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Nergiz Kern

YouTube - virtuallyHuman's Channel - 3 views

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    Preso-Matic Game Kit Tutorial Part 1 From: virtuallyHuman | October 21, 2009 | 100 views Part one of a tutorial / overview for the Preso-Matic Game Kit. This Immersive Learning Simulation Toolkit provides Second Life content creators with a convenient and easy to use set of objects that can be used to rapidly create E-Learning and conventional games in Second Life. Part one covers the scorekeeper object and tokens and begins the demonstration of traps. This is one of three tutorials and overviews of the Preso-Matic Game Kit (an Immersive Learning Simulation Rapid Development Tool for Second Life.) Partridge describes the 6 components in the kit and demonstrates their application. The online quiz creator (http://www.coe.iup.edu/gameKit/) is also demonstrated. Basically this is everything you need to know to use the kit to make interactive games in Second Life simulations.
Fred Delventhal

EDUCAUSE Review Magazine, Volume 43, Number 5, September/October 2008 | EDUCAUSE CONNECT - 0 views

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    Virtual Worlds? "Outlook Good" AJ Kelton ("AJ Brooks") Whether it is Second Life or another virtual world, this foundational movement is not going away. The question to be addressed in the coming months and years is how higher education and, subsequently, individual institutions will determine the best way to continue to move forward with virtual worlds. Higher Education as Virtual Conversation Sarah Robbins-Bell ("Intellagirl Tully") Virtual worlds can become an important tool in an educator's arsenal. But using this tool requires a shift in thinking and an adjustment in pedagogical methods that will embrace the community, the fluid identity, and the participation-indeed, the increased conversation-that virtual spaces can provide. Educational Frontiers: Learning in a Virtual World Cynthia M. Calongne ("Lyr Lobo") The use of virtual worlds expands on the campus-based and online classrooms, enhancing learning experiences. Classes in virtual worlds offer opportunities for visualization, simulation, enhanced social networks, and shared learning experiences. Looking to the Future: Higher Education in the Metaverse Chris Collins ("Fleep Tuque") Beyond the capabilities that virtual worlds offer us at the moment, it is the possibilities that we can imagine for the future that may be the most compelling. Virtual worlds technology, like the Internet in general, is changing the way we access and experience information and the way we can access and connect with each other. Drawing a Roadmap: Barriers and Challenges to Designing the Ideal Virtual World for Higher Education Chris Johnson ("ScubaChris Wollongong") When using a roadmap, one can take many different paths to reach a desired destination. Similarly, institutions can take many different turns along the road to implementing an ideal virtual world for higher education.
Ole C  Brudvik

Teachers Buzz 03 Apr 16 Transcript - NMC-Campus - 0 views

  • one idea for a gateway activity might be a show-and-tell for clothing and avatars, so people see what is possible
  • the personal communication really teaches more than signs and object chat [9:24] CDB Barkley: What do you think will be the impact of the voice capability? Have you tried the beta? [9:25] Ravenelle Zugzwang: so as Teachers leading your students into SL, you can relieve some of the new enviroment anxiety by familiarizing yourself and being there as a connection for you students when they come in? [9:25] Ilene Pratt: Voice is going to be very interesting! It works remarkably well! It'll be like an Elluminate session but you'll really BE there with others!
  • [9:25] CDB Barkley: If you had to share 1 or 2 top places with a colleague new to Sl, where would you send them? [9:26] Lizzy Saintlouis: Edu Island and Info Island [9:26] Ravenelle Zugzwang: I think people will be nicer to one another when they can hear the others intentions through voice inflection, or not but more opt to be polite. Text is really misread often [9:26] Robins Hermano: NMC, NOAA, Terra Incognita [9:26] Ilene Pratt: The International Spaceport Museum is great! [9:26] CDB Barkley: But text is so much more information dense
  • ...3 more annotations...
  • [9:26] Enjay Ellison: Svarga, Leo Burnett [9:26] CDB Barkley: What is Svarga? [9:26] Enjay Ellison: Better World [9:26] Ravenelle Zugzwang: a fantasy build
  • I'm not quite as familiar with the Dreams Community, but have been excited we were asked to come... can someone tell me more about their connection with education? [9:35] SamBivalent Spork: hmm... one interesting thing about people's conceptions of what is possible in sl - is that sl can be used as some magic pill that will transform the structure of community/learning/teaching [9:35] SamBivalent Spork: but it's more subtle than all that
  • SL stimulates the need to communicate...that is the most basic driver for learning [9:44] CDB Barkley: Much to to with role play... [9:44] CDB Barkley: historical re-enactment [9:45] SamBivalent Spork: it seems now, that one learns by tp'ing around and looking, occasionally chatting [9:45] Robins Hermano: I'll be using it to allow students to interact with things that are otherwise intangible [9:45] CDB Barkley: We have a theater faculty at Northwestern who is planning to teach stage design, and production in SL [9:45] CDB Barkley: We have a new facility that can sintantly change out a theater into about 9 different configurations... so it is a fluid lab
Ole C  Brudvik

SILS-ETD: Item 1901/385 - 0 views

  • Collective Tagging of Places in the Multi-user Virtual Environment of Second Life
  • Life is a multi-user virtual environment, i.e., a world made up of virtual places and avatars that move among and interact in those places. Thirty-one users of Second Life were surveyed about one place in which they are members: Terra’s Nude Heaven, a virtual nude beach. The purpose of the survey was to determine what types of terms users would select if they could tag a particular place and how these terms correspond to the tags actually assigned by the owners of the place. The questionnaire data was also analyzed for difference in tag selection by gender, educational level, age, and country of residence. The data indicate that keywords rated as most important by the users of a place differ considerably from the keywords selected by the owner of a place. The data, moreover, demonstrate that the choices of the study population remain consistent across groupings by gender, educational level,age or country of residence.
Dr. Fridemar Pache

The Educators Archives - 0 views

Kerry J

Discover the Spencer's Second Life Island | Exhibitions | Spencer Museum of Art - 0 views

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    The Spencer's island (search "Spencer Museum of Art" in-world) is a changing exhibition in itself. Drawing on topics explored in the real-life museum's exhibitions, international trans-disciplinary artist Stacey Fox designs and builds the island to expand upon the current exhibition.
Kerry J

KerryJ's blog » Wanted: guest educators - 0 views

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    Have an interest in using immersive learning environments and have ten minutes or so to spare? TAFE SA's Jacinta Ryan and Ruth Fraser are taking a group of students into Second Life to practice their customer service skills - and are looking for volunteer guest educators to come in world and role play as customers on the day. FRIDAY 4 SEPTEMBER 2009
Dr. Fridemar Pache

Scratch for Second Life - 1 views

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    This makes your scripting in Sl easier.
Kerry J

Project Goals : Preserving Virtual Worlds - 1 views

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    Project Goals Our goal is to help develop mechanisms and methods for preserving digital games and interactive fiction by 1. developing basic standards for metadata and content representation; and 2. investigating preservation issues through a series of archiving case studies representing 1. early games and literature and 2. later interactive multi-player game environments. Key deliverables includedevelopment of metadata schema and wrapper recommendations, the archiving of key representative content and the development of generalizable archiving approaches for preserving this content. Our approach is intended to address both the pressing need to preserve the bits and available representation information of early and significant works now, and the need to begin to address more difficult issues surrounding long-term preservation of more recent multi-player interactive virtual worlds.
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