Virtual Worlds Best Practices in Education Conference
https://mailchi.mp/vwbpe/sponsorship-opportunities-at-vwbpe-2021-conference
March 18-20, 2021. This completely online conference provides educational and networking opportunities that are relevant to educational curriculum development utilizing virtual environments and “best practices”. These include
- helping to build community through extension of learning best practices to practical application of those ideas and techniques;
- providing networking opportunities for educators and the communities that help support education; and
- providing access to current innovations, trends, ideas, case studies, and other best practices for educators and the communities that help support education.
13 January 2021 – Deadline for Presentation Proposals
14 January 2021 – VWBPE Networking Social
10 February 2021 – Deadline for Exhibits and Immersive Experiences Proposals
18-20 March 2021 – VWBPE Conference
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https://blog.stcloudstate.edu/ims?s=virtual+worlds
https://www.techopedia.com/definition/25604/virtual-world
A virtual world is a computer-based online community environment that is designed and shared by individuals so that they can interact in a custom-built, simulated world. Users interact with each other in this simulated world using text-based, two-dimensional or three-dimensional graphical models called avatars. Avatars are graphically rendered using computer graphics imaging (CGI) or any other rendering technology. Individuals control their avatars using input devices like the keyboard, mouse and other specially designed command and simulation gadgets. Today’s virtual worlds are purpose-built for entertainment, social, ed
Girvan, C. (2018). What is a virtual world? Definition and classification.
Educational Technology Research and Development,
66(5), 1087–1100.
https://doi.org/10.1007/s11423-018-9577-y
“definitions of virtual worlds lack an essential conceptualisation of what a virtual world is. The propensity towards a techno-centric definition has its advantages as it allows for a myriad of user experiences, however it results in confusion between technologies with similar technical features, most likely because a virtual world, much like a smart phone, relies on a combination of different technologies.
Shared, simulated spaces which are inhabited and shaped by their inhabitants who are represented as avatars. These avatars mediate our experience of this space as we move, interact with objects and interact with others, with whom we construct a shared understanding of the world at that time.”
https://www.yourdictionary.com/virtual-world
A 3D computer environment in which users are represented on screen as themselves or as made-up characters and interact in real time with other users. Massively multiuser online games (MMOGs) and worlds such as Second Life are examples. See MMOG, MMORPG, Second Life and metaverse.
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more on virtual worlds in this IMS blog
https://blog.stcloudstate.edu/ims?s=virtual+worlds
http://ismar20.org/
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more on virtual worlds in this IMS blog
https://blog.stcloudstate.edu/ims?s=virtual+worlds
ARVRinEDU
https://www.arvrinedu.com/post/day-8-mozilla-hub
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.
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more on Virbela in this IMS blog
https://blog.stcloudstate.edu/ims?s=virbela
more on virtual worlds in this IMS blog
https://blog.stcloudstate.edu/ims?s=virtual+worlds
Virtual Worlds and Conference organization
April 7, 2020
https://www.linkedin.com/pulse/virtual-worlds-conference-organization-marie-leblanc/
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more on VW in this iMS blog
https://blog.stcloudstate.edu/ims?s=virtual+wprlds
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GoPro Fusion 360 video camera
Upload materials to your computer:
- Using GoPri Fusion Studio:
- Using the SD card and reader: https://wiki.nus.edu.sg/display/cit/Transferring+360+footage+from+GoPro+Fusion+to+your+computer
- Using a phone: https://gopro.com/en/us/shop/softwareandapp
- GoPro Fusion manual: https://gopro.com/content/dam/help/fusion/manuals/Fusion_UM_ENG_REVC.pdf
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more on IM 690 in this IMS blog
https://blog.stcloudstate.edu/ims?s=IM+690
I explored the inside of a human nose and it convinced me that the real business in VR isn’t gaming, it’s all about training workers
https://www.businessinsider.com/htc-vive-releases-headset-that-shows-the-future-of-vr-is-enterprise-2018-11
Rosalie Chan
- On Thursday, virtual reality company HTC VIVE announced its new headset called the Vive Focus, which is aimed at enterprises.
- It can be used for business collaboration, training and education, such as teaching medical students about sleep apnea, showing car designers how to fix and prototype a car, and conducting remote meetings in a 3D virtual space.
Although virtual reality is typically associated with consumers, such as for video gaming, the technology is increasingly being adopted for use in professional settings. VR and augmented reality are projected to grow to $162 billion by 2020, and more products are targeting enterprise use.
What makes this hardware significant is that it’s much simpler and more portable for customers to use, says Dan O’Brien, General Manager of the Americas at HTC VIVE (My note: so he said…). Other VR headsets that only developers may use might involve expensive hardware and require users to stay in one place.
VIVE Sync. This can be used to help employees collaborate with each other in a virtual space, especially when they work remotely. Each employee’s avatar can share ideas, show presentations, import images, show videos and more all in a 3D virtual space (My note: Second Life tried this; and failed; Do you have any NEW ideas, Dan?).
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more on VR in this IMS blog
https://blog.stcloudstate.edu/ims?s=virtual+reality
https://docs.google.com/document/d/1dVtIha1-P1t6t7GEFjzGYd8aegU_OVzRQM-BHzxYwNg/edit
VWMOOC18 August 1-31, 2018
Excerpts from the program
Sun.
August 5 |
12NOON SLT |
CVL Librarians |
Networking Forum at Community Virtual Library |
How can librarians help educators in virtual worlds?
Held at CVL main library SLurl:
http://maps.secondlife.com/secondlife/Cookie/206/219/21
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 /
3pm Eastern |
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 |
Friday
August 17 |
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.
http://maps.secondlife.com/secondlife/Inspiration%20Island/48/54/22 |
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 |
International Journal of Game-Based Learning (IJGBL)
Editor-in-Chief: Patrick Felicia (Waterford Institute of Technology, Ireland)
Published Quarterly. Est. 2011.
ISSN: 2155-6849|EISSN: 2155-6857|DOI: 10.4018/IJGBL
Description
The International Journal of Game-Based Learning (IJGBL) is devoted to the theoretical and empirical understanding of game-based learning. To achieve this aim, the journal publishes theoretical manuscripts, empirical studies, and literature reviews. The journal publishes this multidisciplinary research from fields that explore the cognitive and psychological aspects that underpin successful educational video games. The target audience of the journal is composed of professionals and researchers working in the fields of educational games development, e-learning, technology-enhanced education, multimedia, educational psychology, and information technology. IJGBL promotes an in-depth understanding of the multiple factors and challenges inherent to the design and integration of Game-Based Learning environments.
Topics Covered
- Adaptive games design for Game-Based Learning
- Design of educational games for people with disabilities
- Educational video games and learning management systems
- Game design models and design patterns for Game-Based Learning
- Instructional design for Game-Based Learning
- Integration and deployment of video games in the classroom
- Intelligent tutoring systems and Game-Based Learning
- Learning by designing and developing video games
- Learning styles, behaviors and personalities in educational video games
- Mobile development and augmented reality for Game-Based Learning
- Motivation, audio and emotions in educational video games
- Role of instructors
- Virtual worlds and Game-Based Learning
Mission
The mission of the International Journal of Game-Based Learning (IJGBL) is to promote knowledge pertinent to the design of Game-Based Learning environments, and to provide relevant theoretical frameworks and the latest empirical research findings in the field of Game-Based Learning. The main goals of IJGBL are to identify, explain, and improve the interaction between learning outcomes and motivation in video games, and to promote best practices for the integration of video games in instructional settings. The journal is multidisciplinary and addresses cognitive, psychological and emotional aspects of Game-Based Learning. It discusses innovative and cost-effective Game-Based Learning solutions. It also provides students, researchers, instructors, and policymakers with valuable information in Game-Based Learning, and increases their understanding of the process of designing, developing and deploying successful educational games. IJGBL also identifies future directions in this new educational medium.
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more on gaming and gamification in this IMS blog:
https://blog.stcloudstate.edu/ims?s=gaming+and+gamification