virtual learning: education in the 21 st century jessica pater gtri

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Virtual Learning: Education in the 21st Century

Jessica PaterGTRI

Who are you?

Who am I?

What are your expectations of this workshop?

What are our expectations of this workshop?

Objectives

• Introductions• Define the 21st Century learner• Define Virtual worlds and their functionalities• Understand the breadth and depth of virtual

worlds• Second Life• Getting ready for Saturday

Learn the Truth about the Matrix Life Goes On As Is

Let’s Get Started!

This is why it is so important to understand the context of how youth are using the internet.

What defines a 21st Century Learner?

MMORPGs

• Game set in a Fantasy Virtual World

• Direct interaction/communication

What else is there???

What is a Virtual World?

• A virtual world is a computer-based simulated environment intended for its users to inhabit and interact via avatars. These avatars are usually depicted as textual, two-dimensional, or three-dimensional graphical representations, although other forms are possible. Some, but not all, virtual worlds allow for multiple users (Wikipedia)

• an extension of our real world that exists only online. i.e. the Cyber World (OsiXs)

Virtual Worlds/Virtual Lives

• Within the next four years, approximately 54% of kids under the age of 13 will be in a virtual world

• Geared towards kids, tweens, teens, and adults

VWs geared for tween market• Club Penguin• Webkinz• Whyville• Mokitown• Virtual Magic Kingdom• Disney’s Toontown

VWs and MMORGPs geared for preteen market

• Teen Second Life• Habbo Hotel• The manor• There• TowerChat• Playdo• Vzones• The Sims Online• Runescape

VWs and MMORGPs geared to older teens/early adulthood markets

• Second Life• World of Warcraft• The Palace• Active Worlds•VP Chat•Halo• Everquest •Worlds.com• Age of Conan•Tabula Rasa•Lord of the Rings Online

Virtual Worlds

• Evolution of– Social Networks– Gaming– Simulations

Evolution of Web 2.0 to Web 3.0????

Poptropicia58%Barbie Girls

25%

Webkins7%

Buildabearville4%

Handipoints1%

Others4%

Total Registered Accounts share of market Q1 2009 Average user age 5 - 10 years old

Activeworlds2%

Scenecaster3% Others

5%

There3%

Gaia23%

Meez12%

Taatu2%

Outspark6%

IMVU45%

Total Registered Accounts share of market Q1 2009 Average user age 10 - 15 years old

Activeworlds1%

Scenecaster3% Others

5%There

3%

Gaia21%

Meez11%

Taatu1%Outspark

5%

IMVU41%

vMTV5%

Weblin3%

Total Registered Accounts share of market Q1 2009 Average user age 10 - 15 years old

Living a Second Life…

Second Life

• Linden Labs is where it all began….– Responsible for the money (more about that later)– SL development– SL “law enforcement” or law makers– Unique business model

User Statistics

• Total Population – 12,289,613 (February 23, 2008)– 14,977,032 (September 2, 2008)

• 1.44 Million logged in within last 60 days

• 72,805 logged in @ 3:25 today

Economy

• 2006 GDP = $64 million• 2007 GDP = $580 million (estimated)

– More than 21 Countries

HOW IS THIS POSSIBLE??

• L$ Linden Dollar – Rates fluctuately slightly based on supply and demand– $250 L - $1.00– Total Money Supply: $22,531,821.65

LindeX

Logged Time•Between July & September of 2007, over 27 million hours were logged “in world”

•Since November 2006, Second Life has seen a 104% increase of traffic

Communication Tools

Verbally(text and/or voice chat)

or

Non-verbally(visual appearance, proxemics, gestures)

In private (instant messages/IM)

or

In public(places or group IM)

Tools for Travel

Tools for creating and shaping the world

So what can we do with this platform??

Business

Education

Education

Politics

Machinama

http://www.youtube.com/watch?v=9982ql7C-rc

the use of real-time three-dimensional (3-D) graphics rendering engines, often from video games, to create computer-generated imagery (CGI) for animated films.

AcknowledgementNASA: http://wiki.nasa.gov/cm/wiki/?id=2731

Alja Sulcic

Peggy Sheehy

Linden Labs

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