Introduction to Virtual Worlds Dr. C. Candace Chou School of Education University of St. Thomas
Chientzu Candace Chou, Ph.D. • Yiyi Levee (SL) • firstname.lastname@example.org • Associate Professor in Learning Technology • Research interests: pedagogy of virtual worlds teaching and learning, learner interaction
Introduction • Why • What & Where • Second Life Places to visit • How
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?
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.
Webvolution Kapp & O’Driscoll, 2010
Organizational Applications • Corporate training • Recruiting and new hire orientation • Team building and leadership training • Enterprise collaboration • Commerce, marketing, and other applications
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).
Affordances of Virtual Worlds (Jarmon, 2008)
Types of Learning & Development Best Practices Simulation Demonstration Virtual Meetings Team-building Role Play Communities of Practice (CoP)
1. Simulation IBM Business Center
Exploratorium • Asteroid crashing Mars • Big Bang • Circle the earth on Newton’s canon • Ecliptic http://maps.secondlife.com/secondlife/Exploratorium/19/34/25
NOAA Tsunami NOAA Tsunami
Palomar West Hospital 2. Demonstration Palomar West Hospital
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
IBM Case Study: Benefits • Initial investment of $80,000 • A saving of $250,000 in travel and venue • Same virtual venue can be reused
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
4. Team-Building & Role PlayDeep Down Virtual Mine http://maps.secondlife.com/secondlife/Virtual Mine/164/233/68
5. Role Play: Macbeth http://virtualmacbeth.wikispaces.com/ Teleport to : http://slurl.com/secondlife/Macbeth/44/54/54
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
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
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/.