second life is a 3-d immersive platform in which users represent themselves as avatars that can...
TRANSCRIPT
Second life is a 3-D immersive platform in which users represent themselves as avatars that can build the 3-D spaces in which they interact.
Roughly 500,000-1,000,000 active users.
35-45,000 users in-world at any given time.
300 universities conducting classes or research.
Japanese universities conducting classes in SL?
100`s of companies conducting business & research.
Explanation
NMC CampusGroup of about 250 universities and organizations dedicated to the exploration and use of new media and new technologies.
http://sl.nmc.org/2006/06/12/seriously-engaging-movie/
Media CoverageBrain-computer interface for controlling Second Life avatars Neurophilosophy 10.12.07Second Life: A Virtual Universe for Real Engineering Design News 10.12.07Virtual world allows for educational opportunities The Wildcat Online 10.10.07Free the Avatars New York Times 10.10.07More Internet users getting a virtual life San Francisco Chronicle 10.08.07Real Hope in a Virtual World Washington Post 10.06.07
Second Life on CSI: NY NYTimes Video 10.04.07
Law & OrderOctober 2007
The OfficeOctober 2007
Paradigm shift in the way we communicate, interact, consume, create, and learn.
So what?
The industrial age has been characterized by a centralized model of mass production in which consumers are passive receptacles of finished
goods.In the information age, the means of producing and
distributing information, culture, entertainment, education, and learning are at the fingertips of most
people in the developed world.
Benkler - “The Wealth of Networks”
Web 2.0
Sharing
Creating
Producing & Consuming = Prosumer?
CollaborationTapscott - “Wikinomics”
Playing an active role
Tools that enable and promote:
Language Learning ToolImmersion in the target language
David Wood – November, 2007 JALT Journal
Create their own learning experiences
Collaboration (co-creation)
Safe experimentation
Authentic interaction
Highly motivational- Fun & Utilize past learning
Language Classes in SL
Simulate real life classes – virtual NOVA
Authentic interactions
Co-creation of learning experiences
Safe experimentation
Role play
Extension of current practices
Leverages immersive platform
http://kt.flexiblelearning.net.au/tkt2007/edition-15
Exchange ScenarioStudents were divided into teams of about 7 and tasked with creating a new society within Second Life that combined aspects of the various cultures in their teams.
Specifically, students were asked to:•Introduce themselves (& their culture)•Decide on 10 team rules for interaction•Design a team flag•Create a representation of their new society using SL`s building tools.
Some detailsStudents were setup with:•Yahoo e-mail accounts•Wiki– worlduniversityexchange.wikispaces.com•Second Life avatars (anonymous names)
Wiki
•Backbone of the exchange•Asynchronous communications•Coordination
SuccessesExtensive asynchronous communication through the wiki.Synchronous communication through SL was difficult to time,
but very exciting and motivating whenever it occurred.When in-world, students truly felt immersed in an English environment and only used English even with each other.
Students were very relaxed when communicating through their avatars and could “experiment” with language use.
Created their own learning experiences.Were able to utilize their English education by engaging in AUTHENTIC interactions to accomplish tasks and for fun.
Highly ENGAGED
Steven Moinester
Elmo WilderFace to Face
• Can be intimidating
• Shy• Lack confidence
• Easily embarrassed by mistakes
• Difficult to experiment• Typically don`t approach
strangers
Avatar Interaction
• Relaxed• Not shy
• Bold• Not easily embarrassed by
mistakes• Easily experiment
• Start conversations with strangers any time
• Therapy
[2007/10/13 7:11] Ashley WorldUE: I can not meet my team mate but I can talk with foreign people! it is nice experiment for me[2007/10/13 7:13] Ashley WorldUE: Surely! I'm not good English so I can not talk with you in class but in chat I can speak to you casually :o)
Impediments to SuccessTechnological
Hardware and connection issues
Steep technological learning curve
OtherScheduling synchronous communications
Not accustomed to open-ended assignments
Coordinating and setting norms
ConclusionsSecond Life is an excellent platform for promoting authentic interactions, safe
experimentation, and engagement in the learning process.
But…to fully realize the potential of this platform within a university exchange
program the classes should be conducted synchronously to ensure sufficient
interaction.
Future SL ProjectsSynchronously coordinated university
exchange classes.
Using SL and other collaborative communication tools to substitute simulated communications with authentic interactions
whenever possible.
Assignments based classes.