Online gaming can help students develop many of the skills they'll be required to use upon leaving school, such as critical thinking, problem solving, and creativity, agreed educators who spoke during an April 16 webinar on gaming in education.
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SSRN-The Virtual Property Problem: What Property Rights in Virtual Resources Might Look... - 3 views
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anonymous on 02 Oct 09'Virtual property' is a solution looking for a problem. Arguments justifying 'virtual property' lie among three common themes - Lockean labor theory, theft protection and deterrence, and market efficiency. This paper goes beyond those who advocate for or against the creation of 'virtual property.' First, Locke's labor theory is dismissed as a justification. Then, two models of what property rights may look like when applied to virtual resources are created. These models are then applied to six different virtual world scenarios in order to see the effects of 'virtual property.' Finally, the failure of property rights to benefit the users, developers, and virtual resources of virtual worlds is explained.
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Gaming helps students hone 21st-century skills - 0 views
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gaming and simulations are highly interactive, allow for instant feedback, immerse students in collaborative environments, and allow for rapid decision-making
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repeated exposure to video games reinforces the ability to create mental maps, inductive discovery such as formulating hypotheses, and the ability to focus on several things at once and respond faster to unexpected stimuli.
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L'Amoreaux cited a team of students in an internship program studying museum creatorship, who partnered with others for a Second Life activity that involved a recreation of the Night of Broken Glass (Kristallnacht), an anti-Jewish pogrom in 1938 Nazi Germany. As participants, the students assumed the roles of reporters, exploring the events for themselves.
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Still, Trevena cautioned that teachers, administrators, and technology staff must work together and be prepared to support a Second Life program. Identifying sustainable funding sources, upgrading computers and investing in hardware, and having a backup plan if the Second Life platform is down are all necessary.
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A 2006 NCES and University of Michigan study found that by age 21, the average youth has watched 20,000 hours of television and played 10,000 hours of video games, said Ntiedo Etuk, the CEO Tabula Digita, which offers games centered on pre-algebra and algebra.
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"The reason that [gaming] is successful is obviously that it's relevant to students--it allows for the notion of competition, which gets students going, there's an opportunity for socialization, and there is instant feedback on what they're doing right or wrong," Etuk said. Video games also foster collaboration, because instead of a teacher standing in front of a classroom, students begin to help one another and become teachers themselves, he added.
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Teachers can set difficulty levels and receive reports on student data, including the last time a student played their game, what their score was, right and wrong answers, and the topics they covered.
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Video games engage students and help foster some of the 21st-century skills, such as problem-solving, which may be more difficult to acquire in a traditional classroom with a textbook.
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"When you think about the skills that students need when they leave school, like creativity and curiosity...identifying problems and solving them--these are skills that [can be] hard to teach in the traditional face-to-face classroom," Clarke said. "And a lot of these technologies are being used in the corporate world--IBM is now using games to train its employees, so you see simulations and games emerging outside of K-12 education."
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eslteacherlink.co.kr - About us - 0 views
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n January 2007, Eslteacherlink.com constructed English Village, an immersive 3D simulation for language learners and teachers across the globe! At English Village teachers meet students in REAL TIME, using an avatar, Virtual white boards, VOICE, 3D objects, and role playable holodecks to provide 21st century learning.
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Futuristic, yet Practical Instead of keeping our island flat, and having the majority of our buildings on the ground level, we have situated 13 glass classrooms along a 120 meter high, horse-shoe shaped mountain ridge. Below the steep mountain ridges, lies a welcoming sandy beach that reaches out into a c resent moon shaped bay area. This large open space is used frequently by our teachers for special learning activities, such as market place and carnival role play scenarios.
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The Onion Our meeting area is in the shape of an Onion, and is constructed of 100% virtual pink stained glass. We actually never planned to use a giant onion as our central meeting area... but it actually does a great job of representing the organic nature of our island ~ We build. We make mistakes. We learn.... and sometimes we cry! So.. an onion - is perfect. Everyone begins in the onion. When an avatar teleports to our island for the first time, thats where they land - smack dab in the center beautiful pink wonder. Around the edges of the onion are several multi colored hamster tubes sprouting out - connecting to each holodeck classroom. Inside the hamster tubes are convenient People Movers - you know, the ones you see at the airport. Here, avatars just click on the red loading ball, and they are instantly moved along the pathway 100 meters to their destination. This saves virtual transport time.
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i3D Tools at English Village Holoteaching™ Virtual holodecks enable teachers to "Holo-teach™." Holoteaching™ is a term we use to describe teaching using a holodeck. Plain and simple. We'd love to do this in the real world, but since real world technology is not yet available we are doing it in SL. Holoteaching™ provides a number of advantages for our teachers. Namely - context. If you've ever taught a language class to a group of students, you will understand the importance of context. For example, if a student was, say, going to Italy for a vacation, and wanted to study how to order some food - they could easily pick up a book on Italian language and memorize the necessary phases. If however, they were actually able to do a trial run - and actually sit down IN an Italian restaurant BEFORE they went on vacation, the likelihood of a good meal would most definitely increase. This is EXACTLY what holoteaching provides - an avenue for teachers to immerse students into rich role play scenarios where the walls, floors, and ceilings are textured to match what they are learning! Talk about fun!
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Holo-teaching also allows transforms our classrooms into versatile meeting spaces. If a teacher needs to provide office hours, or meet with the president, or a college across the globe, they can easily transform their classroom into the appropriate space. Need a meeting room? No problem, click on meeting rooms, and choose from our selection. You can't find a meeting room you like? No problem, build it yourself, and our engineers will program it into the holodeck for you! Need a library to do research on educational technology? Load our research lab, and have the walls filled with links to real world research portals on the web! The options are endless!
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Interactive White boards English Village also makes use of several interactive white boards in Second Life. This allows our teachers to import Real World content from their PowerPoint presentations. Once loaded, teachers can flip through each slide easily like they would in a normal class setting. During conferences, our teachers also have the option to allow their audience, or guests to import and share their own PowerPoint slides during the meeting.
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A word of caution when trying the Second Life Viewer 2 Beta with current OpenSim | just... - 3 views
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Thursday, February 25, 2010By justinccHi folks. Just a brief blog post to remind people to take care when experimenting with Linden Lab's Beta Second Life Viewer 2 with the current OpenSim builds. I've seen mixed reports of how well it works with OpenSim at the moment (some people seem to suffer a crash almost immediately while others seem to be able to use it to some extent). However, according to John Hurliman the version of the OpenMetaverse library currently being used by OpenSim has a problem dealing with at least one of the new inventory packets in the 2.0 Viewer. This means that it's not impossible that using the viewer with OpenSim today could inadvertently destroy some of your inventory items.
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Payday loans are one of the finest financial options for those people who are suffering some unforeseen monetary expenses in time of urgency without facing any problems. It is short term and hassle free financial support for all types of applicants in emergency without flexible terms and conditions. By this fund you can obtain the money to fulfill all unforeseen fiscal worries on the time without submit any documents and upfront fee. Read more..
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Versatile, Immersive, Creative and Dynamic Virtual 3-D Healthcare Learning Environments... - 0 views
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The author provides a critical overview of three-dimensional (3-D) virtual worlds and “serious gaming” that are currently being developed and used in healthcare professional education and medicine.
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it is beneficial to address while the race to adopt and implement highly engaging Web 3-D virtual worlds is watched in healthcare professional education
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Therefore, Roger’s Diffusion of Innovations Theory [5] and Siemens’ Connectivism Theory [6] for today’s learners will serve as theoretical frameworks for this paper.
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A 3-D virtual world, also known as a Massively Multiplayer Virtual World (MMVW), is an example of a Web 2.0/Web 3-D dynamic computer-based application.
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US agencies, such as the Centers for Disease Control and the National Institutes of Health conduct meetings in SL to discuss the educational potential of SL
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Virtual worlds are currently being used as educational spaces [1] and continue to grow in popularity on campuses and businesses worldwide. Furthermore, access to versions of virtual worlds on the Web, such as “Croquet,” “Uni-Verse,” and “Multiverse” are predicted within two to three years to be mainstream in education
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By allowing students time to interact with other avatars (eg, patients, staff members, and other healthcare professionals) in a safe, simulated environment, a decrease in student anxiety, an increase in competency in learning a new skill, and encouragement to cooperate and collaborate, as well as resolve conflicts, is possible.
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High quality 3-D entertainment that is freely accessible via Web browsing facilitates engagement opportunities with individuals or groups of people in an authentic manner that illustrates collective intelligence
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Advanced Learning and Immersive Virtual Environment (ALIVE) at the University of Southern Queensland
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Problem-based learning groups enrolled in a clinical management course at Coventry University meet in SL and are employed to build learning facilities for the next semester of SL students. This management course teaches students to manage healthcare facilities and is reported to be the first healthcare-related class to use SL as a learning environment.
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Another virtual world project developed by staff at the Imperial College in London, in collaboration with the National Physical Lab in the United Kingdom, is the Second Health Project
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Some educators may balk at adopting this technology because there is a learning curve associated with the use of 3-D virtual worlds.
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Let’s have fun, explore these fascinating worlds and games, and network with others while respecting diverse ways of life-long learning and current researchers’ findings.
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there is an underlying push in higher education to adopt these collaborative tools and shift the paradigm from a traditional Socratic method of education to one possessing a more active and interactive nature
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One may view online virtual worlds and serious gaming as a threat to the adoption and purchase of high-fidelity computerized patient-simulation mannequins that are currently purchased for healthcare-profession training. For example, nurses may login into SL and learn Advanced Cardiac Life Support at their convenience, and it costs virtually nothing for the nurse and perhaps a nominal fee for the developer.
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The educational opportunity in SL may not be a replacement for the doctor- or nurse-patient interaction or relationship, but SL may serve as an adjunct or pre- or post-learning tool.
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one recalls when critics questioned the validity and reliability of the stethoscope invented by Laennec in 1816 and how today it is second nature to use this assessment tool.
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Letter to Second Life Residents « Official Second Life Blog - 0 views
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Second Life continues to expand each and every day. New Residents are joining, artists are creating amazing content, new businesses are springing up, big companies are entering for the first time, educational institutions are building virtual universities… and the list goes on. Everyday I learn of something new, something bold, something you’ve created.
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Second Life offers something no ones else does - an astoundingly rich array of user-created content and a large, diverse and ever-expanding virtual economy.
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The content and economy reflect the diversity of the Resident population. Your creativity covers 1.5 billion meters of space that’s taken more than 500 million hours over the past five years to assemble. It’s a mammoth undertaking.
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Our growth has come at a cost which you felt, and still feel - platform stability, viewer performance, lag, inventory management, etc. It’s important for you to know that we are ALL OVER these problems and that we’re making progress.
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Our next viewer, when it comes in full release, will offer a much better inworld experience. With more than 50 crash fixes, you’ll have fewer viewer failures and we’ve fixed some irritating elements in the interface.
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m top to bottom – recognizing that new users don’t need such a dizzying array of features, and experienced users, land and business owners and content creators need better tools that are more thoughtfully designed and organized for their needs. Everyone needs better inventory management and search is due for an overhaul. We hear you. We’re on it.
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We have redesigned and rebuilt the registration process to make it easier for new members to join. Although it is still in testing, we’ve seen a significant improvement in registration levels. Significant. That, plus press attention outside the US have allowed us to hit some new registration records for the year. Very exciting. In addition, we are reworking the first-hour experience for new Residents to help them become more quickly acclimated and connected to Second Life and able to enjoy the richness and experience earlier.
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In addition, Torley Linden has produced a library of 150 video tutorials designed to make it easier to do everything from teaching new Residents basic skills to putting media on their parcel. The videos are currently displayed on the blog and organized by category for easier consumption.
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Support continues to expand its services to the Residents; in the last quarter we have redesigned the Support Portal interface in response to your feedback, to bring key components of our service front and center so they are more accessible.
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M Linden's address to the world on the blog. It's a well written piece, unlike some of the Lab's previous effort, and although it's not as formal as a plan with timelines, it's got some nice indication of recent successes and imminent improvements in the pipeline. It's a confidence inspiring piece that maybe they've got management for their current size and maturity
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Gwyn's Home » Not So Lively: Chronicles of Day One on Google's Virtual World - 0 views
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analysis comment gwyneth llewlyn lively second life
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(no new virtual world supports the Mac these days, in spite of the “promises” done to “support it soon” — with “only” 8% of market share and growing, the Mac is simply not interesting for developers to focus on)
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Being — like all Google products! — a Beta version, there are perhaps 40 or 50 available options (not the “millions” announced by Google reps) and they can be somewhat configured, but the choices are confusing and very, very limited.
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“Linden Lab” room a close second. Figuring out that here I would already find a few familiar faces from Second Life®, I went for that one. The choice was certainly correct — Dusan Writer, Grace McDunnough, Jurin Juran, and likely a few others (sometimes it’s not easy to figure out who’s who!) were around in the room, testing the cumbersome interface. And cumbersome it is!
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Combine that with a confusing little interface and it was clearly anything but a “fun” experience. And remember that we were all cheating. Everybody on the “Linden Lab” room at that time was a veteran Second Life resident; we’re not exactly newbies with virtual worlds. We have tried several, and in some cases, use different VWs regularly and every day. We’re used to lag, to semi-functional software, to application crashes (several people crashed during the few hours I was online), to things not loading, to silly mistakes that everybody does. We’re also used to the insanely complex (but virtually rich) interface of Second Life, and use computers and their complex applications to accomplish tasks every day. And, of course, we all are very open minded and eager to try new things out.
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Lively was anything but Lively — except for the fact that you were in a visually unappealing chatroom with a lot of friends or at least acquaintances from one’s journey across the Metaverse. Like I usually say, most virtual worlds I’ve tried only capture my attention for about 15 minutes, and it’s up to the developers to make sure that I enjoy the first 15 minutes
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The “cartoonish” look (which is so great for rendering things quickly) is also something that baffles me. I can’t believe that Google is targeting the teen population.
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After all, Mike Elgan from ComputerWorld claims: What that means is that companies will be able to re-create their office and meeting space, and events companies can create or re-create entire conferencing facilities. Your avatar can wander around, see the “booths,” check out the conferences or interface with other “attendees” — all in virtual space. Really, Mike?… They might do that, but definitely not on Lively.
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Even a MoU representative (who, as said, did create a room for a client in Lively already) considers that opinion an “interesting hypothesis”. Put into other words, not even MoU seriously believes that article, and it’s just one of a series — which, if I didn’t know the reputation of the magazines writing them, I’d just believe they were infodumps straight out of Google’s marketing department. The claims are just ludicrous.
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If Google has more plans for Lively, they’re not telling — and instead are offering a terrible product, way below their usual offerings.
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So why are people so enthusiastic about Google Lively? I have only one explanation: it has the brand “Google” behind it.
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As a 3D-chatroom-embedded-on-the-web, it falls behind almost every other product and application I have tried in the past 4 years, no matter where you wish to find something good. The animations are goofy and cartoonish, to the point of extreme irritability.
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The interface is not obvious, but then again, SL suffers from the same problem, and it’s just a question of getting used to it.
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There is no content creation at all; no way to integrate it with anything; no programming/scripting; no chat tools (even GTalk, known to have the least features just after SL’s chat system, has far more!).
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And, more important: no support, a terrible forum system (I can’t answer on half the threads), no helpful people around… if you bump into a Google Developer, they’re very likely very friendly (or so everybody who met them claims), but that’s all you get.
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Searching for the “most popular” rooms leads to the inevitable: the most rated one was a dance club (since you can stream music) and on the top ten list you had a lot of sex-related rooms as well.
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This was a terrible disappointment. I admit to being very naive. I was expecting something with at least the quality of Vivaty which at least has pretty decent avatars
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but using SketchUp to import at least crude models. Even importing plywood cubes would be nice! Instead, we have to rely on the “Catalog”, created by a limited group of Google developers.
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Some SL residents managed to talk to the Google Developers, and these said that there was a 3D Max plugin to allow the creation of content into Lively. The plugin works 90% of the time but it can only improve. There is no idea or plan or announcement on if that plugin will be released to the public.
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Google is known to be “the company that does no evil”. But looking from my point of view — an enthusiast of the 3D Social Web — I feel cheated. We were doing great in opening the minds to millions of users to look at the Metaverse as Second Life defines it as the next human-machine interface for all our tasks. Granted, we all know it’ll take ages — another decade at least — but we all are here for the long term. Instead, what we get from one of the industry giants is that “3D is bad, embedding cartoons on Web pages is good”. Why? Well, it should be obvious. Google is the market leader in (2D) web search content — both text and images (and soon video). While there is an HTML-based World-Wide Web, Google will be a major player in it — always.
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I don’t think there are coincidences. In about 24 hours (not in the same day for the timezone-impaired), Sun’s Wonderland gets slashdotted, Linden Lab announces the massive growth of Second Life and demonstrates the interoperability between their main grid and IBM’s OpenSim-based grid, and Google launches their own virtual world, Lively. July 8th was definitely the Day of the Metaverse!
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So, like probably billions of people around the world, I tried to join in to Lively and see what’s all about. Not to be turned down by the lack of Mac support