disk Cache 800 MHz x86 CPU or better (Win, Linux) 1 GHz G4 or better/Intel Core Processor (Mac), nVidia GeForce 2, GeForce4 MX or better, ATI Radeon 8500, Radeon 9250 or better What makes a good Second Life Event? Presence: I think it is undeniable that Second Life gives you a much greater sense of presence than the web. If you want your presence on the web it manifests as the asynchronous blog. When you are browsing the web, you know there are others watching the same YouTube video as you but it doesn’t feel that way. It’s one of the reasons Jerry is so excited about me.dium. Me.dium adds presence to the web. In Second Life, you really are attending the event with others and you can’t miss that fact. Ownership: Maybe there is a sense of ownership at play. Koontz came into our (resident collective) world. This is where we work and play and build and socialize and do all the things that make SL a fun place to be. When myspace was in its early days you had this same sense of ownership when your favorite band arrived. You never get that feeling on the greater web. Identity: When a resident asks a question at these events the moderator starts off by saying the residents name. “Satchmo Prototype asks…” Sure, I could send a question into a podcast or a webcast and the moderator may say “Chris Carella asks…” but in Second Life my avatars name is unique and people can easily look me up. I probably won’t run into someone else listening to the podcast where my question was asked and even if I did, my name would not be floating over my head. REF - http://blogs.electricsheepcompany.com/chris/?p=221 Choose the Right Technology for Your Event • Video is Cool but Audio is Easy: Obviously this will change as people get fatter pipes to the Net and the tools get easier to deploy, but for now you should consider whether or not streaming video or streaming audio is the right fit for your event. Is video a necessary or very important part of the presentation? I.e. listening to a live concert is very different from watching the musicians perform. Are your participants likely to be in low-bandwidth environments where audio works better? For technical details on how to stream music/audio into Second Life, please see Overview of Music and Audio in Second Life • Provide Photos of Your Speakers: If you are going to support streaming audio only, consider setting up slides with pictures of your presenters that you can display as they are speaking. This can help your SL participants feel more connected to the speaker. Using Virtual Worlds in Teaching and Learning 31 Resources and Notes – © Peter Duffy 2008 Multiple Moderators for Multi-verse Events • Recruit Multiple Moderators: You will need at least two moderators, one in Second Life and one at the physical event, to help run the show. In addition, you will likely need a technical coordinator at the physical event who is ready to respond to problems in-world as they arise. • Make Sure Your Moderator Welcomes SL Participants: Kind of an obvious point, but often forgetten by busy moderators. Rezzing Second Life into Your RL Event • Invite Your RL Participants to Explore Second Life: In your registration materials, emails, and website, be sure and promote the "multi-verse" aspects of your event. Tell people who to register on Second Life and what they can do there. Consider holding a pre-conference and/or post-conference event in Second Life to get people's feedback and suggestions. • Let RL Participants See Chat Session of SL Participants: At your event, set up a large projection of the second life chat so your RL participants can watch the parallel discussion happening in SL. The downside to this is that it can be distracting to your RL audience and take away from your speakers if there is a lot of back-channel chatter going on in SL. • Have a Computer set up during your coffee break for RL/SL interchanges: During a break in the program, have a computer set up with a volunteer already logged into SL. Encourage your real world participants to try out interacting with SL residents during the break. Have the screen projected on a wall, so others can view the interactions taking place. Rezzing the RL Event into Second Life • Have an Avatar of the RL Speaker Present in SL: If your speaker is comfortable with being in Second Life while they are speaking, that's great. SL residents will often attend better to an avatar that they can see in front of them rather than an abstract voice or webcast video of the RL speaker. • Make Powerpoint Slides available ahead of time: Provide objects in world where people can review ahead of time the powerpoint presentations of your presenters. That way, they can get a sense of whether or not they want to stick around for the whole talk, or just review the slides later at their leisure. Give All Participants Voice • Facilitate Q & A Periods for Both SL and RL Participants: In your event, make sure to include time for both real world and Second Life participants to have a chance to ask questions. You may need to appoint someone in-world to Using Virtual Worlds in Teaching and Learning 32 Resources and Notes – © Peter Duffy 2008 take questions from residents via IM, and then summarize them verbally for real world participants. This was done quite successfully at the Beyond Broadcast Conference at Harvard in May 06 • Allow virtual Participants to Speak Directly to Speakers: Using VOIP tools like Skype, create opportunities for online participants who might also be in in-world to ask questions to speakers at your RL event. This was done for example at the SL Town Hall Meeting held in May 2006 where SL residents were able to speak directly with Philip Linden. • Limit Microphones to just your speakers: If you have multiple speakers, it may be a good idea for the speakers to have microphones (and linked in through Ventrilo or Teamspeak, for example), and field questions from the audience in text only. This can increase the signal:noise ratio, and allows for a recording of the audio to be made without seeking permission from all audience members. An example of a successful discussion in this manner was the QUT World IP Day 2006 discussion. • Global Kids have prepared a very useful "Guide to Presenting in SL" that makes a number of useful suggestions for how to organize effective RW/SL events. REF http://simteach.com/wiki/index.php?title=Best_Practices_for_organizing_SL/Real_W orld_events Second Life – Some Concerns Sex, commerce and stalking. In some recent discussions on the use of Second Life as a learning environment, these were some of the first things people noted as concerns. Sex was a problem just because it was there to contend with - whereas it is not much of a factor in our current LMS! It was also thought that some of the economic arguments about Second Life being an "authentic" environment (because of the real economy) were questionable; i.e. what is so "authentic" about commerce, and is that the kind of "authenticity" we want to emphasize in our courses. And stalking is a bad thing, of course... REF - http://seriousgamesblog.blogspot.com/2007/07/some-foundations-for-secondlife.html Using Virtual Worlds in Teaching and Learning 33 Resources and Notes – © Peter Duffy 2008 Getting Started and Exploring PolyUSotel Virtual PolyU Campus on Second Life How is it all done? Think teaching, not technology! It is more important to know where you are going than to get there quickly. Mabel Newcombe Planning is critical to success in considering the integration of Virtual Worlds into your teaching. ACTIVITY – What do you wish to accomplish INWORLD? HOW to JOIN 1. Register a free basic membership of Second Life (SL) at http://www.secondlife.com/join 2. Activate your SL account by clicking the hyperlink provided in the email issued by SL following registration 3. Install the software to your PC / Laptop if it meets the basic system requirement - http://secondlife.com/community/downloads.php (Note that Laptops have been installed with the software and set up for you in TU616 if you would like to meet in a support environment) 4. Start the Second Life Program and Log onto Second Life Using Virtual Worlds in Teaching and Learning 34 Resources and Notes – © Peter Duffy 2008 5. Read the Terms and Conditions. (If necessary) 6. On your first entry, your avatar will appear on an island (called Orientation Island) set default by Second Life where you can learn the basic control by following the guided tutorial. Note that this island is NOT PolySUotel. 1. To enter PolyUSotel, move your avatar (using ÅÈÆÇkeys) until you see the “Help Island” signpost 2. Click on the “Help Island” signpost using the mouse. A pop-up message shall appear on the upper-right corner. Click “Keep” on the message box. 3. Click “Teleport” on the subsequent message box. Using Virtual Worlds in Teaching and Learning 35 Resources and Notes – © Peter Duffy 2008 4. Your avatar shall be transported to another island called “Help Island”. Note that this is NOT PolyUSotel. Now, click the Map button at the bottom toolbar 5. In the Search text field, input “Polyusotel” and then click Search. 6. When the island is shown on the result box, click “Teleport” 7. Now your avatar shall be transported to the virtual PolyU campus – PolyUSotel. You will start in PolyUSotel on your next logon unless changed otherwise. Using Virtual Worlds in Teaching and Learning 36 Resources and Notes – © Peter Duffy 2008 Virtual Worlds in Education – Some predications If Moore's law holds true, Second Life will not be at the bleeding edge of technology for long. As server power and bandwidth increase, more possibilities will open up around Second Life use. The open source server will allow private sims to be built by various institutions, and they can be powered by as many servers as the institution requires, allowing much more flexibility in building and population. The private sims can be easily connected to public sims via Second Life URLs, taking advantage of the powerful social nature of Second Life without tying it to a commercial entity or restricted performance. This increase in ubiquity and power will allow Second Life and related three-dimensional simulations to develop more realistic looks and interfaces, with more powerful tools for communication and interaction. One can easily imagine a more immersive environment. Ray Kurzweil's book describes several scenarios for building full sensory environments with offshoots of today's technology. Second Life is already a great boon to those with physical disabilities. One can only imagine the kind of experiences people will be able to have as the technology improves. Finally, and possibly most importantly, technologies like Second Life provide people with a chance to try out living very different lives. Avatars cross gender, race, and cultural lines, blurring the differences that can be obvious in real life interactions. The social implications of a more powerful and immersive environment are immense, and could change the way we see each other in a way that was previously unimaginable. There are other aspects to Second Life that provide fascinating hints at what the future might bring. The first artificially intelligent agents (AIs) capable of interacting with the residents are appearing in Second Life by linking modern artificial intelligence engines into avatars. Some are obviously designed to appear artificial, while others attempt to pose as real people. As the engines get better, the distinction between residents and AIs becomes more blurry than it is in real life. The thriving economy, which allows real people to make a living by designing virtual items such as skins, clothing, and landscapes, indicates the powerful pull material habits exert on residents. While many have imagined that a virtual world would free us from materialism, Second Life presents a distinct counterexample. Apparently the lure of the perfect house, the perfect car, and the perfect body extends even to a world where they have no physical existence. On the other hand, if one is willing to settle for something less than perfect, one can create almost anything. Many of the resources listed above were created through volunteer effort, with people previously inexperienced with technology learning to build and script their own environments through trial and error. This creates a new kind of equality. Rather than limiting certain resources to the wealthy, anything can be created with a custom style given enough time and effort. This puts technology and status in the hands of everyone who has access to a computer, creating more of a meritocracy than can be achieved in real life. Second Life holds a special place in the course of online experience. Though it is far from the first technology to attempt this kind of virtual environment, it may be the first to be at the right place and the right time to bring this kind of system from the realm of fiction to a solid place in human history. The enormous hype surrounding the project has only served to bring it much-deserved attention, and the decision to release Using Virtual Worlds in Teaching and Learning 37 Resources and Notes – © Peter Duffy 2008 the components to open source has ensured its place in the history of threedimensional virtual environments. Now is an excellent time to experiment with this technology, and the opportunity exists to participate in bringing these environments from the edge of technology into the mainstream of daily life. Virtual worlds are easy to underestimate because they're currently in the early stages of geometric growth, said panelist Robert Scoble,, a blogger and executive at PodTech, a podcasting and videoblogging vendor. "If I could sell you a magic penny for a million dollars that doubled every day for a month, would you buy it?" he said. "You should, because at the end of the month it would be worth more than $5 million. But at the beginning of the month, when the penny goes from one penny to two pennies to four pennies to eight pennies, people think it's stupid." Likewise, Second Life is still relatively small, with only 200,000 or so regular users, but it's growing fast. Second Life benefits from a business environment which allows users to modify the world extensively, and keep, and profit from, their virtual property, Scoble said. Many users are driven away from Second Life at first, because it's hard to learn to use. "I think what will drag them back is the business model ," he said. Hunicke agreed, saying games are strongest when the player is the designer, less so when the player builds everything. MySims will allow users to build objects and homes out of in-world building blocks. Scalability is another strength to Second Life, Scoble said. Each "island" runs on a Linux blade server, which lets the service grow outward easily, by adding more servers to add more islands. However, it doesn't scale up so well--each island is limited to about 50 simultaneous users, which restricts many of the possible compelling experiencs requiring big virtual crowds. But Outback Online, a new virtual world being developed in Australia, has the potential to beat Second Life at vertical scalability, with a peer-to-peer architecture that vendor Yoick claims will support up to 10,000 users on each island. Web 2.0 - Web 3.0 – Web 3.D Web3D open standards allow the delivery of interactive 3D virtual learning environments through the Internet, reaching potentially large numbers of learners worldwide, at any time. This paper introduces the educational use of Virtual Reality based on Web3D technologies. After briefly presenting the main Web3D technologies, we summarize the pedagogical basis that motivate their exploitation in the context of education and highlight their interesting features. We outline the main positive and negative results obtained so far, and point out some of the current research directions. REF - http://hcilab.uniud.it/publications/200703/LearningEducationTraining_ComputersEducation07.pdf REF - http://hcilab.uniud.it/publications/2007-03.html Using Virtual Worlds in Teaching and Learning 38 Resources and Notes – © Peter Duffy 2008 Web 3.D – Possible Educational Scenarios Taking some of the principles of the Web today and projecting, here is a possible scenario-set: (i) User Generated Content - building our own spaces, our own personae, and probably using the 3D worlds to make our own content - machima is the starting point, but YouTube has shown there is a lot more talent out there than those officially sanctioned by the Media Moguls. Who will be the first to film Hamlet in 2nd Life or similar? (ii) Existing content - as iTunes has shown, content at a reasonable price, allowing a high degree of user choice and "playlisting" (a form of user content generation) that is easy to download/upload is very attractive. I also think content rights may increasingly evolve into a de facto "Use it or Lose it" (ii) Identity and Profile - my 3D avatar(s) becomes the repository of my identity, which I own. This avatar travels between applications and interacts with them, sometimes in 2D, sometimes in 3D. I will probably have a nuber of avatars (profiles) depending on the application, Clearly the management of Intimacy will be far more subtle than it is today on MSN say, and relate more to real life. (iii) Search will change....at present search in 2nd Life is non existent, that must change and will do so as it becomes open. The current search regimes were built for Web 1.0, (which is why the GYM crowd have had to acquire web 2.0 technology), but the emerging world will have much richer metadata and thus new search techniques will apply. (iv) Webservices are becoming mainstream, reliable and have an increasingly light touch on the client, allowing dumber and dumber devices to become part of the experience. (v) Bandwidth - ah, bandwidth. The nay-sayers argue that as soon as we all start consuming movies etc the bandwidth will collapse. But my observaton over the last 10 years is that there has always been a nay-saying about bandwidth, especially by the owners of the last generation of business models. However, bandwidth provision and demand are in a sort of helix dance, and there is still a huge amount of darknet out there. I don't think we will all be consuming TV and VoD movies all the time anyway, the alternatives are just too enticing and will become more so as the blend of real and virtual worlds increases. (vi) The Customer Environment - Game machines, Mobiles, TV, PC...will all interwork (not as devices, the manufacturers are determined not to do that) as Services. I will set up my service on my PC, consume it on my TV at home and interact with it on a Mobile or Nintendo when out and about. What will be most revolutionary is the the "environment" will blend between the virtual and the real world. My Avatar has already attended seminars on line in 3D, 2nd lifers increasingly arrange to meet in real pubs, and ARG players play virtual games in real worlds - the trend to using reality as a backdrop to the 3D characters' world will continue. Will I still consume old media - sure, the new never replaces the old - but they fight Using Virtual Worlds in Teaching and Learning 39 Resources and Notes – © Peter Duffy 2008 for the same hours and wallet, so getting attention will be the key issue going forward. (vii) Analytics - there is a lot of data generated by you online....all the commercial Co's (and no doubt governments) will want to collect it. (vii) Advertising.....it must happen, and is to be encouraged as a way of subsidising services - but beware, we can "TiVo" a virtual world quite well. 2nd Life for example has roughly doubled in population in 4 or so months, a mass immigration if ever there was one, and this is attracting mass retail interest. But the challenge will be to enhance the existing experience - for example will an easy to navigate 3D Grocery mart be better than shopping online off a web page? (viii) "Web 2.0 to Web 3-D" panel at South by Southwest on Monday talked quite a lot about how Web 2.0 is participatory, but virtual worlds like World of Warcraft or Second Life are immersive. That sounds like a lot of marketing baloney unless you've actually been active in a virtual world. Sure, it's engaging to be involved in a Web 2.0 site like Twitter or Digg. But, when you're active on a virtual world, your attention is fully consumed in the experience, and the real world just falls away. (ix) Three-dimensional interfaces can be powerful, but there are other means of creating presence awareness, Hunicke said. Popular two-dimensional virtual worlds like Runescape, Club Penguin, and Webkinz boast millions of regular users. (x) Indeed, a three-dimensional interface adds complications compared with 2-D, said Robin Hunicke, a lead designer for Electronic Arts (NSDQ: ERTS) who was a developer for MySims, a brand-new virtual world developed for the Nintendo Wii and Nintendo DS. 3-D worlds can add clutter to the user interface, compared with the relative simplicity of two-dimensional interfaces--and real life ADAPTED from – REF - http://broadstuff.com/archives/37-My-2nd-Life-on-Web-3.D.html REF http://www.informationweek.com/blog/main/archives/2007/03/web_20_to_web_3.ht ml Using Virtual Worlds in Teaching and Learning 40 Resources and Notes – © Peter Duffy 2008 Resources Virtual Worlds Resources Along with Second Life we will be exploring other virtual worlds and related 3D technologies and how they can be used in education. Click on the links below for more information on: • • • • • • • • • • • General Information about Virtual Worlds Massively Multi-player Online Games (MMOGs) 3D Virtual Worlds 'Vertical' or Niche Virtual Worlds 2D & 2.5D Virtual Worlds Virtual Worlds for Kids, Tweens & Teens 3D Intranets, Conferencing & Virtual Workspaces Virtual Worlds Building & Development Tools Geospatial or 'Mirror' Worlds Other Lists of Virtual World's Latest Virtual Worlds Resources on del.icio.us General Information about Virtual Worlds • • • • • • Metaverse Roadmap: Pathways to the 3D Web: http://metaverseroadmap.org/index.html Terra Nova: http://terranova.blogs.com/terra_nova/ Web3D Consortium: http://www.web3d.org/ Virtual Worlds News: http://www.virtualworldsnews.com/ DigitalSpace: Avatars Book Home Page and Teleport: http://www.digitalspace.com/avatars/index.html IBM Virtual World Guidelines: http://domino.research.ibm.com/comm/research_projects.nsf/pages/virtualworl ds.IBMVirtualWorldGuidelines.html Using Virtual Worlds in Teaching and Learning 41 Resources and Notes – © Peter Duffy 2008 Massively Multi-player Online Games (MMOGs) • • • • • • • • • • • • World of Warcraft: http://www.worldofwarcraft.com/index.xml Lineage: http://www.lineage.com/ Lineage II : The Chaotic Throne: http://www.lineage2.com/ EverQuest: http://everquest.station.sony.com/ EverQuest II: http://everquest2.station.sony.com/ RuneScape: http://www.runescape.com/ Final Fantasy Online: http://www.playonline.com/ff11us/index.shtml Star Wars Galaxies: http://starwarsgalaxies.station.sony.com/ The Lord of the Rings Online: http://www.lotro.com/ (under development) Disney Pirates of the Caribbean Online: http://apps.pirates.go.com/pirates/ (under development) Football Superstars: http://www.footballsuperstars.com/ (under development) BBC's Adventure Rock: http://www.bbc.co.uk/cbbc/adventurerock/ (under development) 3D Virtual Worlds Operational • • • • • • • • • • • • Second Life: http://www.secondlife.com/ There.com: http://www.there.com/ Active Worlds: http://www.activeworlds.com/ Entropia Universe: http://www.entropiauniverse.com/index.var Virtual World of Kaneva: http://www.kaneva.com/vworld/vworld.kaneva Hipihi - Chinese Virtual World: http://www.hipihi.com/index_english.html Cybertown - Civilization for the Virtual Age: http://www.cybertown.com/ IMVU - 3D chat: http://www.imvu.com/ moove online: http://www.moove.com/ 3B - your personalised 3D space in the 3D browser: http://3b.net/browser/newhome.html Gogofrog: http://www.gogofrog.com/ Club Marian: http://www.maidmarian.com/ Under Development • • • • • • • Areae: http://www.areae.net/ Outback Online: User Generated Places: http://www.outbackonline.com/ Warner Bros. T-Works: http://www.virtualworldsnews.com/2007/09/warnerbros-ent.html Atari's VW: http://www.mcvuk.com/news/26443/Secret-Atari-projectrevealed Shanda's Chinese Second Life Clone: http://snipurl.com/1l11v Meet-Me - Japanese Virtual World: http://www.virtualworldsnews.com/2007/06/word_has_surfac.html NOVOKING 世界-首页: http://www.novoking.com/EnDemoIndex.asp Using Virtual Worlds in Teaching and Learning 42 Resources and Notes – © Peter Duffy 2008 • • • uWorld: http://www.uworld3d.com/c/index.html Dotman: http://dotman.com/web/guest/home Twinity: http://twinity.com/ 'Vertical' or Niche Virtual Worlds • • • • • • • • MTV's Virtual Worlds - The Hills, Laguna Beach, Newport Harbour & Pimp My Ride: http://www.vmtv.com/ vLES - Virtual Lower East Side: http://www.vles.com/ vSide: Music Virtual World: http://www.vside.com/faces/pages/index.xhtml Wells Fargo Stagecoach Island Community: http://blog.wellsfargo.com/StagecoachIsland/ Sony's PlayStation Home: http://en.wikipedia.org/wiki/PlayStation_Home (under development) Active Worlds Educational Universe: http://www.activeworlds.com/edu/awedu.asp Media Grid : Immersive Education: http://immersiveeducation.org/ Grockit - Learning 2.0 - Massive Multi-Player Online Learning (MMOL): http://gmat.grockit.com/ (under development) 2D & 2.5D Virtual Worlds • • • • • • • • • • • Cyworld: http://us.cyworld.com/main/index.php Habbo Hotel: http://www.habbo.com/ Gaia Online: http://gaiaonline.com/ playdo: http://beta.playdo.com/ Cooeey: Australia's online community: http://www.cooeey.com/ citypixel.com: http://www.citypixel.com/ Faketown: http://www.faketown.com/ freggers: http://www.freggers.com/ MoiPal: http://www.moipal.com/ (has mobile phone version) Mini Friday: http://minifriday.com/ (for mobile phones) S! Town: http://mb.softbank.jp/mb/en/service/advanced/stown/ (for mobile phones) 3D Intranets, Conferencing & Virtual Workspaces • • • • MPK20: Sun's Virtual Workplace: http://research.sun.com/projects/mc/mpk20.html IBM Innovate Quick Internal Metaverse Project: http://eightbar.co.uk/2007/05/08/the-ibm-innovate-quick-internal-metaverseproject/ ProtonMedia – Innovative Solutions for e-Learning, e-Meetings and e-Selling: http://www.protonmedia.com/ Qwaq Forums: http://qwaq.com/qwaq_forums.html Using Virtual Worlds in Teaching and Learning 43 Resources and Notes – © Peter Duffy 2008 • • • • Tixeo - realtime collaborative 3D work tool: http://www.tixeo.com/ 3DCity: http://www.3d-city.net/ 3Di Inc.: http://3di.jp/index_en.html Cisco Industry Solutions Partner Network (ISPN): http://www.pcworld.com/article/id,137162-c,enterprisetechnology/article.html (pictures) Virtual Worlds Building & Development Tools • • • • • • • • • • • • • • • • • • Multiverse: http://www.multiverse.net/ Forterra Systems' Olive: http://www.forterrainc.com/products.php The Croquet Project: http://www.opencroquet.org/ Ogoglio: http://ogoglio.com/ Project Darkstar: http://research.sun.com/spotlight/2006/2006-0320_Darkstar.html Uni-verse: http://www.uni-verse.org/ lg3d-wonderland: Project Wonderland: https://lg3d-wonderland.dev.java.net/ Pelican Crossing's Blink 3D: http://www.pelicancrossing.com/ Open Source Metaverse Project: http://metaverse.sourceforge.net/ OpenSim: http://opensimulator.org/wiki/Main_Page Media Machines: http://www.mediamachines.com/ blaxxun.com: http://www.blaxxun.com/ Greenbush EduSim: http://edusim.greenbush.us/index.php Web3D Consortium : http://www.web3d.org/ (no avatars) SceneCaster: http://www.scenecaster.com/ (no avatars) P2P Technology for Massively Multiplayer Online Worlds: http://www.eccentrotech.com/index.html VastPark: http://vastpark.com/ (under development) Metaplace: http://metaplace.com/ (under development) Geospatial or 'Mirror' Worlds • • • • • • • • • Google Earth: http://earth.google.com/ Microsoft Virtual Earth: http://www.microsoft.com/virtualearth/default.mspx planet-earth - The Open Source, Open Content, Free 3D Earth: http://www.planet-earth.org/ NASA World Wind: http://worldwind.arc.nasa.gov/ Unype.com - multi-user google earth: http://www.unype.com/ Google Maps Street View: http://maps.google.com/help/maps/streetview/ Windows Live Local: http://preview.local.live.com/ City8 Street View (Chinese Cities): http://66.235.184.15/search/search.aspx EveryScape: http://www.everyscape.com/ Other Lists of Virtual Worlds Using Virtual Worlds in Teaching and Learning 44 Resources and Notes – © Peter Duffy 2008 • • • • • • • • • • Virtual Worlds Platform Matrix: http://www.virtualworlds2007.com/worlds/ Online Virtual Worlds: A Mini-Guide - Robin Good's Latest News: http://www.masternewmedia.org/virtual_reality/virtual-worlds/virtualimmersive-3D-worlds-guide-20071004.htm Virtual Worlds Comparison Chart: http://www.virtualenvironments.info/virtual-worlds-comparison-chart Virtual Worlds Review: http://www.virtualworldsreview.com/ Alternatives To Second Life: http://slgames.wordpress.com/2007/04/12/alternatives-to-second-life-uberedition/ FredCavazza.net » Virtual Universes Landscape: http://www.fredcavazza.net/2007/10/04/virtual-universes-landscape/ A round-up of 50 virtual worlds: http://fabricoffolly.blogspot.com/2007/10/second-life-in-perspective-roundup-of.html Casual Immersive Worlds - A Comparison Chart by TechCrunch: http://www.techcrunch.com/wp-content/casual_immersive_worlds.html Virtual Worlds News: Virtual Worlds Platforms and User Numbers: http://www.virtualworldsnews.com/2007/10/virtual-worlds-.html MMOGData: http://mmogdata.voig.com/ & MMOGCHART: http://www.mmogchart.com/ (the original, no longer maintained) Top 20 Educational Locations in Second Life Grouped by topic, in alphabetical order. Virtual Campuses • • • • • • • • • Campus:Second Life (Pathfinder Linden's hosted space for educators) http://slurl.com/secondlife/Campus/150/100 Global Kids Island - (The Main Grid location that reports on activities at the Global Kids location in the Teen Grid.) http://slurl.com/secondlife/Cincta/89/95/23/ Harvard Law School's Austin Hall http://slurl.com/secondlife/Berkman/69/54/24/ Hong Kong Polytechnic University, School of Hotel & Tourism Management - http://slurl.com/secondlife/Polyusotel/114/158/26/ New Media Consortium Campus (private sim, Electric Sheep build, free sign up for access; overview movie) http://slurl.com/secondlife/NMC%20Campus/142/223 Ohio University Second Life Campus http://slurl.com/secondlife/ohio%20university/20/36/24/ Northern Illinois University, Glidden Campus http://slurl.com/secondlife/Glidden/88/166/30/ The Sistine Chapel (Vassar Island) http://slurl.com/secondlife/vassar/165/91/24 Democracy Island (NYLS) http://slurl.com/secondlife/Democracy%20Island/116/220/ Using Virtual Worlds in Teaching and Learning 45 Resources and Notes – © Peter Duffy 2008 • • • Info Island (Incorporating SL & ICT Libraries, TechSoup) http://slurl.com/secondlife/Info%20Island/52/193/ The Port (Swedish Art Wiki) - http://slurl.com/secondlife/The%20Port/72/64 Virtual University of Edinburgh (Vue) http://slurl.com/secondlife/Vue/205/53/30 Science and Health • • • • • • • • • UC Davis' Virtual Hallucinations (James Linden) http://slurl.com/secondlife/sedig/27/45/22/ Heart Murmur Sim (medical assessment experiment, built 3/06) http://slurl.com/secondlife/waterhead/130/37 The U.S. Centers for Disease Control and Prevention (CDC) in Second Life http://slurl.com/secondlife/Juwangsan/218/223 Second Life Medical Library 2.0/Consumer Health Library/HealthInfo Island SLurl 1, SLurl 2, SLurl 3 Spaceport Alpha (incorporating International Spaceflight Museum and Second Life Planetarium by Chaac Amarula) http://slurl.com/secondlife/Spaceport%20Alpha/23/51/22/ Solar Eclipse Planetarium (Aimee Webber) http://slurl.com/secondlife/Midnight%20City/94/76/27/ Svarga (Laukosargas Svarog's virtual eco-system) http://slurl.com/secondlife/Svarga/128.0/128.0 NOAA's Virtual Island - http://slurl.com/secondlife/Meteroa/177/161/27/ VINEC - Virtual Neurological Education Centre http://slurl.com/secondlife/Lost%20Islands%20NW/48/83/22 (info) Places to Learn about Education in SL • Information & Communications Technology (ICT) Library on Info Island http://slurl.com/secondlife/Info%20Island/50/199/33/?title=Info%20Island Places to Learn Second Life Skills • • • • Academy of Second Learning - http://slurl.com/secondlife/eson/32/162// Ivory Tower of Prims (teaches in-world skills) http://slurl.com/secondlife/Natoma/204/70/25/ Orientation Island (Public version of everyone's first time) http://slurl.com/secondlife/Orientation%20Island%20Public/97/155 Interactive Linden Script Tutorial http://slurl.com/secondlife/Daydream%20SE%20Islands/206/40 REF http://simteach.com/wiki/index.php?title=Top_20_Educational_Locations_in_Second _Life Using Virtual Worlds in Teaching and Learning 46 Resources and Notes – © Peter Duffy 2008 101 Uses for Second Life in the College Classroom REF - http://trumpy.cs.elon.edu/metaverse/gst364Win2005/handout.html AND - http://trumpy.cs.elon.edu/metaverse/gst364Win2005/handout.pdf Educational Uses of Second Life by Categories Index • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • Distance and Flexible Education Presentations, Panels and Discussions Training and Skills Development Self-paced Tutorials Displays and Exhibits Immersive Exhibits Roleplays and Simulations Data Visualisations and Simulations Libraries, Art Galleries and Museums Historical Re-creations and Re-enactments, Living and Immersive Archeology Computer Programming Artificial Intelligence Projects Artificial Life Projects Multimedia and Games Design Art and Music Projects Literature, Composition and Creative Writing Theatre and Performance Art Photostories and Photo Scenarios Machinima Treasure Hunts and Quests Virtual Tourism, Cultural Immersion and Cultural Exchange Language Teaching and Practice, and Language Immersion Social Science and Anthropological Research Awareness/Consciousness Raising and Fund Raising Support and Opportunities for People with Disabilities Politics, Governance, Civics and Legal Practice Business, Commerce, Financial Practice and Modelling Real Estate Practice Product Design, Prototyping, User-testing and Market Research Interior Design Architectural Design and Modelling Urban Planning and Design Further Resources REF - http://sleducation.wikispaces.com/educationaluses Using Virtual Worlds in Teaching and Learning 47 Resources and Notes – © Peter Duffy 2008 Second Life Education Workshop 2007 Part of the Second Life Community Convention Chicago Hilton, 24th-26th August 2007 Excellent Resource :http://www.simteach.com/slccedu07proceedings.pdf Excellent overview of resources from this Sloan C BLOG: LSL Wiki : HomePage Second Life Tutorials — CTER Portal BlogHUD : Second Life blogging system SLGuide.com - Your Video on Demand Source for Second Life (R)! Sloodle - SLIS Second Life Wiki Google Calendar Second Life Education Wiki - SimTeach Installing the Sloodle Module - SLIS Second Life Wiki Second Life Grad Student Colony - SimTeach Second Life Best Practices in Education Conference 2007 Learning « PacificRim Exchange simteachIRES / Mission, Vision, Values and Goals State of the Sloodle Google Docs & Spreadsheets - Second Life Key Metrics through May 2007 The Story of My “Second Life” Sloodle Box - SLIS Second Life Wiki Second Life in Education » educationalusesSentient Services REF - http://www.emergingonlinelearningtechnology.org/node/53 Using Virtual Worlds in Teaching and Learning 48