Introduction to Virtual Worlds Dr.s. C. Candace Chou & Rama Hart School of Education University of St. Thomas.

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Presentation transcript:

Introduction to Virtual Worlds Dr.s. C. Candace Chou & Rama Hart School of Education University of St. Thomas

Chientzu Candace Chou, Ph.D. Yiyi Levee (SL) Associate Professor in Learning Technology Research interests: pedagogy of virtual worlds teaching and learning, learner interaction

Rama Kaye Hart, Ph.D. Kirinkay Nikitin (SL) Kirinkay Nikitin (SL) Assistant Professor in Organization Learning and Development Assistant Professor in Organization Learning and Development Research Interests: Research Interests: Virtual team dynamics and effectiveness; workplace relationships; interpersonal communication in groups Virtual team dynamics and effectiveness; workplace relationships; interpersonal communication in groups

Introduction Why What & Where Second Life Places to visit How

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?

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.

Why

Types of Learning

Webvolution Web 1.0 Connecting “TO” the web, access and find E.g., Google Search Web 2.0 Connecting “THROUGH” the web, participate E.g., YouTube, wiki Web 3.0 Connecting “WITHIN” the web, co-create E.g, Second Life Kapp & O’Driscoll, 2010

Formal Learning

Informal Learning

Learning in 2D

Learning in 3D

Organizational Applications Corporate training Recruiting and new hire orientation Team building and leadership training Enterprise collaboration Commerce, marketing, and other applications

Educational Applications Creating online communities for professional development Engage science-based activities while promoting socially responsive behavior Understand and experience history by immersing emotionally and politically in a historical context Provide an environment for programming and collaboration Dieterle, E., & Clarke, J. (2008).

Affordances of Virtual Worlds AffordanceExtended Capability Communication/communityVoice, chat, SL groups, search Embodied social presence3-D perspective on avatars (oneself & others) Building/engineering/design/scu lpting Highly flexible robust tools & training Animation and scriptingMotion, behaviors, sensors, lighting, sound Data visualizations & simulations Modeling, infinite scale, micro/macro, role-play, spreadsheet conversion, historical, art Sound & spatial relationshipsExample: reflexive architecture, avatar orchestra (Jarmon, 2008)

Affordances of VW (cont.) AffordanceExtended Capability Language immersionExample: 27 language-specific islands Learning communities created by & for users Example: Educators Coop Residential Island InternationalSL collapses geography Low capital expense operations costs Overhead, travel, equipment, training, energy FundraisingAm. Cancer Soc., Katrina Relief, kiva.org Recruitment/administration/man agement Universities, IBM > 1500 employees in SL Bringing distance & online learning together in the 3-D virtual world Online-course class photo only in SL

Types of Learning & Development Best Practices 1.Simulation 2.Demonstration 3.Virtual Meetings 4.Team-building 5.Role Play 6.Communities of Practice (CoP)

1. Simulation IBM Business Center

Heart Murmur Sim

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

Tsunami Demonstration

NOAA Tsunami

Palomar West Hospital 2. Demonstration

3. Virtual Meeting: IBM Academy of Technology Virtual World Conference day conference with 3 Keynotes and 37 breakout sessions Over 200 members globally

IBM Case Study: Benefits Initial investment of $80,000 A saving of $250,000 in travel and venue Same virtual venue can be reused

IBM Survey How 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

4. Team-Building Activities Education Island Team-Tester 1 Team-Tester 2

5. Role Play: Macbeth Teleport to :

6. Community of Practice “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)

What to do next? Check out class wiki: Check out class wiki: Join professional groups Join professional groups – Real-life education in Second Life (inworld group) – EdTech Community (inworld group) EdTech Community EdTech Community – Second Life Educators mailing list, – Second Life Education Wiki (SIMTEACH) Second Life Education Wiki Second Life Education Wiki Participate inworld activities Participate inworld activities – ISTE for K-12 ISTE for K-12 ISTE for K-12 – Gronstedt Group “Train for Success” Thursday 9-10am, PST Gronstedt Group Gronstedt Group Check out ISTE events Check out ISTE events – – Resources – Jokaydia: Jokaydia: Jokaydia:

References Annotated Bibliography, 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 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