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Ambassadors from the Virtual Worlds – Change Agents in SL

12/10/2010 @ 1:41pm by Chant Newall | 1 Comment »

I have been working as a member of the Advisory Group for Harrisburg University on the planning for LEEF 2011 – their annual Learning and Entertainment Evolution Forum – a discussion of how games and simulations in the cyber-sphere can influence learning technologies and environments and collaborative spaces.  Harriburg University has a marvelous masters program in learning technologies and we have been working with them for the past two years to integrate a portion of their program and curriculum and experiences into Second Life.

I started thinking about what it is we are trying to do and say to the world at large by working in Second Life and the emerging and expanded universe of Virtual Spaces and Hyper-Grids.  That led me to question something fundamental (for me) – is the Virtual World a tool, as it is often portrayed in business applications, or is it, rather, a place, a new sort of place, in which we find ourselves?  Is it a place which is outside of the ordinary limitations of geography and national boundaries, outside of the ordinary limitations of siloing and isolation of thought?  Is it more than just a communications medium, but rather a universe in which we can live a part of our lives in greater connectedness with the human community around us, and with which we can learn to make a different world, and make a difference in our own?

So many experiments have been done with learning inside of the Virtual Universe, and the data and evidence are quite compelling that we learn better when in the universe of VR than we do in almost any other setting.  Why, I wonder, is that?  Is it because we are so engaged in the process, which requires more of our attention than sitting in a lecture hall or classroom or meeting room or diner or coffee shop?  We can’t just slip into our ordinary day-dreaming, but, rather, need to stay attuned to the needs of the interaction required, which doesn’t come naturally and automatically, but requires the acquisition of skills we don’t have yet, and the use of tools with which we are less familiar, less automatic.

Is it because we are interested in the newness, the innovation of it, the quality of it and us both being beyond our ordinary limitations, witnessing things (flying, teleporting, beautiful structures built beyond the limits of physics, the freedom to explore that which is distant with others who are also exploring) that we don’t expect to see in our neighborhoods and workplaces and schools?

Is it because there is something happening, a melding of our lives and the increased ability to process and acquire information, which is a continuation of an evolutionary trend that has been ongoing for thousands of years?

And are we engaging in a new medium, a new communication style, which we just find enjoyable, or are we change agents bringing about a new approach to collaboration and learning?  Are we about to see a tectonic shift in how we live together, as human persons, and how we solve problems?

I don’t know to what extent any of these thoughts contribute truth to our conversation – but I do know that the conversation about it can only be fascinating and mind-expanding. And so let’s make sure that we have such a conversation – and engage in all those discussions which help to make this VR our new place rather than confining it to being our new tool, and rather than making it a device we use, let’s make it our own, to live and work and learn in.

I invite everyone to join in the discussion.  It should be fascinating.

For those who want to learn more, information about LEEF 2011 is here -  http://www.harrisburgu.edu/news/event-details.php?id=292&cid=5&page=1  and here   http://leefblog.com/ and information about Harrisburg University’s innovative program leading to a masters in education and learning technologies can be found here http://www.harrisburgu.edu/academics/graduate/learning-technologies/

Leave a posting here of your thoughts and experiences – I will pass it along.  Engage in a dialogue with the world through this new space we are all co-creating.  Let’s hear from each other.

Education in SL – Policy Update

07/10/2010 @ 2:35pm by Chant Newall | No Comments »

Terrence Linden has posted on the SL Blog a carefully worked out solution to the issues raised by the Teen Grid and its closing.  Responding to the needs of the middle school and high school educators’ community, a solution has been developed which resolves the issues from both LL’s side and the education community’s side.  The blog with the solution is posted here:

http://blogs.secondlife.com/community/features/blog/2010/09/28/welcoming-teen-grid-organizations-to-the-main-grid .

This new policy will allow educators to construct schools and appropriate environments for 13 to 15 year old students and to use SL’s existing mechanisms to restrict these students to the estate on which the school is placed and create school-based accounts for their use.  Restrict to Estate is a well developed tool for providing access restrictions in SL for corporate and organizational accounts, and its expansion to the teen-area of the grid makes perfect sense.  This solution preserves the intention of teen education in SL while eliminating the need for LL to maintain an entirely separate grid and yet continues to allow access to this important community of educators and students.

It means as well that educators can now take advantage of the entire content creation community to build their schools, and that they can freely invite guest speakers and presenters to their sites and conduct their own process of approval for such speakers.  Students from all over the world will be able to share experiences as they do now, on other social media channels, while exploring how their educations are enriched by SL teaching and the 3D VR environment.

Given that the US department of Education has published a meta-analysis of VR education and has come to the conclusion that virtual education settings work and work better than many more conventional settings, this decision by LL is a very important one.  (The US Department of Education study can be found here:

http://www2.ed.gov/rschstat/eval/tech/evidence-based-practices/finalreport.pdf

What do you think?  Let’s talk about how all of us can contribute to the enrichment of the educational experience using SL at its best.

Why education in the Metaverse?

27/01/2010 @ 4:06pm by Chant Newall | No Comments »

Many people have asked why education is growing so quickly in Second Life.  The University of Texas state-wide system, for example, purchased sixty SIMs on which to house all their campuses in 2009.  Loyalist College’s training program for the Canadian Border Patrol is one of the case studies most written about concerning SL education, and experiments with medical education, safety education, emergency response team coordination and test preparation are only a few of the areas in which educational institutions are exploring the value of Second Life.

There are a number of reasons why this is such a hot area for research and development within the immersive environment of SL.  To start off the discussion, let’s list a few.

  1. Second Life is a “hot medium” – it includes engagement of the three principal sensory modalities used to create a compelling interaction – it is
    1. Visual,
    2. Auditory and
    3. Tactile. Most people probably don’t realize, until they are fully engaged in the experience of living in SL, that the tactile sensation is so real and complete.  In typing, moving the mouse, navigating the avatar all of the body’s motor skills are engaged, and when that navigation is coupled with real-time engagement with other persons, complex emotional and intellectual interactions, and the sights and sounds of the environment, it becomes an extraordinary experience.
    4. Second Life is online and provides global access to learners 24/7/365.  Learners and educators can enter the environment at anytime from anywhere to engage the content, practice, socialize with other learners and educators from around the world, and explore other aspects of the Metaverse, including social activities as well as intellectual pursuits such as museums, theatrical performances, and sightseeing.
    5. Second Life provides a completely flexible mix of facilitated and self-directed instruction.  With new features being added to the SL viewer all the time, more and more web-based content can be viewed from within the SL viewer itself, letting the student and educator explore adding content, doing research, and talking with others all without having to open other windows, navigate back and forth, and create confusion.
    6. SL Voice adds a very meaningful dimension to the learning process, allowing all participants to engage in real-time online conversation in-place, further deepening the learning experience.  Combined with the availability of both written and multi-media materials which can be viewed and shared from within the SL Viewer, these communication tools allow a compelling and realistic environment to be created and experienced.
    7. SL environments are easy to change.  Redesigning a classroom in real life, or building a new building, is a daunting task.  Doing this in SL is a matter of weeks and little investment in capital.  The same holds true for learning projects, in which students and instructors can collaborate to build a structure, engineer an item, or explore a change to a design on a repeated basis without difficulty.

For all these reasons, educational use of Second Life is one of the fastest growing areas for development of the Metaverse.  For all levels of education and all subjects, SL offers a unique opportunity to model and engage subjects and for students and educators from around the world to collaborate.  We would welcome any comments you might have about your own experiences in education in SL, and thoughts you might have about how this exciting new world can be more widely and effectively explored in the future.