Iccmsn2008 Presentation2

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irtual Experience: bservations on Second Life Clare Atkins NMIT KORU

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Transcript of Iccmsn2008 Presentation2

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Virtual Experience:Observations on Second Life

Clare AtkinsNMIT

KORU

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Opening remarks

• not the result of rigorous research

• private involvement in SL (Nov 2006)

• as interactive, face-to-face teacher

• reluctant user of LMS’s

• April 2007 – first classes in SL,

• July 2007 – NMIT bought Koru

• Semester 2 – First student project in SL

• March 2008 – $500,000 to explore SL for education

This paper attempt to gather together thoughts, encourage discussion, and make

connections!

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Characteristics of Second Life Accessibility Game Engine

Koru – The kauri grove

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Immersive

Perceptually convincing

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Interactive in real time

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User Generated

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Observations

Creating educational spaces

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ObservationsProfessional and social networking

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ObservationsEnhancing Reality

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ObservationsConstructivism

Dante’s Inferno

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ObservationsMetaphoric

Representation

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Issues: Steep learning curvefor staff and studentsSL Core Competencies Framework

Kiwi Educators meeting June 2007

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Issues: Technical requirementshigh spec graphicsfast internet connection and good bandwidth

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Issues : Trustin each other

in Linden Research Inc.

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Engaging with Second Life: real education in a virtual world. •Encouraging and supporting innovation funding•$500,000 for an 18 month project - SLENZ•7 parts

• a full literature review on the potential of MUVEs• identify suitable learning outcomes for SL• design learning experiences and develop resources • train staff from the ITP sector who teach them • pilot them with learners from across the ITP sector• evaluate the learning from the project• share the learning and resources online

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Please visit

Arwenna’s Bloghttp://awennastardust.wordpress.com

NZ Education in a Virtual Worldhttp://eduforge.org/projects/slcampusnz/

Grateful thanks to Aaron Griffiths for many of the photos.