Introduction to Virtual Worlds Dr.s. C. Candace Chou & Rama Hart School of Education University of...
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![Page 1: Introduction to Virtual Worlds Dr.s. C. Candace Chou & Rama Hart School of Education University of St. Thomas.](https://reader030.fdocuments.us/reader030/viewer/2022033102/56649dbe5503460f94ab1d23/html5/thumbnails/1.jpg)
Introduction to Virtual Worlds
Dr.s. C. Candace Chou & Rama HartSchool of Education
University of St. Thomas
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Chientzu Candace Chou, Ph.D.
Yiyi Levee (SL)
Associate Professor in Learning Technology
Research interests: pedagogy of virtual worlds teaching and learning, learner interaction
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Rama Kaye Hart, Ph.D.
• Kirinkay Nikitin (SL)
• Assistant Professor in Organization Learning and Development
• Research Interests:
Virtual team dynamics and effectiveness; workplace relationships; interpersonal communication in groups
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Introduction
Why
What & WhereSecond Life Places to visit
How
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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?
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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
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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 training
Recruiting and new hire orientation
Team building and leadership training
Enterprise collaboration
Commerce, marketing, and other applications
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Educational ApplicationsCreating 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).
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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)
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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
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Types of Learning & DevelopmentBest Practices
1.Simulation
2.Demonstration
3.Virtual Meetings
4.Team-building
5.Role Play
6.Communities of Practice (CoP)
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1. Simulation
IBM Business Center
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Exploratorium
http://maps.secondlife.com/secondlife/Exploratorium/19/34/25
•Asteroid crashing Mars•Big Bang•Circle the earth on Newton’s canon•Ecliptic
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Tsunami Demonstration
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Palomar West Hospital
Palomar West Hospital
2. Demonstration
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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
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IBM Case Study: Benefits•Initial investment of $80,000
•A saving of $250,000 in travel and venue
•Same virtual venue can be reused
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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
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4. Team-Building ActivitiesEducation Island
Team-Tester 1 Team-Tester 2
http://slurl.com/secondlife/Education%20Island/114/114/2
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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)
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What to do next?• Check out class wiki: http://ustvirtualworlds.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
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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/.