teaching and learning in sl-desserts and demos

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Christine Crawford Instructional Design and Technology

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Presented to the College of Education and Human Development

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Page 1: Teaching and Learning in SL-Desserts and Demos

Christine CrawfordInstructional Design and Technology

Page 2: Teaching and Learning in SL-Desserts and Demos

What is a Virtual World - A virtual world is a computer-based simulated environment intended for its users to inhabit, interact and create via avatars

International Space Flight Museum

Page 3: Teaching and Learning in SL-Desserts and Demos

What is Second Life?A 3-D virtual worldFree and available to everyoneCreated in 2003 by Linden LabOver 15 million residents

53% male, 47% female200 + countries200 + universitiesIn-world economy L$1 = US$270 (as of Feb ‘07)

Page 4: Teaching and Learning in SL-Desserts and Demos

Second Life is unique…Distributed simulation - Most virtual worlds are located

on one server and are limited in sizeSL is divided over a network of machines. Every time a

new machine is added to the network, hundreds of virtual acres are created.

Advanced compression – allows data to be compressed into thousands of objects per second into continuous streams to the resident’s machine

Collaborative, immersive, open-ended

Page 5: Teaching and Learning in SL-Desserts and Demos

Acronyms and expressionsSL = Second LifeRL = Real LifeIn-world = inside the virtual world of SLTP = teleportBling = objects that sparkle in-world (they can cause

lag)Prim = Primitive shape or object – Most basic shape

which can be further manipulated to build in-world

Page 6: Teaching and Learning in SL-Desserts and Demos
Page 7: Teaching and Learning in SL-Desserts and Demos

- a character that represents you in the virtual worldenables the experience of immersion

Can look just like you Or look nothing like you

Avatar

Page 8: Teaching and Learning in SL-Desserts and Demos

Avatars are customizable

Page 9: Teaching and Learning in SL-Desserts and Demos

Is Second Life a Game?Goals and objectives in games are dictated by the game

designers.

What you set out to accomplish, when and how you level up are all predetermined by the writers.

In SL, the players ARE the writers.

Page 10: Teaching and Learning in SL-Desserts and Demos

Networking/CollaborationDr. Bob Vernon, Chair, Indiana Univ, School of Social WorkDr. Lisa Dawley, Chair, Boise State Univ Educational TechSeveral professional instructional designersEmployee of Sun MicrosystemsGraduate library student from U of AChinese male living in Australia, using a female avatarBuilder of Northern Illinois University (Glidden)Member of SL Development board and shop ownerCEO and other important figures of NMCSeveral Harvard students

Page 11: Teaching and Learning in SL-Desserts and Demos

Second Life at UNDUND leased a small parcel of land from the New Media

ConsortiumT&L - Space created for Special Ed Law class group discussion

and collaboration IT– graphic design students interviewing residents in-world

(COP)Geography– Dissertation on sense of placeCommunications – grad student teaching undergrads in graphic

designCommunications – Master’s thesis on mentoringIDT – grad student writing grant proposal for the NRC

Page 12: Teaching and Learning in SL-Desserts and Demos

Trends toward Virtual Worlds In-coming students will have

already been introduced to the virtual worlds: Webkinz Disney Online Studios

Club Penguin Pirates of the Caribbean Online Fairies Pixie Hollow Cars

Teen Grid Disney plans to spend $5 million to

$10 million a piece to develop as many as 10 virtual worlds built around familiar Disney characters and franchises

Corporations like IBM, Cisco and SUN use SL to interview, train, and socialize their employees

Page 13: Teaching and Learning in SL-Desserts and Demos

Gartner Report 2007 Gartner Says 80 Percent of Active Internet Users (and Fortune 500 enterprises)Will Have A "Second Life" in the Virtual World by the End of 2011

Page 14: Teaching and Learning in SL-Desserts and Demos

eMarketerestimates that 24%

of the 34.3 million child and teen Internet users in the US will use virtual worlds on at least a monthly basis in 2007. By 2011, 53% of them will be going

virtual.

Page 15: Teaching and Learning in SL-Desserts and Demos
Page 16: Teaching and Learning in SL-Desserts and Demos

Support for Healing

Page 17: Teaching and Learning in SL-Desserts and Demos

Individual Psychotherapy in SL with Craig Kamenev

I am pleased to announce that I am currently providing individual psychotherapy services in SL. One-on-one therapeutic services are provided at a secure location in SL and allow you to meet with a psychologist with relative anonymity. For more information on my cybertherapy services and scheduling please visit my website at:

www.drkerley.com/cybertherapy

The rate for Avatar-based Cybertherapy is L$27,000 or $90 US per 50 minute session. Additionally, I provide 30 minute consultation sessions for L$13,500 or $45 US per 25 minute session.

Please keep in mind that payment must be received 24 hours prior to your appointment time, or the appointment will be cancelled.

CBS Interview

Page 18: Teaching and Learning in SL-Desserts and Demos

Educational Research

Page 19: Teaching and Learning in SL-Desserts and Demos

Wellness Island Avalon Birke

Page 20: Teaching and Learning in SL-Desserts and Demos

EduIslandTNC Teachers NetworkMath Playground

Page 21: Teaching and Learning in SL-Desserts and Demos

When should we use SL?•Do not use technology merely for the sake of using technology.

•“Intelligent integration of learning technologies.” (Van Eck, 2006)

•Alignment – make sure the objectives, content and strategies are in alignment with one another. (ie physics) (Bloom’s Taxonomy)

•We should NOT use SL when other media works as well or better for instruction.

•“Focus on the strengths of the medium”immersionengagementauthenticity

Page 22: Teaching and Learning in SL-Desserts and Demos

ReferencesVan Eck, R. (2006). Digital Game Based Learning: It’s not just the digital natives who are restless. Educause Review. April, 17-30.http://www.gartner.com/it/page.jsp?id=503861http://www.metaversemessenger.com/pdf/2007/11/MM20071120.pdfhttp://secondlife.com/whatis/economy-market.phpwww.secondlife.comhttp://money.cnn.com/magazines/business2/business2_archive/2007/04/01/8403359/index.htm

http://www.mediaweek.com/mw/news/recent_display.jsp?vnu_content_id=1003712471http://www.latimes.com/business/la-fi-virtualdisney28jan28,0,3877206.story?track=ntothtml