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Scott Kahler

Google Wave Preview - 0 views

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    Check out the developer preview at Google I/O Google Wave is a new tool for communication and collaboration on the web, coming later this year. Watch the demo video below, sign up for updates and learn more about how to develop with Google Wave.
Steven Hornik

Innovate: Student Perceptions of a Course Taught in Second Life - 0 views

  • Virtual worlds, as digital learning objects appear to provide a space for constructivist learning at its best, facilitating more student engagement than the simple discussion boards comprising most online courses.
    • Steven Hornik
       
      A virtual world by itself can not be exptected to create engagement and contrasting virtual worlds with discusson boards is apples vs oranges. Each can serve its purpose and each can be engaging if developed an delivered properly, but alas the opposite is also true.
  • that students will become as motivated by virtual worlds as they are by video games.
    • Steven Hornik
       
      I would like to see the citation for video games being inhrently motivating, and motivated in what way? To play or to learn, they are different things.
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  • Most lectures were given in the classroom, so those given in SL, hampered by the slowness of text chat versus face-to-face conversation, suffered by comparison. Many students had to be on campus anyway during scheduled online class activities, leading to situations in which students were text chatting while sitting next to one another in a computer lab.
    • Steven Hornik
       
      This is just a Duh statement, of course students are not going to want to use a virual world platform while they are together in an actual classroom - its contrived and serves no purposed other then the oft mentioned "we hope it motivates the students" but why would it? If you don't use a virual world platform to take advantage of its unique affordances then the outcomes acheived in this study should be expected.
  • understanding the validity and creative procedure for illustrating their papers in a three-dimensional environment
    • Steven Hornik
       
      Again, why use a virtual world for presenting papers in a face2face class?
James OReilly

HUMlab - stream Virtual Macbeth - 0 views

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    ,Virtual Macbeth was designed to demonstrate how we might best use the affordances of virtual environments for Education. Shakespeare’s Macbeth reimagined in Second Life provides an adaptive bridge between classic texts and new media technology.
James OReilly

Virtual Learning Quality - Mastering ISO 9001 Quality Processes In Virtual Worlds - 0 views

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    ISO 9001 implementation for virtual learning & teaching
Cathy Arreguin

voyeurism: Co-presence + Dimensionality = Identity-formation - 0 views

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    Pedagogical affordances of VW and SL: Co-presence, identity and persistence. Good article for discussion
Eloise Pasteur

Advantages of Second Life over web-conferencing - Eloise's thoughts and fancies - 1 views

  • Advantages of Second Life over web-conferencing
  • Experience - whereas video is a one-way, passive experience, SL is a group one. This is a completely different dynamic, if the presentation makes use of it. If they just passively show a video, they might as well be on the web. Think of it, when done well, as comparing sitting in a movie vs at a comedy show where the audience can yell out comments that are instantly worked into the skit. Collaboration - participants get a completely different experience when they 'see' each other. It is more involving and interactive. This gives the speaker a chance to gather instant feedback, adjusting the presentation on the fly. There is even software for SL that allows participants to give feedback at specified times via their keyboard. Also, we find that "leaders" emerge in virtual focus groups, who often bring out information from others but don't dominate as they might in a "real" focus group. Screening - starting with a larger group, sub-groups can be created based on criteria such as beginners, those giving great feedback, gender, etc. These avatars can be instantly transported into other prepared rooms or SL environments for follow up, further Q&A, take a tour, etc. Also, participants can click on each other's profiles and learn about each other, something many like to do.
  • Spatiality - in a three-dimensional space people can move, and use proximity and distance to each other or to objects (for example for group building, voting by feet, to 'physically' separate collaboration tasks from one another, or just to non-verbally communicate preferences). In video conferencing, all you see is somebody else's mimics. There is no concept of space at all - which is crucial, however: remember Nonaka's Ba. Embodiment - being virtually embodied as an avatar can augment the feeling of co-presence, the feeling of being there together with your colleagues, peers, or collaboration team, etc. Directing your virtual representation, you visualize where your attention is at every point in time. In a video conference, nobody knows if you are paying attention or just looking at a totally different application on your screen. Configurability and scriptability - a virtual world can be more than a container for space, physics and avatars. Realized as a reactive, interactive and maybe even intelligently behaving environment it can harbor, support, and augment rich user experiences.
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  • 'Applying it right' would mean here: not to use the virtual world as just a fancy chat system with some visuals in the background provide real interactive experiences instead not to make as many people as possible sit down and watch yet another 2D powerpoint presentation in a 3D world encourage them to use / make them use the new possibilities offered by the system (move, discover, create, modify, interact, ...) not to try to teach them how to use all the menus in the SL software rather let the interactive objects speak for themselves on a simple click (->establish new forms of 'dialogs') leave 2D 'flatland' (info walls, in-world powerpoint presentations) embrace 3Dimensionality
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