NE Connect

67 %
33 %
Information about NE Connect

Published on November 18, 2007

Author: lauranicosia

Source: slideshare.net

Description

This is the presentation given at NEConnect in a joint effort between Montclair State University and Seton Hall.

Second Life Dr. Laura Nicosia Assistant Professor English Department AJ Kelton Director CHSS Technology Services Unit College of Humanities and Social Sciences at Montclair State University Teaching, Learning and Technology Center at Seton Hall University Heidi Trotta Instructional Designer Riad Twal Instructional Designer

What do you already know about Second Life? Why talk about Second Life?

What is Second Life? Started in 2003 “ Second Life is a 3-D virtual world entirely built and owned by its residents.” A flexible space for learning and exploration An opportunity for people to interact in a way that conveys a sense of presence lacking in other media. Generalized rather than contextual, applicable to almost any discipline.

Started in 2003

“ Second Life is a 3-D virtual world entirely built and owned by its residents.”

A flexible space for learning and exploration

An opportunity for people to interact in a way that conveys a sense of presence lacking in other media.

Generalized rather than contextual, applicable to almost any discipline.

What is Second Life? Second life is NOT a game - there are no rules or a fixed goal-oriented purpose. 15-20K sign ups daily - over 10.5 million total 25 - 50K residents on at one time over $1 million spent daily (real US dollars) Well over 200 educational institutions Over 250 “sims” dedicated to education

Second life is NOT a game - there are no rules or a fixed goal-oriented purpose.

15-20K sign ups daily - over 10.5 million total

25 - 50K residents on at one time

over $1 million spent daily (real US dollars)

Well over 200 educational institutions

Over 250 “sims” dedicated to education

What is Behind Second Life a scaleable co-located grid of servers running Linux Real-time 3D streaming with rigid body physics simulation, streaming positional audio (distance and direction) Persistent desktop access - everything resides on the grid Cross-platform portability Infinite avatar customization - no two avatars alike Uploadable textures, audio, Quicktime video can play in-world. International Language Support - chat and communicate in local languages, inc. Asian character sets. European keyboards supported.

a scaleable co-located grid of servers running Linux

Real-time 3D streaming with rigid body physics simulation, streaming positional audio (distance and direction)

Persistent desktop access - everything resides on the grid

Cross-platform portability

Infinite avatar customization - no two avatars alike

Uploadable textures, audio, Quicktime video can play in-world.

International Language Support - chat and communicate in local languages, inc. Asian character sets. European keyboards supported.

Technical Requirements Highest speed connection (no dial up) Best Graphics Card (specific) Windows 2000 / Mac OS X 10.3.9 800MHz Pentium III / 1 GHz G4 512 MB RAM

Highest speed connection (no dial up)

Best Graphics Card (specific)

Windows 2000 / Mac OS X 10.3.9

800MHz Pentium III / 1 GHz G4

512 MB RAM

A Universe of Virtual Worlds 22 virtual world platforms listing over 11.8 million users, and that only includes numbers from 7 of the 22 18 virtual worlds for Teens and Tweens listing over 52.3 million users from 12 of the 18 15 virtual worlds for kids listing over 16.7 million users from 9 of the 15 Do the math: 55 virtual platforms w/ 80.8 million users

22 virtual world platforms listing over 11.8 million users, and that only includes numbers from 7 of the 22

18 virtual worlds for Teens and Tweens listing over 52.3 million users from 12 of the 18

15 virtual worlds for kids listing over 16.7 million users from 9 of the 15

Do the math: 55 virtual platforms w/ 80.8 million users

Show me the money “ We don't see any slowing in the market adoption of virtual worlds technologies and expect investment in the space to continue. In fact the market is growing significantly, with the rate of adoption of virtual worlds increasing as the technology matures and has more to offer both consumers and enterprise customers.” Christopher Sherman Executive Director of Virtual Worlds Management

“ We don't see any slowing in the market adoption of virtual worlds technologies and expect investment in the space to continue. In fact the market is growing significantly, with the rate of adoption of virtual worlds increasing as the technology matures and has more to offer both consumers and enterprise customers.”

Christopher Sherman

Executive Director of Virtual Worlds Management

Pedagogical Validity for Teaching with Second Life

Pedagogical Validity for Teaching with Second Life

First, we recognize… There is significant media hype focused on the “darker sides” of the in-world experience - violence, sex, drugs and rock & roll The label of “gaming” poses an image problem for SL insofar as its potential uses in secondary and/or higher education Without proper directions, goals and objectives, SL is as aimless and as pedagogically bereft of meaning as any other poorly designed or poorly deployed classroom lesson

There is significant media hype focused on the “darker sides” of the in-world experience - violence, sex, drugs and rock & roll

The label of “gaming” poses an image problem for SL insofar as its potential uses in secondary and/or higher education

Without proper directions, goals and objectives, SL is as aimless and as pedagogically bereft of meaning as any other poorly designed or poorly deployed classroom lesson

However, with constructivist pedagogies Comprehension soars when millennials engage with their avatars and co-journey through the learning environment’s unfolding episodes and processes (Dede) Learning communities are fostered Collaborative knowledge-building develops and cognitive capital is distributed among groups and individuals

Comprehension soars when millennials engage with their avatars and co-journey through the learning environment’s unfolding episodes and processes (Dede)

Learning communities are fostered

Collaborative knowledge-building develops and cognitive capital is distributed among groups and individuals

Each site is “always on” and “always full of content”

Sites may appear vacant, but may be filled with content

Meet Students in “Interesting” Places

Second Life permits the use of unconventional educational settings and hands-on experiences that would be difficult/impossible in Real Life. Such as…

Dante’s Inferno and Linden Hills

Second Life provides Guided Inquiry, where experience is central to learning Scaffolding of in-world prior experiences through seeking, sieving and synthesizing experiences Decentralization of the class, where knowledge is created across a community rather than delivered from an individual

Guided Inquiry, where experience is central to learning

Scaffolding of in-world prior experiences through seeking, sieving and synthesizing experiences

Decentralization of the class, where knowledge is created across a community rather than delivered from an individual

In the process, we… Share and exchange resources, cultural knowledge, stories and experiences Engage in social exploration using a multiplicity of perspectives and points of view Apply critical thinking and problem-solving in context and in process Unlearn assumptions about communities and the “Other”

Share and exchange resources, cultural knowledge, stories and experiences

Engage in social exploration using a multiplicity of perspectives and points of view

Apply critical thinking and problem-solving in context and in process

Unlearn assumptions about communities and the “Other”

Exposure to the “Other”

But, how do we teach content and skill sets using Second Life

Q: How do we teach content (novels and stories) & skill sets (like writing and editing) using Second Life?

Pedagogical considerations: Asynchronous participation and deep reflection at each user’s pace Synchronous virtual exchanges to heighten immersion and foster interactions A combination of mediated , situated learning-environments (teacher established challenges) and free, evolving situated learning environments (to experience virtual exploration)

Asynchronous participation and deep reflection at each user’s pace

Synchronous virtual exchanges to heighten immersion and foster interactions

A combination of mediated , situated learning-environments (teacher established challenges) and free, evolving situated learning environments (to experience virtual exploration)

If you build it, they will come

Construct 3-D Sites

Autonomous Learning

Students visit the always available site

They enter the learning space

Explore and orient themselves

Encounter your assigned tasks

They can open search engines and visit my pre-selected urls. I control the environment.

They receive tasks to accomplish (whether I am with them or not)

Students write essays on Notecards and deliver them to me via an “inworld email” system or deposit them in items.

Creating Notecards is as easy as opening a file.

Their Notecards can be as long as they need to be.

An effective virtual learning environment (VLE) may: Supplement face-to-face interaction Be used in combination with other multi-media (e.g. videoconferences embedded within the SL platform or concomitant with SL) Be an adjunct to Blackboard or another more linear, asynchronous interactions with discussion groups and blogs

Supplement face-to-face interaction

Be used in combination with other multi-media (e.g. videoconferences embedded within the SL platform or concomitant with SL)

Be an adjunct to Blackboard or another more linear, asynchronous interactions with discussion groups and blogs

Hold Meetings In-world

Ultimately, We Must Make the environment part of the learning experience—not an end unto itself Enable metacognitive reflection on the SL experience Construct feedback loops and self-renewing frameworks to inform our praxis Investigate the pedagogical successes and failures of using Second life for our classes and disciplines

Make the environment part of the learning experience—not an end unto itself

Enable metacognitive reflection on the SL experience

Construct feedback loops and self-renewing frameworks to inform our praxis

Investigate the pedagogical successes and failures of using Second life for our classes and disciplines

For discipline-specific uses of SL in the class: “ 101 Uses for Second Life in the College Classroom” Dr. Megan S. Conklin—Elon University http://trumpy.cs.elon.edu/metaverse

“ 101 Uses for Second Life

in the College Classroom”

Dr. Megan S. Conklin—Elon University http://trumpy.cs.elon.edu/metaverse

The CHSS Pilot Project

Recreate What Exists

Walk into a story

Always “On” Content

 

Traditional Spaces

Create Something New

Engage Your Students

Challenges

Genome Island

The Second Louvre

NOAA

Business

Spaceport Alpha and Delta

Renaissance Island

San Francesco Assisi

InfoIsland

Princeton

The Sistine Chapel Vassar

 

Vassar Island

The Lost Gardens of Apollo

Abbott’s Aerodrome

 

 

?

So many thanks to the numerous educators in Second Life who have shared their Second Life experiences, photographs and thoughts for this presentation! AJ Kelton (SL: AJ Brooks) keltona at mail.montclair.edu http://www.sorry-afk.com Slid eShare: sorry.afk Laura Nicosia (SL: LauraMaria Onomatopoeia) nicosiala at mail.montclair.edu SlideShare: lauranicosia Heidi Trotta (SL: Heidi TeeCee) trottahe at shi.edu http://heiditrotta.com SlideShare: trottahe Riad Twal Twaltiad at shu.edu http://pirate.shu.edu/~twalriad

Add a comment

Related presentations

Related pages

N.E. Connect GmbH

N.E. Connect GmbH. Friedenstraße 200 D-75173 Pforzheim Telefon: +49 (0) 7231 / 60 789 60 Telefax: +49 (0) 7231 / 60 789 80
Read more

NE Connect (@NEConnect) | Twitter

The latest Tweets from NE Connect (@NEConnect). A free resource connecting companies across our region and unashamedly trying to keep it local http://t.co ...
Read more

Connect me Information - Mercedes-Benz

Mercedes me connect verbindet Sie mit Ihrem Fahrzeug und Ihr Fahrzeug mit allem, was Ihnen wichtig ist. Werden Sie Teil einer intelligent vernetzten Welt.
Read more

CONNECT

Hier sollte eine Beschreibung angezeigt werden, diese Seite lässt dies jedoch nicht zu.
Read more

Business Support & Updates für mobile Internet-Hardware

Für Vodafone Mobile Connect USB-Surfsticks mit UMTS Broadband / LTE, die UMTS-Datenkarten, UMTS / LTE W-LAN-Router - neue Software-Releases für das ...
Read more

Garmin Connect

Garmin Connect Mobile. Some Garmin devices are made to work with our mobile app. Set up your device in the app and sync your data while on the go.
Read more

Connect me - Mercedes-Benz

Mercedes me connect Dialog pur. Mein Fahrzeug und ich. mehr erfahren. mehr erfahren. Mercedes me assist Service im Rundumpaket.
Read more

beIN SPORTS CONNECT

beIN SPORTS CONNECT
Read more

Mitel Login - Mitel Connect Login

Login. User name : Password : Help. More information about Mitel products can be found at www.mitel.com or the Mitel partner website for authorized ...
Read more

protel Cloud Center

protel Cloud Center
Read more