Nzcarn Symposium

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The value of Multi-user Virtual Environments for tertiary education – A glimpse of Second Life Dr Clare Atkins, NMIT SLENZ project group KORU

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Transcript of Nzcarn Symposium

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The value of Multi-user Virtual Environments

for tertiary education – A glimpse of Second Life

Dr Clare Atkins, NMITSLENZ project group

KORU

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Arwenna Stardust

One person – many faces

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What is Second Life?A 3D real-time fully interactive online digital world,

imagined created and owned by its residents – a MUVE

• Not really a ‘game’– no rules (only principles of behaviour), no specific purpose– can create games within in it, e.g. RPGs, Chess, Slingo– almost entirely built from user generated content

• An extremely rich virtual environment, – highly engaging roleplay opportunities– integrated eco-systems, – encourages/facilitates a high degree of collaborative action – Being used seriously by businesses, education institutes and

entertainment sources– facilitates experiential learning

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Real-time weather visualisation, tsunami and hurricane simulations

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Literature Alive

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Impossible creations

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Powerful experiential learning

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Real time interactions

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The SLENZ project Underway

• a full literature review on the potential of MUVEs

• identify suitable learning activities for SLTo come

• design learning experiences and develop resources with interested educators

• assist educators to pilot these experiences with students

• evaluate the learning from the project• share the learning and resources online

Large international community of

practice

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Engaging with Second Life: Real education in a virtual world

•NMIT investigating education in MUVEs since 2006•NMIT has 2 islands in Second Life•NMIT has 1 island in ONGENS (NZ OpenSim grid)

2008 – 2009•NMIT led consortia of 4 ITPs and gained: • TEC Encouraging and supporting innovation funding• $500,000 for an 18 month project - SLENZ•http://slenz.wordpress.com

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The SLENZ project Complete

• a full literature review on the potential of MUVEs

• identify suitable learning activities for SLUnderway• design learning experiences and develop

resources with interested educators• train staff from ITP sector to work with themTo Come• assist educators to pilot these experiences

with students • evaluate the learning from the project (CORE-

ED)• share the learning and resources online

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The SLENZ project Potential types of learning activities

• ‘enhanced reality’ spaces• Rich role-playing simulations• Metaphorical representation of abstract

concepts• Student constructed learning• Real world simulations• Practising life-skills, collaboration,

communication• Language learning• Creative Arts

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Issues around teaching in Second Life • Restricted to 18+ (or Teen Grid)• High bandwidth and high specification computers • Access to SL negotiated with IT services • Steep learning curve for staff and students• Lack of good 'classroom' tools such as whiteboards• Possibilities of SLOODLE• Public perception of 'online games'• Serious Fun – Serious Learning• Inter-institutional (and discipline) collaboration• Redefining distance education (and f2f)• Open or closed ? (creative commons licence)

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Please visit The SLENZ project

http://slenz.wordpress.com/

Arwenna’s Blog http://arwennastardust.wordpress.com

NZ Education in a Virtual World (blog) http://eduforge.org/projects/slcampusnz/

Follow the links on the SLENZ blog for all documents, resources and videos produced by the SLENZ project

Email : [email protected] or IM Arwenna Stardust