immersive learning environments

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Virtually real education: Virtually real education: Second Life Second Life and the and the Metaverse Metaverse

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This presentation attempts to place virtual worlds and immersive games within the larger metaverse, provide a look at the planning and pedagogy behind their use and then provides examples of pedagogy in action in virtual worlds. Let me know if you think it succeeded. If you plan to embed or use this at a presentation, please let me know in the comments.

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Page 1: Immersive Learning Environments

Virtually real education:Virtually real education:Second Life Second Life and the and the MetaverseMetaverse

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• The Metaverse

• Pedagogy and Second Life

• Examples of pedagogy in action

• Games people play

Virtually real education

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The metaverse

http://www.metaverseroadmap.orgSmart, J.M., Cascio, J. and Paffendorf, J., Metaverse Roadmap Overview, 2007.

Creative Commons License 2007. Creative Commons Attribution-Noncommercial-Share Alike 3.0 License.

““Our collective online shared space”Our collective online shared space”

Info about & control of

world around user

User has representation

Layers of new control systems & information - physical environment.

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What could this mean for us?

http://www.ted.com/talks/lang/eng/pattie_maes_demos_the_sixth_sense.html

“an information-drenched physical environment” where 1 D, 2D and 3D applications are used as appropriate

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Your use of virtual worlds?

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Types of virtual worlds exploring

2D chat rooms tied to social networks

MMOs/MMPORGs/MMORPGs – Massively Multiplayer Online Roleplaying Games

Immersive virtual worlds – Second Life

Social interaction with REAL PEOPLE, persistence, immersion

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Immersive environments overview

• Starting age?

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Image: David ShankboneGNU Free Doucmentation Licensehttp://commons.wikimedia.org/wiki/File:Webkinz_kids_by_David_Shankbone.jpg

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Immersive environments overview

• Number of immersive environments?• Number of users?

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100s of worlds100s of worlds100s of millions of users100s of millions of users

http://www.personalizemedia.com/2008-metaverse-tour-video-the-social-virtual-worlds-a-stage/

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Habbo HotelURL: http://habbohotel.com

Age group: 10 to 13 year olds

Registered users: 135 million May 2009

Owner/creator: Sulake Corporation of Finland

Launched: January 2001

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Time to chat!How will the Metaverse impact learners and learning?

How will it impact teaching?

What about our private lives?

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Pedagogy and immersive environmentsPedagogy and immersive environmentsPedagogy and virtual worldsPedagogy and virtual worlds

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Collaborative learning

http://www.wordle.net CC (by) Collaboration in Teaching and Learning report - http://www.educationau.edu.au/SICTAS

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From: Pedagogical Design of Learning within Virtual Worlds

Carina Girvan and Timothy SavageCentre for Research in It in Education

Trinity College, DublinUsed with permission

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From: Pedagogical Design of Learning within Virtual WorldsCarina Girvan and Timothy Savage Centre for Research in It in Education

Trinity College, Dublin Used with permission

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Experiential learning

“In virtual worlds, learners experience the concrete realities that words and symbols describe.”

“Video games and the future of learning” Shaffer, Squire, Halverson, Gee (4)

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A sense of presence

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Role Play“A safe place to practice”

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Simulations of history

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Simulations on a grand scale

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Representations of complex ideas

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Models for real-life planning

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Teen Second Life 13 to 17 yrs

Beth Kraemer - http://unicef.blip.tv/file/1361273/ (c)

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Teen Second Life

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Your insights please...

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Education in Quest Atlantis

Purpose-built education environment

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Quest Atlantis

http://atlantis.crlt.indiana.edu/#49

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Quest Atlantis in Tasmania

Case studies and information supplied by Angela Cooke, SEO eLearning Delivery, Centre for Extended Learning Onlinehttp://www.education.tas.gov.au/celo

• Student-centred • Peer moderation • Circuit-breaker • Problem-solving,• At-risk student • Highly-able

students

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For more information…

Bronwyn Stuckey - [email protected]

http://atlantis.crlt.indiana.edu/public/pdInfo.pl

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“MMOs help players develop and exercise a skill set closely matching the thinking, planning, learning, and technical skills increasingly in demand by employers.”NASA

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NASA Learning Technologies“MMOs help players develop and exercise a skill

set closely matching the thinking, planning, learning, and technical skills increasingly in demand by employers.

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About Education.au

Education.au is Australia's leading Information and Communications Technology agency for educators and delivers a range of web services and strategic advice to clients in the higher education, schools education and vocational education and training sectors.

Web site: http://www.educationau.edu.auTwitter: http://twitter.com/educationauBlogs: http://blogs.educationau.edu.auYouTube: http://www.youtube.com/user/edauvids

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Citations and sitesForrester Research “Getting Real Work Done in Virtual Worlds”

http://www.forrester.com/Research/Document/Excerpt/0,7211,43450,00.html

Webkinz http://www.webkinz.com

Kzero http://www.kzero.com

Collaboration in Teaching and Learning report http://www.educationau.edu.au/SICTAS

Wordle http://www.wordle.net

Virtual Worlds, Inherently Immersive, Highly Social Spaces – Johnson & Levine http://immersiveeducation.org/library/Immersive_Learning-Johnson_and_Levine.pdf

Developing New Learning and Collaboration Environments for Educators: The New Media Consortium in Second Life”

http://secondlifegrid.net.s3.amazonaws.com/docs/Second_Life_Case_NMC_English.pdf

Hub 2 - pilot initiative funded by the Boston Redevelopment Authority http://hub2.org/

Further links: http://www.diigo.com/user/kerryj

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