Virtual Worlds and Conference organization
April 7, 2020
more on VW in this iMS blog
April 7, 2020
more on VW in this iMS blog
From: Miltenoff, Plamen
Sent: Wednesday, November 20, 2013 4:09 PM
To: ‘firstname.lastname@example.org’; ‘email@example.com’
Cc: Oyedele, Adesegun
Subject: virtual worlds and simulations
Apologies for any cross posting…
Following a request from fellow faculty at SCSU, I am interested in learning more about any possibilities for using virtual worlds and simulations opportunities [in the MnSCU system] for teaching and learning purposes.
The last I remember was a rather messy divorce between academia and Second Life (the latter accusing an educational institution of harboring SL hackers). Around that time, MnSCU dropped their SL support.
Does anybody have an idea where faculty can get low-cost if not free access to virtual worlds? Any alternatives for other simulation exercises?
Any info/feedback will be deeply appreciated.
From: Weber, James E.
Sent: Wednesday, November 20, 2013 5:41 PM
To: Miltenoff, Plamen Subject: RE: virtual worlds and simulations
I don’t use virtual worlds, but I do use a couple of simulations…
I use http://www.glo-bus.com/ extensively in my strategy class. It is a primary integrating mechanism for this capstone class.
I also use http://erpsim.hec.ca/en because it uses and illustrates SAP and process management.
http://www.goventure.net/ is one I have been looking into. Seems more flexible…
From: firstname.lastname@example.org [mailto:email@example.com] On Behalf Of Brock Dubbels
Sent: Wednesday, November 20, 2013 4:29 PM
To: Oyedele, Adesegun
Cc: Miltenoff, Plamen; Gaming and Simulations
Subject: Re: virtual worlds and simulations
That is fairly general
what constitutes programming skill is not just coding, but learning icon-driven actions and logic in a menu
for example, Sketch Up is free. You still have to learn how to use the interface.
there is drag and drop game software, but this is not necessarily a share simulation
From: Kalyvaki, Maria [mailto:Maria.Kalyvaki2@smsu.edu]
Sent: Wednesday, November 20, 2013 4:26 PM
To: Miltenoff, Plamen
Subject: RE: virtual worlds and simulations
I received this email today and I am happy that someone is interested on Second Life. The second life platform and some other virtual worlds are free to use. Depends what are your expectations there that may increase the cost of using the virtual world. I am using some of those virtual worlds and my previous school Texas Tech University was using SL for a course.
Let me know how could I help you with the virtual worlds.
From: Jane McKinley [mailto:Jane.McKinley@riverland.edu]
Sent: Thursday, November 21, 2013 11:09 AM
To: Miltenoff, Plamen
Cc: Jone Tiffany; Pamm Tranby; Dan Harber
Subject: Virtual worlds
To introduce myself I am the coordinator/ specialist for our real life allied health simulation center at Riverland Community College. Dan Harber passed your message on to me. I have been actively working in SL since 2008. My goal in SL was to do simulation for nursing education. I remember when MnSCU had the island. I tried contacting the lead person at St. Paul College about building a hospital on the island for nursing that would be open to all MN programs, but never could get a response back.
Yes, SL did take the education fees away for a while but they are now back. Second Life is free in of itself, it is finding islands with educational simulations that takes time to explore, but many are free and open to the public. I do have a list of islands that may be of interest to you. They are all health related, but there are science islands such as Genome Island. Matter of fact there is a talk that will be out there tonight about how to do research and conduct fair experiments at 7:00 our time.
I have been lucky to find someone with the same goals as I have. Her name is Jone Tiffany. She is a professor at Bethel University in the nursing program. In the last 4 years we have built an island for nursing education. This consists of a hospital, clinic, office building, classrooms and a library. We also built a simulation center. (Although I accidently removed the floor and some walls in it. Our builder is getting it back together.) There is such a shortage of real mental health and public health sites that a second island is being purchased to meet this request. On that island we are going to build an inner city, urban and rural communities. This will be geared towards meeting those requests. Our law enforcement program at Riverland has voiced an interest in SL with being able to set up virtual crime scenes which could be staged anywhere on the two islands. With the catastrophic natural events and terrorist activities that have occurred recently we will replicate these same communities on the other side of the island only it will be the aftermath of a hurricane and tornado, or flooding. On the other side we could stage the aftermath of a bombing such as what happened in Boston. Victims could transported to the hospital ED. Law enforcement could do an investigation.
We have also been working with the University of Wisconsin, Osh Kosh. They have a plane crash simulation and what we call a grunge house that students go into to see what the living conditions are like for those who live in poverty and what could be done about it.
Since I am not faculty I cannot take our students out to SL, but Jone has had well over 100 of her students in there doing various assignments. She is taking more out this semester. They have done such things as family health assessments and diabetes assessment and have to create a plan of care. She has done lectures out there. So the students come out with their avatars and sit in a classroom. This is a way distant learning can be done but yet be engaged with the students. The beauty of SL is that you can be creative. Since the island is called Nightingale Isle, some of the builds are designed with that theme in mind. Such as the classrooms, they are tiered up a mountain and look like the remains of a bombed out church from the Crimean War, it is one of our favorite spots. We also have an area open on the island for support groups to meet. About 5 years ago Riverland did do a congestive heart failure simulation with another hospital in SL. That faculty person unfortunately has left so we have not been able to continue it, but the students loved it. We did the same scenario with Jones students in the sim center we have and again the students loved it.
The island is private but anyone is welcome to use it. We do this so that we know and can control who is on the island. All that is needed is to let Jone or I know who you are, where are you from (institution), and what is your avatar name. We will friend you in SL and invite you to join the group, then you have access to the island. Both Jone and I are always eager to share what all goes on out there (as you can tell by this e-mail). There is so much potential of what can be done. We have been lucky to be able to hire the builder who builds for the Mayo Clinic. Their islands are next to ours. She replicated the Gonda Building including the million dollar plus chandeliers.
I can send you the list of the health care related islands, there are about 40 of them. I also copied Jone, she can give you more information on what goes into owning an island. We have had our ups and downs with this endeavor but believe in it so much that we have persevered and have a beautiful island to show for it.
Let me if you want to talk more.
Jane (aka Tessa Finesmith-avatar name)
Jane McKinley, RN
College Lab Specialist -Riverland Center for Simulation Learning
Riverland Community College
Austin, MN 55912
From: Jeremy Nienow [mailto:JNienow@inverhills.mnscu.edu]
Sent: Thursday, November 21, 2013 10:11 AM
To: Miltenoff, Plamen
Cc: Sue Dion
Subject: Teaching in virtual worlds
A friend here at IHCC sent me your request for information on teaching in low-cost virtual environments.
I like to think of myself on the cusp of gamification and I have a strong background in gaming in general (being a white male in my 30s).
Anyway – almost every MMORPG (Massive Multi-online role playing game) today is set up on a Free to Play platform for its inhabitance.
There are maybe a dozen of these out there right now from Dungeon and Dragons online, to Tera, to Neverwinter Nights…etc.
Its free to download, no subscription fee (like there used to be) and its free to play – how they get the money is they make game items and cool aspects of the game cost money…people pay for the privilege of leveling faster.
So – you could easily have all your students download the game (provided they all have a suitable system and internet access), make an avatar, start in the same place – and teach right from there.
I have thought of doing this for an all online class before, but wanted to wait till I was tenured.
Jeremy L. Nienow, PhD., RPA
Inver Hills Community College
P.S. Landon Pirius (sp?) who was once at IHCC and now I believe is at North Hennepin maybe… wrote his PhD on teaching in online environments and used World of Warcraft.
From: Gary Abernethy [mailto:Gary.Abernethy@minneapolis.edu]
Sent: Thursday, November 21, 2013 8:46 AM
To: Miltenoff, Plamen
Subject: Re: [technology] virtual worlds and simulations
The below are current options I am aware of for VW and SIM . You may also want to take a look at Kuda, in Google code, I worked at SRI when we developed this tool. I am interested in collaboration in this area.
Hope the info helps
Director of eLearning
Minneapolis Community and Technical College | 1501 Hennepin Avenue S. | Minneapolis, MN 55403
Gary.Abernethy@minneapolis.edu | http://www.minneapolis.edu
From: John OBrien [mailto:John.OBrien@so.mnscu.edu]
Sent: Wednesday, November 20, 2013 11:37 PM
To: Miltenoff, Plamen
Subject: RE: virtual worlds and simulations
I doubt this is so helpful, but maybe: http://wiki.secondlife.com/wiki/SLED
Join from a PC, Mac, iPad, iPhone or Android device:
Please click this URL to join. https://us02web.zoom.us/w/82299762388?tk=JUpHu5mPpNcXt48wcOT70ff9P28x0Xr-xsSJ9DqpsAU.DQIAAAATKXK21BZVcUgyQ0RzNVNGR0dEM01wZldWaU1nAAAAAAAAAAAAAAAAAAAAAAAAAAAA&pwd=dTR2WklBWVM4TmNjT3FSYnJBaHdYdz09&uuid=WN_M30zQ5fPTE6qHmmKSgCN4g
Description: Join Marialice and Jaime as they join GlobalMindED to present, Solving Problems in Local, Global, and Digital Communities in AR. During their webinar, they will Identify and solve real problems in local, global and digital communities using augmented reality. Participants will gain a better understanding of how digital citizens can confidently and positively engage with emerging technologies to think critically and act creatively. Examples of students using the global goals to make a positive impact on society will be shared.
more on Virbela in this IMS blog
more on virtual worlds in this IMS blog
Live Zoom orientation tour with Jaime Donally (ISTE presenter). https://www.arvrinedu.com/
“ultimatelly, it is a meeting space for the students to connect among each other and connect with us”
mostly K12 questions
it is free, but the HubsCloud (enterprise option). Regular Hub is up to 25 people.
more on Virbela in this IMS blog
more on virtual worlds in this IMS blog
IM 690 lab plan for March 31, online: Virtual Worlds
If at any point you are lost in the virtual worlds, please consider talking/chatting using our IM 690 zoom link:https://minnstate.zoom.us/j/964455431 or call 320 308 3072
Currently, if you go to the SCSU online dbases
,if they are working at all, don’t be surprised when clicking on EBSCOhost Business Source Complete to see this msg:
and if you execute a search:
“AltSpaceVR” + “education”, you will find only meager 1+ results.
Google Scholar, naturally, will yield much greater number.
So, search and find an article of your interest using Google Scholar. I used “immersive learning” + “education” for my search.
I chose to read this article:
since it addressed design principles when applying mixed reality in education.
What article did you find/choose/read/are ready to share your analysis with?
Tuesday, March 31, 5PM lab
Plamen Miltenoff, Ph.D., MLIS
schedule a meeting: https://doodle.com/digitalliteracy
find my office: https://youtu.be/QAng6b_FJqs
more on IM 690 labs in this IMS blog
Info on all presentations: https://account.altvr.com/channels/1182698623012438188
Qlone App for 3D scanning
The 2020 Educators in VR International Summit is February 17-22. It features over 170 speakers in 150+ events across multiple social and educational platforms including AltspaceVR, ENGAGE, rumii, Mozilla Hubs, and Somnium Space.
The event requires no registration, and is virtual only, free, and open to the public. Platform access is required, so please install one of the above platforms to attend the International Summit. You may attend in 2D on a desktop or laptop computer with a headphone and microphone (USB gaming headphone recommended), or with a virtual device such as the Oculus Go, Quest, and Rift, Vive, and other mobile and tethered devices. Please note the specifications and requirements of each platform.
The majority of our events are on AltspaceVR. AltspaceVR is available for Samsung Gear, Steam Store for HTC Vive, Windows Mixed Reality, and the Oculus Store for Rift, Go and Quest users. Download and install the 2D version for use on your Windows desktop computer.
Charlie Fink, author, columnist for Forbes magazine, and Adjunct Faculty member of Chapman University, will be presenting “Setting the Table for the Next Decade in XR,” discussing the future of this innovative and immersive technology, at the 2020 Educators in VR International Summit. He will be speaking in AltspaceVR on Tuesday, February 18 at 1:00 PM EST /
Setting the Table for the Next Decade in XR 1PM, Tues, Feb 18 https://account.altvr.com/events/1406089727517393133
Finding a New Literacy for a New Reality 5PM, Tues, Feb 18
https://account.altvr.com/events/1406093036194103494 schedule for new literacy
This workshop with Dr. Sarah Jones will focus on developing a relevant and new literacy for virtual reality, including the core competencies and skills needed to develop and understand how to become an engaged user of the technology in a meaningful way. The workshop will develop into research for a forthcoming book on Uncovering a Literacy for VR due to be published in 2020.
Sarah is listed as one of the top 15 global influencers within virtual reality. After nearly a decade in television news, Sarah began working in universities focusing on future media, future technology and future education. Sarah holds a PhD in Immersive Storytelling and has published extensively on virtual and augmented reality, whilst continuing to make and create immersive experiences. She has advised the UK Government on Immersive Technologies and delivers keynotes and speaks at conferences across the world on imagining future technology. Sarah is committed to diversifying the media and technology industries and regularly champions initiatives to support this agenda.
Currently there are limited ways to connect 3D VR environments to physical objects in the real-world whilst simultaneously conducting communication and collaboration between remote users. Within the context of a solar power plant, the performance metrics of the site are invaluable for environmental engineers who are remotely located. Often two or more remotely located engineers need to communicate and collaborate on solving a problem. If a solar panel component is damaged, the repair often needs to be undertaken on-site thereby incurring additional expenses. This triage of communication is known as inter-cognitive communication and intra-cognitive communication: inter-cognitive communication where information transfer occurs between two cognitive entities with different cognitive capabilities (e.g., between a human and an artificially cognitive system); intra-cognitive communication where information transfer occurs between two cognitive entities with equivalent cognitive capabilities (e.g., between two humans) [Baranyi and Csapo, 2010]. Currently, non-VR solutions offer a comprehensive analysis of solar plant data. A regular PC with a monitor currently have advantages over 3D VR. For example, sensors can be monitored using dedicated software such as EPEVER or via a web browser; as exemplified by the comprehensive service provided by Elseta. But when multiple users are able to collaborate remotely within a three-dimensional virtual simulation, the opportunities for communication, training and academic education will be profound.
Michael Vallance Ed.D. is a researcher in the Department of Media Architecture, Future University Hakodate, Japan. He has been involved in educational technology design, implementation, research and consultancy for over twenty years, working closely with Higher Education Institutes, schools and media companies in UK, Singapore, Malaysia and Japan. His 3D virtual world design and tele-robotics research has been recognized and funded by the UK Prime Minister’s Initiative (PMI2) and the Japan Advanced Institute of Science and Technology (JAIST). He has been awarded by the United States Army for his research in collaborating the programming of robots in a 3D Virtual World.
Create Strategic Snapchat & Instagram AR Campaigns
Augmented Reality Lens is popular among young people thanks to Snapchat’s invention. Business is losing money without fully using of social media targeting young people (14-25). In my presentation, Dominique Wu will show how businesses can generate more leads through Spark AR (Facebook AR/Instagram AR) & Snapchat AR Lens, and how to create a strategic Snapchat & Instagram AR campaigns.
Domnique Wu is an XR social media strategist and expert in UX/UI design.She has her own YouTube and Apple Podcast show called “XReality: Digital Transformation,” covering the technology and techniques of incorporating XR and AR into social media, marketing, and integration into enterprise solutions.
Mixed Reality in Classrooms Near You
Mixed Reality devices like the HoloLens are transforming education now. Mark Christian will discuss how the technology is not about edge use cases or POCs, but real usable products that are at Universities transforming the way we teach and learn. Christian will talk about the products of GIGXR, the story of how they were developed and what the research is saying about their efficacy. It is time to move to adoption of XR technology in education. Learn how one team has made this a reality.
As CEO of forward-thinking virtual reality and software companies, Mark Christian employs asymmetric approaches to rapid, global market adoption, hiring, diversity and revenue. He prides himself on unconventional approaches to building technology companies.
Designing Educational Content in VR
Virtual Reality is an effective medium to impart education to the student only if it is done right.The way VR is considered gimmick or not is by the way the software application are designed/developed by the developers not the hardware limitation.I will be giving insight about the VR development for educational content specifically designed for students of lower secondary school.I will also provide insights about the development of game in unity3D game engine.
Game Developer and VR developer with over 3 years of experience in Game Development.Developer of Zombie Shooter, winner of various national awards in the gaming and entertainment category, Avinash Gyawali is the developer of EDVR, an immersive voice controlled VR experience specially designed for children of age 10-18 years.
|8:00 AM PST||Research||Virtual Reality Technologies for Learning Designers||Margherita Berti||ASVR|
Virtual Reality (VR) is a computer-generated experience that simulates presence in real or imagined environments (Kerrebrock, Brengman, & Willems, 2017). VR promotes contextualized learning, authentic experiences, critical thinking, and problem-solving opportunities. Despite the great potential and popularity of this technology, the latest two installations of the Educause Horizon Report (2018, 2019) have argued that VR remains “elusive” in terms of mainstream adoption. The reasons are varied, including the expense and the lack of empirical evidence for its effectiveness in education. More importantly, examples of successful VR implementations for those instructors who lack technical skills are still scarce. Margherita Berti will discuss a range of easy-to-use educational VR tools and examples of VR-based activity examples and the learning theories and instructional design principles utilized for their development.
Margherita Berti is a doctoral candidate in Second Language Acquisition and Teaching (SLAT) and Educational Technology at the University of Arizona. Her research specialization resides at the intersection of virtual reality, the teaching of culture, and curriculum and content development for foreign language education.
|Wed||11:00 AM PST||Special Event||Gamifying the Biblioverse with Metaverse||Amanda Fox||VR Design / Biblioverse / Training & Embodiment||ASVR|
There is a barrier between an author and readers of his/her books. The author’s journey ends, and the reader’s begins. But what if as an author/trainer, you could use gamification and augmented reality(AR) to interact and coach your readers as part of their learning journey? Attend this session with Amanda Fox to learn how the book Teachingland leverages augmented reality tools such as Metaverse to connect with readers beyond the text.
Amanda Fox, Creative Director of STEAMPunksEdu, and author of Teachingland: A Teacher’s Survival Guide to the Classroom Apolcalypse and Zom-Be A Design Thinker. Check her out on the Virtual Reality Podcast, or connect with her on twitter @AmandaFoxSTEM.
|Wed||10:00 AM PST||Research||Didactic Activity of the Use of VR and Virtual Worlds to Teach Design Fundamentals||Christian Jonathan Angel Rueda||VR Design / Biblioverse / Training & Embodiment||ASVR|
Christian Jonathan Angel Rueda specializaes in didactic activity of the use of virtual reality/virtual worlds to learn the fundamentals of design. He shares the development of a course including recreating in the three-dimensional environment using the fundamentals learned in class, a demonstration of all the works developed throughout the semester using the knowledge of design foundation to show them creatively, and a final project class scenario that connected with the scenes of the students who showed their work throughout the semester.
Christian Jonathan Angel Rueda is a research professor at the Autonomous University of Queretaro in Mexico. With a PhD in educational technology, Christian has published several papers on the intersection of education, pedagogy, and three-dimensional immersive digital environments. He is also an edtech, virtual reality, and social media consultant at Eco Onis.
|Thu||11:00 AM PST||vCoaching||Closing the Gap Between eLearning and XR||Richard Van Tilborg||XR eLearning / Laughter Medicine||ASVR|
How we can bridge the gap between eLearning and XR. Richard Van Tilborg discusses combining brain insights enabled with new technologies. Training and education cases realised with the CoVince platform: journeys which start on you mobile and continue in VR. The possibilities to earn from your creations and have a central distribution place for learning and data.
Richard Van Tilborg works with the CoVince platform, a VR platform offering training and educational programs for central distribution of learning and data. He is an author and speaker focusing on computers and education in virtual reality-based tasks for delivering feedback.
|Thu||12:00 PM PST||Research||Assessment of Learning Activities in VR||Evelien Ydo||Technology Acceptance / Learning Assessment / Vaping Prevention||ASVR|
|Thu||6:00 PM PST||Down to Basics||Copyright and Plagiarism Protections in VR||Jonathan Bailey||ASVR
|Thu||8:00 PM PST||Diversity||Cyberbullying in VR||John Williams, Brennan Hatton, Lorelle VanFossen||ASVR|
The young and the digital: What migration to social-networking sites, games, and anytime, anywhere media means for our future, by S. Craig Watkins
p. 1 Digital Migration: young people’s historic move to the online world
p. 8 broadband adoption in 2005-6. p. 9 before broadband, Internet was more textual then visual. p. 11 broadband more then just expand technical capabilities paved the way for profund behavioral shifts and social transformation
Broadband did not create radically new online activities. But expand a relatively small collection of early adopting technophiles into a massive but highly differentiated public of netizens, world builders, blogger, gamers, social networkers, content creators
p. 19 Social Media 101 what schools are learning about themselves and young technology users.
p. 20 DOPA (the Delete Online Predators Act), p. 21 brought the elimination of most interactive web applications from public schools and libraries. Social-Web enthusiasts strongly opposed DOPA. ALA also.
p. 24 MacArthur Foundation’s white paper: Living and Learning with New Media”
p. 30 NTIA National Telecommunications and Information Administration
p. 36 mother allowed her teenage daughter to use Facebook. The one caveat: the mother would be able to access her daughter’s profile. A common practice. A mother of a fifteen year old boy who recently started using FB occasionally looks at his page. 2007 Pew writes that “41% of today’s teens believe that their parents monitor them after they’ve gone online.” This is not unusual.
p. 41 schools cannot punish for what happened at home. But what about what happened online? Referring to social media: when kids get into disagreements via FB, it often spills over into the schools.
p. 44 sexting.
p. 47 the very well connected: friending, bonding and community in the digital age
p. 52 Malcolm Wiley and Stuart Rice 1933 argued that technology such as the automobile and telephone hastened the unraveling of the social fabric of the American life.
p. 72 phatic exchanges. Vetere, Howward and Gibbs. Brief but sencere. Katz James E and Mark Aakhus call “perpetual contact.”
p. 75 Digital Gates
How race and class distinctions are shaping the digital world
dana boyd 2007 article “Viewing American Class Divisions through FB and MySpace.”
p. 77 Hargittai Facebook is more white then MySpace.
p. 99 television and social network sites represent two fundamentally different kinds of mediated experiences. Whereas television is about watching and consuming, SNS are primarily about doing and sharing.
p. 100 Paul Eastwick and Wendi Gardner There.com – the virtual world may not prove to be a perfect utopian gateway from the real world.
p. 103 We Play: the allure of social games, synthetic worlds and secnd lives.
p. 106 a growing number of young men are turning to interactive entertainment like games rather than television and movies as their first source for leisure and a desired choice for social interaction with their friends.
p. 131 heavy users of virtual worlds differ from the 68% of young people, who believe that online-only relationships can be as fulfilling as off-line relationships. Synthetic world users are much more likely to believe that online relationships can be just as fulfilling as off-line relationships.
p. 133 Hooked Rethinking the Internet addition debate
p. 134 valid mental disorder. Journal of American Psychiatry 2007 – Internet Addiction Disorder (IAD) for DSM-IV. P. 136 some of the problems researchers
more about youth teenagers and social media in this IMS blog
Excerpts from the program
|12NOON SLT||CVL Librarians||Networking Forum at Community Virtual Library||How can librarians help educators in virtual worlds?
Held at CVL main library SLurl:
Embedded librarianship holds potential for immersive learning. Come learn how to promote your virtual world communities and the great work of educators in virtual worlds through networking. https://communityvirtuallibrary.wordpress.com/
|Fri. August 10||12pm SLT||Dieter Heyne (Edward Tarber)||Web Based Virtual Worlds in Education||Organizing collaboration for 400 students in a web based virtual learning environment. Setting up a “synthetic” college.
In the VWMOOC HQ: http://maps.secondlife.com/secondlife/Madhupak/113/66/62
|Sat. August 11||Noon SLT /||Lyr Lobo, Cynthia Calongne
Kae Novak (SL: Kavon Zenovka, WoW: Maskirovka)
Chris Luchs (SL: Abacus Capellini, WoW: Cheerwine)
|What Can We Learn from the World of Warcraft?||Join us as we host a blended reality session featuring a live stream from the World of Warcraft (WoW) as we explore educational opportunities in a massive multiplayer online roleplaying game (MMORPG). We will have a YouTube live stream, a Discord channel for voice discussion, and an immersive event in WoW. Educators from the International Society for Technology in Education – Games and Simulations Network (ISTE G&SN) will host an immersive event & discuss learning in a multiuser virtual environment (MUVE).
To join us in WoW: visit this site: https://worldofwarcraft.com/en-us/news/3128270
Click Try for Free and download the Blizzard Launcher, which manages the download. You’ll need 52GB for the game. Create an account, select Sisters of Elune realm and create a troll if you are new to WoW and using a Free Trial account.
Location: In the World of Warcraft and for those who do not have the game, over a YouTube Live stream (available that day) and hosted after the event over https://www.youtube.com/user/gamesmooc/videos
|9 am slt||Lynne Berrett (Wisdomseeker)||Howard Gardner’s “Theory of Multiple Intelligences” explored through an Interactive, Immersive Experience in Second Life||Dr. Gardner has proposed 8 different types of intelligence, ranging from Interpersonal to Kinesthetic. Join us to discover your own most innate type. You may be surprised, like many of the teachers who have tried this challenge as part of our whole-brain training program.|
|Fri. August 17||Noon SLT||Mark Childs (Gann McGann)||Theatrical performances in virtual worlds||This is a summary of various performance-based activities in Second Life and how performance studies can provide an insight into the experience of virtual worlds.
Presented in the VWMOOC HQ: http://maps.secondlife.com/secondlife/Madhupak/113/66/62
2018 Special Focus: Education in a Time of Austerity and Social Turbulence 21–23 June 2018 University of Athens, Athens, Greece http://thelearner.com/2018-conference
PROPOSAL: Paper presentation in a Themed Session
Virtual Reality and Gamification in the Educational Process: The Experience from an Academic Library
VR, AR and Mixed Reality, as well as gaming and gamification are proposed as sandbox opportunity to transition from a lecture-type instruction to constructivist-based methods.
The NMC New Horizon Report 2017 predicts a rapid application of Video360 in K12. Millennials are leaving college, Gen Z students are our next patrons. Higher Education needs to meet its new students on “their playground.” A collaboration by a librarian and VR specialist is testing the opportunities to apply 360 degree movies and VR in academic library orientation. The team seeks to bank on the inheriting interest of young patrons toward these technologies and their inextricable part of a rapidly becoming traditional gaming environment. A “low-end,” inexpensive and more mobile Google Cardboard solution was preferred to HTC Vive, Microsoft HoloLens or comparable hi-end VR, AR and mixed reality products.
The team relies on the constructivist theory of assisting students in building their knowledge in their own pace and on their own terms, rather than being lectured and/or being guided by a librarian during a traditional library orientation tour. Using inexpensive Google Cardboard goggles, students can explore a realistic set up of the actual library and familiarize themselves with its services. Students were polled on the effectiveness of such approach as well as on their inclination to entertain more comprehensive version of library orientation. Based on the lessons from this experiment, the team intends to pursue also a standardized approach to introducing VR to other campus services, thus bringing down further the cost of VR projects on campus. The project is considered a sandbox for academic instruction across campus. The same concept can be applied for [e.g., Chemistry, Physics, Biology) lab tours; for classes, which anticipate preliminary orientation process.
Following the VR orientation, the traditional students’ library instruction, usually conducted in a room, is replaced by a dynamic gamified library instruction. Students are split in groups of three and conduct a “scavenger hunt”; students use a jQuery-generated Web site on their mobile devices to advance through “hoops” of standard information literacy test. E.g., they need to walk to the Reference Desk, collect specific information and log their findings in the Web site. The idea follows the strong interest in the educational world toward gaming and gamification of the educational process. This library orientation approach applies the three principles for gamification: empowers learners; teaches problem solving and increases understanding.
Similarly to the experience with VR for library orientation, this library instruction process is used as a sandbox and has been successfully replicated by other instructors in their classes.
digitally mediated learning
1 2 3 Next