virtual worlds, gaming & jisc

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Virtual Worlds, Gaming & JISC Clare Killen Consultant for JISC Friday 15 th April London Knowledge Lab

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Friday 15 th April London Knowledge Lab. Virtual Worlds, Gaming & JISC. Clare Killen Consultant for JISC. What has JISC funded in the Virtual Worlds & Serious Gaming area?. JISC has funded a range of activities in this area, including: Projects Studies Publications Guides. - PowerPoint PPT Presentation

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Page 1: Virtual Worlds, Gaming & JISC

Virtual Worlds, Gaming & JISC

Clare Killen

Consultant for JISC

Friday 15th April

London Knowledge Lab

Page 2: Virtual Worlds, Gaming & JISC

What has JISC funded in the Virtual Worlds & Serious Gaming area?

JISC has funded a range of activities in this area, including:

Projects

Studies

Publications

Guides

Page 3: Virtual Worlds, Gaming & JISC

Selection of project outputs [1]

As part of the University of Leicester DUCKLING project, the University of Leicester Occupational Psychology Masters students visited an oil rig on the Second Life island of the Beyond Distance Research Alliance, to discuss and experience training requirements, working conditions, and health and safety issues in the immersive environment of Second Life.

DUCKLING (2008-10):Oil Rig Disaster in Second Life

http://www.jisc.ac.uk/whatwedo/programmes/elearning/curriculumdelivery/duckling.aspx

Page 4: Virtual Worlds, Gaming & JISC

The First World War Poetry Digital Archive and the Learning Technologies Group at Oxford University collaborated on a Second Life project to simulate areas of the Western Front 1914-18.

Visitors to the virtual trenches can explore digitised archival materials like poetry manuscripts, letters and diaries from the major poets of the First World War as they walk around a training camp, a trench network and No Man’s Land dressed as a soldier or a nurse.

Enriching the First World War Poetry Archive Project (2008-9)

http://www.jisc.ac.uk/whatwedo/programmes/digitisation/enrichingdigi/ww1poetry.aspx

Selection of project outputs [2]

Page 5: Virtual Worlds, Gaming & JISC

This project, run by Birmingham City University, developed and evaluated scalable models of teaching and learning using the Open Wonderland Virtual World.

Specifically designed to enhance written and verbal communication skills amongst health care learners where poor communication can be a major cause of unanticipated patient death and illness within the UK health care sector.

Communication Skills Learning in Immersive Virtual Environments – COMSLIVE (2009-10)

http://www.jisc.ac.uk/whatwedo/programmes/elearning/ltig/comslive.aspx

Selection of project outputs [3]

Page 6: Virtual Worlds, Gaming & JISC

SIMiLLE (2009-10) Used Wonderland virtual world technologies to create meaningful contexts

for learning a foreign language.

Addressed the problem for distance learning students unable to experience the cultural and social immersion when learning a language

The world was evaluated for both its technological and pedagogical utility.

Managed and led by the University of Essex

http://www.jisc.ac.uk/whatwedo/programmes/elearning/ltig/simille.aspx

Selection of project outputs [4]

Page 7: Virtual Worlds, Gaming & JISC

Supporting Education in Virtual Worlds with Virtual Learning Environments

Led by the University of the West of Scotland, this collaborative project aims to investigate how web-based virtual learning environments can provide effective support for learning and teaching in virtual worlds:

– Using virtual learning environments for personalised learning in shared virtual worlds

– Using VLE integration to improve accessibility for virtual world learning activities

– Providing a layer of structure to teaching and learning through the integration of platforms

– Developing suitable materials and resources to enable successful third-party adoption and extension of the project's findings and outcomes.

http://www.jisc.ac.uk/whatwedo/programmes/elearning/ltig/vwvle.aspx

Page 8: Virtual Worlds, Gaming & JISC

A selection of JISC Publications, Guides & Articles

JISC has supported a range of publications, guides and helpful presentations in the virtual worlds area. Examples include:

•Exploring the potential of virtual worlds for learning and teaching (Nov 2009)

•Choosing the best virtual world for your teaching needs (Nov 2009)

•Getting Started in Second Life (Aug 2009)

•Serious Virtual Worlds Report (Nov 2008)

Page 9: Virtual Worlds, Gaming & JISC

Finally...

For a more comprehensive list of projects, studies, guides and resources that have been supported by JISC, see the ‘JISC virtual worlds & serious gaming resources’ page:

http://www.jisc.ac.uk/whatwedo/programmes/elearning/tele/gamingvirtual.aspx

Page 10: Virtual Worlds, Gaming & JISC

Gaming

HANABI – University of Edinburgh used Nintendo DS to support placement students in Japan

Initiatives like Molenet gave rise to considerable use of games devices to support FE e.g. Gloucestershire College PSP

http://www.itv.com/westcountry-east/games-consoles-in-school09791/

Page 11: Virtual Worlds, Gaming & JISC

Discussion points

What practical advice and guidance do institutions need in relation to use of virtual worlds and gaming for learning and teaching?

What are the opportunities and challenges in relation to the use of virtual worlds and gaming in UK FE and HE?

Page 12: Virtual Worlds, Gaming & JISC

Thanks for listening!