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Introduction to Virtual Worlds

Introduction to Virtual Worlds. Dr. C. Candace Chou School of Education University of St. Thomas. Chientzu Candace Chou, Ph.D. Yiyi Levee (SL) ccchou@stthomas.edu Associate Professor in Learning Technology

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Introduction to Virtual Worlds

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  1. Introduction to Virtual Worlds Dr. C. Candace Chou School of Education University of St. Thomas

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

  3. Introduction • Why • What & Where • Second Life Places to visit • How

  4. Your Experience in Virtual Worlds • Never heard of it? • Tried it? • Experienced with it? • Using it for training? • Brand-new to it? • Tried it? • Experienced with it? • Using it for training?

  5. 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.

  6. Why

  7. Types of Learning

  8. Webvolution Kapp & O’Driscoll, 2010

  9. Formal Learning

  10. Informal Learning

  11. Learning in 2D

  12. Learning in 3D

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

  14. 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).

  15. Affordances of Virtual Worlds (Jarmon, 2008)

  16. Affordances of VW (cont.)

  17. Types of Learning & Development Best Practices Simulation Demonstration Virtual Meetings Team-building Role Play Communities of Practice (CoP)

  18. 1. Simulation IBM Business Center

  19. Heart Murmur Sim

  20. Exploratorium • Asteroid crashing Mars • Big Bang • Circle the earth on Newton’s canon • Ecliptic http://maps.secondlife.com/secondlife/Exploratorium/19/34/25

  21. Tsunami Demonstration

  22. NOAA Tsunami NOAA Tsunami

  23. Palomar West Hospital 2. Demonstration Palomar West Hospital

  24. 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

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

  26. 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

  27. 4. Team-Building & Role PlayDeep Down Virtual Mine http://maps.secondlife.com/secondlife/Virtual Mine/164/233/68

  28. 5. Role Play: Macbeth http://virtualmacbeth.wikispaces.com/ Teleport to : http://slurl.com/secondlife/Macbeth/44/54/54

  29. 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) http://maps.secondlife.com/secondlife/ISTE%20Island/86/46/30

  30. What to do next? • Check out class wiki: http://ustsl.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

  31. References • Annotated 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/.

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