introduction to virtual worlds

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Introduction to Virtual Worlds Dr. C. Candace Chou School of Education University of St. Thomas

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Introduction to Virtual Worlds. Dr. C. Candace Chou School of Education University of St. Thomas. Chientzu Candace Chou, Ph.D. Yiyi Levee (SL) [email protected] Associate Professor in Learning Technology - PowerPoint PPT Presentation

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Page 1: Introduction to Virtual Worlds

Introduction to Virtual Worlds

Dr. C. Candace ChouSchool of Education

University of St. Thomas

Page 2: Introduction to Virtual Worlds

Chientzu Candace Chou, Ph.D.

Yiyi Levee (SL)[email protected] Professor in Learning TechnologyResearch interests: pedagogy of virtual worlds teaching and learning, learner interaction

Page 3: Introduction to Virtual Worlds

IntroductionWhyWhat & Where

Second Life Places to visit

How

Page 4: Introduction to Virtual Worlds

Your Experience in Virtual Worlds

Brand-new to it?Tried it?Experienced with it?Using it for training?

•Never heard of it?•Tried it?•Experienced with it?•Using it for training?

Page 5: Introduction to Virtual Worlds

What is 3D Virtual World

Three-dimensional learning environments that allow participants to represent themselves with an avatar to interact with other avatars and to offer opportunities to create authentic learning contexts.

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Why

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Types of Learning

Page 8: Introduction to Virtual Worlds

Webvolution

Kapp & O’Driscoll, 2010

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Formal Learning

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Informal Learning

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Learning in 3D

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Organizational Applications

Corporate trainingRecruiting and new hire orientationTeam building and leadership trainingEnterprise collaborationCommerce, marketing, and other applications

Page 14: Introduction to Virtual Worlds

Educational ApplicationsCreating online communities for professional developmentEngage science-based activities while promoting socially responsive behaviorUnderstand and experience history by immersing emotionally and politically in a historical contextProvide an environment for programming and collaboration

Dieterle, E., & Clarke, J. (2008).

Page 15: Introduction to Virtual Worlds

Affordances of Virtual Worlds

Affordance Extended CapabilityCommunication/community Voice, chat, SL groups, searchEmbodied social presence 3-D perspective on avatars

(oneself & others)Building/engineering/design/sculpting

Highly flexible robust tools & training

Animation and scripting Motion, behaviors, sensors, lighting, sound

Data visualizations & simulations

Modeling, infinite scale, micro/macro, role-play, spreadsheet conversion, historical, art

Sound & spatial relationships Example: reflexive architecture, avatar orchestra

(Jarmon, 2008)

Page 16: Introduction to Virtual Worlds

Affordances of VW (cont.)Affordance Extended CapabilityLanguage immersion Example: 27 language-specific

islandsLearning communities created by & for users

Example: Educators Coop Residential Island

International SL collapses geographyLow capital expense operations costs

Overhead, travel, equipment, training, energy

Fundraising Am. Cancer Soc., Katrina Relief, kiva.org

Recruitment/administration/management

Universities, IBM > 1500 employees in SL

Bringing distance & online learning together in the 3-D virtual world

Online-course class photo only in SL

Page 17: Introduction to Virtual Worlds

Types of Learning & DevelopmentBest Practices

1.Simulation2.Demonstration3.Virtual Meetings4.Team-building5.Role Play6.Communities of Practice (CoP)

Page 20: Introduction to Virtual Worlds

Exploratorium

http://maps.secondlife.com/secondlife/Exploratorium/19/34/25

•Asteroid crashing Mars•Big Bang•Circle the earth on Newton’s canon•Ecliptic

Page 21: Introduction to Virtual Worlds

Tsunami Demonstration

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NOAA Tsunami

NOAA Tsunami

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3. Virtual Meeting: IBM • Academy of Technology Virtual World

Conference 2008• 3-day conference with 3 Keynotes and 37

breakout sessions• Over 200 members globally

Page 25: Introduction to Virtual Worlds

IBM Case Study: Benefits•Initial investment of $80,000

•A saving of $250,000 in travel and venue •Same virtual venue can be reused

Page 26: Introduction to Virtual Worlds

IBM SurveyHow does the virtual world conference compare to face-to-face?• Content: 96% said the same or better

• Presentation style: 85% said same or better

• Learning: 78% said the same or better

• Networking: 62% said the same or better

Page 27: Introduction to Virtual Worlds

4. Team-Building & Role PlayDeep Down Virtual Mine

http://maps.secondlife.com/secondlife/Virtual Mine/164/233/68 

Page 28: Introduction to Virtual Worlds

5. Role Play: Macbeth

http://virtualmacbeth.wikispaces.com/Teleport to : http://slurl.com/secondlife/Macbeth/44/54/54

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6. Community of Practice

http://maps.secondlife.com/secondlife/ISTE%20Island/86/46/30

“groups of people who share a concern or a passion for something that they do and learn how to do it better as they interact regularly” (Lave & Wenger, 1991)

Page 30: Introduction to Virtual Worlds

What to do next?• Check out class wiki: http://ustsl.pbworks.com• Join professional groups– Real-life education in Second Life (inworld group)– EdTech Community (inworld group)– Second Life Educators mailing list,

https://lists.secondlife.com/cgi-bin/mailman/listinfo/educators– Second Life Education Wiki (SIMTEACH)

• Participate inworld activities– ISTE for K-12– Gronstedt Group “Train for Success” Thursday 9-10am, PST

• Check out ISTE events– http://secondlife.iste.wikispaces.net/events

– Resources– Jokaydia: http://wiki.jokaydia.com/page/Main_Page

Page 31: Introduction to Virtual Worlds

ReferencesAnnotated Bibliography, http://web.ics.purdue.edu/~mpepper/slbib#research

Aldrich, C. (2009). Learning online with games, simulations, and virtual worlds. San Francisco, CA: Jossey-Bass.

Dieterle, E., & Clarke, J. (2008). Multi-User Virtual Environments for Teaching and Learning. Encyclopedia of multimedia technology and networking  2nd. Retrieved December 10, 2009, from http://muve.gse.harvard.edu/rivercityproject/documents/MUVE-for-TandL-Dieterle-Clarke.pdf

Heiphetz, A., & Woodill, G. (2010). Training and collaboration with virtual worlds: How to create cost-saving, effecient, and engaging programs. New York: McGraw Hill.

Jarmon, L. (2008). Learning in Virtual World Environments: Social Presence, Engagement, & Pedagogy. In Encyclopedia of Distance and Online Learning: IGI Global.

Reeves, B., & Read, J. L. (2009). Total Engagement: Using games and virtual worlds to change the way people work and business compete. Boston: Harvard Business School.

Zielke, M. A., Roome, T. C., & Krueger, A. B. (April 2009). A Composite Adult Learning Model for Virtual World Residents with Disabilities: A Case Study of the Virtual Ability Second Life® Island [Electronic Version]. Journal of Virtual Worlds Research, 2(1). Retrieved April 17, 2009 from http://jvwresearch.org/ .