supernews spring 2012 (april 11)
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also viewed as magazine format on Issuu at http://tinyurl.com/863j486, archived at http://arvelsig.ning.com/page/newsletters-1TRANSCRIPT
ARVEL Applied Research in Virtual Environments for Learning
Augmented Reality | Emerging Tech | Video Games | Virtual Worlds
www.ArvelSig.com
JANUARY-APRIL 2012
EXCLUSIVE
Interview With
MATT DUNLEAVY
ASK CHRIS
ENGAGE
To Know Is The Beginning
by JONATHON RICHTER
Research Advice
from CHRIS DEDE
PROPHETS OF
SCIENCE FICTION
SF Book Reviews
by SHARI METCALF
The ARVEL SuperNews is an initiative of The Applied Research
in Virtual Environments for Learning special interest group of the
American Educational Research Association.
arvelsigSuperNews Applied Research in Virtual Environments for Learning
EDITORS: Jonathon Richter and Sabine Lawless-Reljic
AUGMENTED REALITY EDITOR: Patrick O’Shea
EMERGING TECHNOLOGY EDITOR: Jeremy Kemp
VIDEO GAMES EDITOR: Moses Wolfenstein
VIRTUAL WORLDS EDITOR: Sabine Lawless-Reljic
ASK CHRIS: Chris Dede
EDITOR AT LARGE: Jodi Asbell-Clarke
SCIFI COLUMN EDITOR: Shari Metcalf
CONTRIBUTING AUTHORS: Jonathan Bartels, Barbara Johnson, Ryan Martinez, Dennis
Paiz-Ramirez
EXECUTIVE COMMITTEE 2011-2012
HONORARY CHAIR & NOMINATION COMMITTEE CHAIR: Chris Dede
CHAIR: Lisa Dawley PAST CHAIR: Jonathon Richter
PROGRAM CHAIR: Scott Warren PROGRAM CHAIR ELECT: Amy Cheney
FINANCE/SECRETARY: Brian Nelson SPECIAL EVENTS: Patrick O’Shea
COMMUNICATIONS: Sabine Reljic MEMBERSHIP: Dennis Beck
AWARDS: Shari Metcalf WIKI: Nicole Miller
PUBLICATIONS: Krista Terry
CONTACTS:
WEBSITE: http://www.arvelsig.com
NING: http://arvelsig.ning.com
EMAIL: [email protected]
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S WHAT’S THE BUZZ
4 Researching the Rules of Play
5 From the ARVEL Chair-interim
AUGMENTED REALITY
7 Is AR Overrated?
8 Software/App Reviews
EMERGING TECH.
11 Software/App Reviews
VIDEO GAMES
20 Non Satis Ludere
22 Game Reviews
VIRTUAL WORLDS
24 Immersive Learning with ARVEL
3
SPECIAL FEATURE
9 Interview with Matt Dunleavy
REGULAR FEATURES
6 Movie Review
12 ARVEL@AERA
17 Ask Chris
18 SF Column
25 Club Photo
26 Blog Alert
27 Art Reviews
28 Announcements
CONTENT
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4
Researching the Rules of
Play
|What’s the Buzz?
s research professionals, we presume to
undertake the difficult, perhaps impossible challenge of seeking and communicating knowledge. As educators, we give students experiences that we hope provide them with the knowledge they need to better function in the world. For members of ARVEL and our ilk… we get to interrogate games and immersive spaces as contexts for acquiring such meaningful knowledge. Lucky us.
All of this work with knowledge as our currency is quite challenging of its own sake – but as they say, “To Know is Not Enough”. It’s not enough for us. It’s not enough for them. Peter Drucker once said, “knowledge has to be improved, challenged, and increased constantly, or it vanishes.” Knowledge is a tricky thing, like a river. Indeed, we live in an increasingly interconnected, fast-paced, and rapidly changing world. This puts “simply knowing” beyond our reach. It isn’t just the technology that won’t stand still. As the world is increasingly revealed, we have come to comprehend that it is really too big to know. So we cannot stand apart from the world, but must be involved in it. We must engage in the transactions of things: to strive, to balance, to connect, and transcend. What then, are we to do with our knowledge? I like that AERA traditionally follows the first Sunday after the full moon that occurs after the vernal equinox. In the springtime, we realize our capacity to emerge from the darkness. Enlightenment is to know in a way that allows us to see and to Spring into new Patterns of Action. We are called to provide protection, stoke the fires of the mind, calm the storms of unreason, of hot emotion and riot. We are leaders, provocateurs, and cheerleaders. We are game-makers. With our knowledge, let us game the future, now.
Jonathon Richter, Co-Editor
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5
ENGAGEMENT and RENEWAL
To Know is the beginning For the win…
By Jonathon Richter
Don’t just join ARVEL – do
something mARVELous this year!
So here I am, back sooner than I
ever thought possible, writing to
you as Chair. Well… Interim-Chair,
anyhow. Our ARVEL SIG Chair,
Dr. Lisa Dawley, asked me to sit
here through the AERA Conference
in Vancouver, B.C. while she and
Dr. Chris Haskell adroitly manage
the next beta release of 3D
GameLab. While I won’t be able to
enact what Lisa would do, should
she be able to be in two places at
once – I’ll do my best to steward
ARVEL through the Annual
Conference as best as I’m able.
With the capable help of our
Executive Committee and the
fantastic line-up of speakers
presenting on immersive learning
research, I think we’ll be ok.
Jon Richter’s alt “Wainbrave Bernal” in SL and 8-bit
versions
ARVEL SIG continues to grow. Our
membership is strong and the public
is increasingly aware of and
participating in our activities that
span a variety of media channels –
including this “super” newsletter. We
are getting better at eliciting the
research-related contexts to be found
in games, virtual worlds, AR and
emerging forms of “immersivity” –
and highlighting such situated
knowledge for you, our audience. We
are looking at a number of exciting
new options with cooperation from
the American Educational Research
Association’s Executive Council
(more on THAT as things develop ;).
Yes, ARVEL SIG continues to get
more relevant, more comprehensive,
and to integrate the very immersive
media which we profess to study.
Now, as we grow and take more
tangible form, we’re looking
increasingly for YOU to become an
active participant in the SIG. Here are
just a few things that you can do:
• Submit a paper proposal for
AERA 2013 in San Francisco!
• Lead an ARVEL Ning Forum
Discussion; or
• Present at an upcoming ARVEL
Inworld Discussion;
• Build our Knowledge Base by
contributing to our ARVEL
Research Wiki;
• Submit an overview of the
immersive projects or research
going on at your institution for
publication in the SuperNews;
• Or even volunteer to be a part of
our ARVEL Editorial Board!
The ARVEL SIG is expected to grow
and become even better this coming
year. We have big plans! Join us and
maximize your benefits!
6
Movie
Review
Source: http://blog.80millionmoviesfree.com/wp-content/uploads/2010/08/catfish-movie-photo.jpg
he 2010 documentary film Catfish (Joost & Shulman) depicts a classic mistaken
identity storyline with a 21st century twist as it follows the developing T
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romantic relationship of Nev, a twenty-something New York City photographer,
and a woman he met on Facebook. The blurred line between the real world and
digital realities complicates this as Nev struggles to make sense of and identify
appropriate actions to what he is finding. These blurred lines are particularly
problematic when it comes to issues of identity because of the multiplicity and
situatedness of networked identities. The fact that our society is struggling with
these issues can clearly be seen in the wave of news reports of teachers posting
content on social media websites that is deemed inappropriate for the identity of
“teacher” in our society.
A key to being able to better address these new issues we are facing in social
media is to see what is going on. The Pew Research Center’s Internet and
American Life Project is a leading source for exploring ways the Internet is
changing society. Publishing fifteen to twenty reports a year, many reports in
recent years have been focused on usage and perceptions of social media. More
information about the Internet and American Life Project can be found at
http://www.pewinternet.org
As digital technology is changing at a pace we have never before seen, it is
important that we, as educators and scholars, be proactive rather than reactive.
HASTAC is a consortium focused on the possibilities for learning and
communicating in new technologies. This organization has a purposeful emphasis
on what’s next. HASTAC prides itself on fostering new ideas and innovation by
hosting competitions and sponsoring graduate and undergraduate digital scholars.
More information can be found at http://hastac.org. By Jonathan Bartels
7
|Augmented Reality
Is Augmented Reality Overrated? 34% of respondents stated that AR technologies were easy to use and useful. By Patrick O’Shea
Recently, there’s been a good deal of
discussion about the utility of
Augmented Reality technologies.
This thread of discussion has its roots
in a recent survey by Ypulse – billed
as “Media, Marketing and
Technology for the Next Generation”
according to their website
(http://www.ypulse.com). According
to this survey, only 34% of
respondents stated that AR
technologies were easy to use and
useful. This has lead to a general
discussion throughout several
marketing websites that have begun
to question the utility of AR to the
younger generation. For example,
Marketing Vox (marketingvox.com),
GoMo News (gomonews.com), and
the Mobile Commerce Press
(qrcodepress.com) all dedicate time
and space to describing these results
and trying to divine their meaning for
marketing trends.
Now, granted, these sites focus
on the marketing utility of the
technology, which wouldn’t seem to
hold direct meaning for educators,
but the statistics Ypulse have
reported indicate not only that
students don’t see utility in the
technology for marketing purposes,
but also that these difficulties stem
from a general lack of understanding
about how these technologies work
(for example, students don’t seem to
understand that they need an app on
their mobile devices to access these
materials). The difficulties that these
respondents see with how the
technologies work would be highly
pertinent for educators who are
hoping to use these tools in their
classrooms.
The question, however, is “How
do we interpret these results for
education?” Do these results mean
that education’s efforts to use AR are
destined to be fruitless, aside from
the “wow” factor of using a new and
inventive tool? Obviously, it’s
impossible to tell the future, and as
the editor of the AR section of the
ARVEL SuperNews, I’m not exactly
an objective observer of these trends.
Having stipulated that, though, I can
say that I see a couple substantial
differences between how these tools
are used in each setting that would
support greater usability in
classrooms than in general marketing.
First, as the difficulties seem to
be associated with confusion about
how the technologies work,
classroom settings are better situated
to provide guidance on how to make
these tools function. Teachers and
technology personnel can set up the
hardware and software ahead of time
to ensure that the proper tools are
available, and can then subsequently
train students on the use of these tools.
Second, and perhaps more
importantly, the marketing efforts that
leverage AR tend to focus on “one-
off” interactions that are designed to
provide information about products or
experiences. While informative, and
potentially interactive, these initiatives
would appear to be discrete and
disconnected to any larger context for
the information that is presented.
Educational initiatives, however, have a
greater potential to embed the AR
technologies as a tool for providing
contextualized information and
interactions.
Of course, I don’t want to be
Pollyannaish about these tools. The
future will tell whether AR actually
becomes a useful tool in educational
settings, and it’s by no means a given
that it will provide substantial benefits
(although, the same can be said of any
educational tool). However, I can say
that I see a path for these tools to
provide engaging, motivating, and
contextualized learning opportunities
that are substantially different from
traditional educational practices (for
example, utilizing AR tools to facilitate
data gathering interactions within a
mystery narrative). In other words, it’s
WAY too early to determine whether
AR is overrated as an educational tool.
One thing is clear, though – the answer
to that question will depend on the
quality of the curricula that are
designed to leverage the tools, rather
than the students’ perceptions of the
tools themselves. –P.O.
Mobile AR apps
to reach 1.4B
downloads by
2015
Study:
http://www.juniperresearch.com/r
eports.php?id=279
8
Software
& App
Reviews
http://www.vuzix.com
Vuzix is a company that produces sunglass-
based viewing technologies. The recent
SMART glasses, introduced at CES, provide
see-through HD displays, which can be used as
augmented reality data displays. This
technology provides a tool to display content
in a user-friendly way, but is dependent upon
content development to ensure quality
educational experiences.
http://www.google.com/mobile/skymap/
This application, available only for Google
Android devices, will turn your Android phone
into a viewfinder through which you can view the
sky, including stars, planets, constellations, and
satellites. This technology utilizes geolocation
information and the internal gyroscope to allow
anyone interested in learning about heavenly
bodies to view that information in relation to
their position.
http://tourwrist.com/
Tour Wrist is an augmented reality application
that allows for the development and presentation
of 360° panoramic images. These images are
tied to specific geolocations (but can be browsed
from anywhere), and utilize the internal
gyroscope within the device to allow the user to
view the entire 360° image by turning the
device. This is an excellent app for providing
virtual fieldtrips for students who may not be
able to visit diverse locations due to costs or
other constraints.
http://www.qrstuff.com/
The Quick Response (QR) code is a flexible
device that allows a device to “trigger” various
events through the camera function. This
technology allows the device to take a picture
of the code using a QR Code Reader app, and
depending on what data is encoded within the
design, the code can cause the device to
perform actions such as opening a webpage,
calling a phone number, sending a text
message, or simply presenting a block of text
(among other activities)
Sky Map
Quick
Response
Image: WRAP 290AR+ maxReality Bundle
Source: http://www.vuzix.com/consumer/products_wrap920ar.html Image Credit: p. 28
9
|Special Feature
Interview With Matt Dunleavy About Hard Fun, Collaboration and Thinking
By Jonathon Richter
Jonathon Richter: Hi Matt.
Thanks so much for agreeing to
visit with us. We’re really excited
about your upcoming presentation
as Featured Speaker at our ARVEL
Business Meeting in Vancouver. Tell
us a little bit about yourself…
Matt Dunleavy: Great to be
visiting with you. I am excited to be
talking with you and grateful for the
opportunity to share my work.
Currently, I am an Assistant
Professor in Instructional
Technology at Radford University
in southwestern Virginia. This is my
fifth year at RU and I love it. I
received my Ph.D. in 2006 in
Educational Research, Statistics, and
Evaluation at the University of
Virginia, where I focused on the
impact of ubiquitous computing on
student learning and the classroom
environment.
My research interests are
focused on the intersection among
1-to-1 computing, instructional
gaming, cognitive science, and social
constructivist pedagogy. Prior to
completing my formal education, I
lived overseas teaching English as a
Second Language in Cameroon,
Central Africa as a Peace Corps
volunteer and then independently in
Taiwan, Republic of China. In my
free time, I love to spend time with
my wife, Sarah, and our two
children Sophia, 4, and Christopher,
18 months.
J.R.: Matt, please describe GAMeS Lab
and the work you do there:
M.D.: I established the Gaming,
Animation, Modeling and Simulation
(GAMeS) Lab in December of 2007 to
research and develop mobile learning
initiatives.
Our first successful grant award came
in the fall of 2008 from the National
Science Foundation (NSF) to research
and develop augmented reality curricula
within the Radford Outdoor Augmented
Reality (ROAR) project
(http://gameslab.radford.edu/ROAR).
The second component of the GAMeS
Lab is the iLearn project
(http://gameslab.radford.edu/ilearn/),
which is funded by a Virginia
Department of Education grant awarded
in January of 2010 to explore how the
iPod touch and the iPad could be used
to enhance effective teaching and
learning.
J.R: So what excites you the most about
your research?
M.D: From my perspective, the most
exciting aspect of my research is the
emergent and unpredictable nature
of mobile learning. Devices like
the iPad, which is just two years
old, are changing how we learn
and teach in and out of the formal
school day. Technologies like
augmented reality, which is still
emerging as a platform and field
of study, is radically changing how
we interact with our environment
and with each other. This is a very
exciting time to be involved with
mobile technology and to explore
how it might enhance our ability
to learn and teach.
J.R: How did you get involved
with Games Research?
M.D: From 2006-2007, I was a
Postdoctoral Fellow in Learning
Technologies at the Harvard
Graduate School of Education and
the director of the Handheld
Augmented Reality Project
(HARP). During this fellowship, I
researched the strengths and
weaknesses of augmented reality
to enhance student engagement
and learning in the 6-12 grade
classroom environment.
Working with teams from
University of Wisconsin at
Madison and MIT, we explored
how AR could be delivered
through various game and
simulation narratives. This was
really the first time I had used
games as a teaching tool and I was
immediately hooked on exploring
its application within education.
Matt Dunleavy
10
The mechanics and stories embedded
within good games have provided a
wealth of information and design
principles that I am continuing to
explore to this day within AR
experiences.
J.R: If you would please pick a
particular learning game and walk us
through it a bit – tell us briefly about
the game’s design for learning and the
fun – and highlight a few of the issues
that you encounter there as a
researcher?
M.D: Sure. Outbreak is an AR game
that attempts to guide students
through a collaborative scientific-
inquiry experience focused on an
epidemiology narrative. Outbreak
presents the students with the
following scenario: A deadly strain of
a mystery disease has broken out in
Thailand. The World Health
Organization and the Center for
Disease Control are quickly
overwhelmed and world's scientists
turn to the Internet to plead with the
global community to pitch in and
help. Everyone needs to lend a hand
if we are to survive and you and your
classmates as leading experts in your
respective fields of botany, zoology,
and entomology have been recruited
into the cause to stop the disease.
Only the right combination of plants
and animals will complete the
chemical puzzle and the students
must work in teams using their AR-
enabled smartphones to collect and
analyze the data in their school
playground to create the antidote.
Outbreak is based on Virginia
Standards of Learning for middle
school Life Science and the unit could
easily be adapted for secondary
Biology students. In addition, the
game structure and content are
designed to allow teachers the ability
to make alterations based on different
academic standards, different content
areas, and different current events.
Finally, the game content and
structure are designed to allow for
multiple entry points on which
teachers may build in future
iterations.
J.R: On the research methods and
tools that you employ, can you give
us a bit more specific detail on the
sorts of evidence claims about
learning that you make?
M.D: We use a design-based research
(DBR) approach to explore the
feasibility and practicality of using AR
in the K-12 environment for teaching
and learning. As applied to AR
development, this formative research
uses an approach of progressive
refinement where AR designs that
have been informed by learning
theory frameworks as well as video
game design principles, such as
immersive narrative, role play, and
mini-puzzles, are field tested in real
world contexts with typical users to
determine which design elements
work well in practice and which
elements need to be revised and
retested. At this early stage in research
and development, we are trying to
determine the design principles that
leverage the affordances of this
emergent and nascent pedagogical
and technological tool.
That being said, the most
frequently reported affordance of AR
is the ability to present to a group of
learners multiple incomplete, yet
complementary perspectives on a
problem situated within a physical
environment such as a school
playground or a park. This affordance
is a direct result of the 1-to-1
device-to-student ratio provided
within most AR learning
environments, in which each
student is interacting with a GPS-
enabled device to participate in the
activity. This unique affordance
enables educators to incorporate
collaborative pedagogical techniques
and experience design approaches
such as jigsaw and differentiated
role-play, which lend themselves
well to inquiry-based activities
requiring discussion and
negotiation.
J.R: What advice would you give to
others looking to pursue this sort of
research?
M.D: My advice is to get involved
as quickly as possible in exploring
this new tool as we have a great deal
to learn and it is huge opportunity
to make a meaningful impact on the
field and shape the direction of
mobile AR learning. We first need
to figure out the optimal design
principles or heuristics for AR
learning and this can be done at a
very small scale by a motivated team
or individual without a great deal of
resources.
J.R: Looking three to five years into
the future, what do you see as
pressing for educational research in
immersive learning?
M.D: Imagine a world where you
walking through the Internet.
Imagine a world where your entire
physical environment is embedded
with location-based and just in time
information presented to you via a
11
heads up display on your eyeglasses. This form of AR is coming and it will be the new storytelling and gaming platform.
Your world will soon be embedded with stories you can experience as you explore a new city, school playgrounds and
parks will be embedded with simulations and games teaching us about the
compelling narrative, science and history that surround us on a daily basis. Figuring out how to leverage this for learning
and teaching will be the most pressing educational research opportunity for immersive, mobile learning.
J.R: Anything else you’d like to add?
M.D: I am thrilled with this opportunity to share our work and we are always looking for more partners who would like
to explore this emerging medium. We are releasing a public version of an augmented reality development platform
called FreshAiR this summer, which will allow average users without any programming skills to create and deploy their
own customized AR experiences to any iPhone or Android-base phone. We developed this platform with an NSF
DRK12 grant and you can get more information by contacting me directly or visiting our software site at
playfreshair.com. Thanks.
J.R: Thank you for your time Matt. We can’t wait to meet you in Vancouver.
Credits for the 3 pictures used in this article: @Radford University, 2012
Matt Dunleavy is the invited Guest Speaker to ARVEL’s
Business Meeting at AERA 2012. Join us on Monday,
April 16th at 6:15pm-8:15pm, Sheraton Wall Center,
Floor 4th Level, South Galiano
12
“Non Satis Scire: To Know is Not Enough”
Sat, Apr 14 8:15am-10:15am, Sheraton Wall Center, Floor 3rd Level, North Junior Ballroom D Applied Research in Virtual Environments for Learning SIG Workshop 12:25pm-1:55pm, Sheraton Wall Center, Floor 4th Level, South Granville Affordances and Constraints of Virtual Worlds for Formal and Informal Learning (Symposium) Sun, Apr 15 12:25pm-1:55pm, Sheraton Wall Center, Floor 3rd Level, South Orca Research on Teaching With Simulated Virtual Tools and Spaces (Roundtable) 2:15pm-3:45pm, Sheraton Wall Center, Floor 3rd Level, South Azure Second Life to Support Learning Across Contexts (Roundtable) Mon, Apr 16 2:15pm-3:45pm, Sheraton Wall Center, Floor 3rd Level, South Beluga Research Explorations in the Use of Virtual Worlds for Learning (Roundtable) 4:05pm-5:35pm, Sheraton Wall Center, Floor Lower Lobby Level, North Gulf Island BCD Assessing Learning in Embodied Mixed-Reality Environments (Symposium) 6:15pm-8:15pm, Sheraton Wall Center, Floor 4th Level, South Galiano Applied Research in Virtual Environments for Learning SIG Business Meeting Guest Speaker: Matt Dunleavy, Professor of educational technology and director of GAMeS Lab, Radford University Tue, Apr 17 12:25pm-1:55pm, Sheraton Wall Center, Floor 3rd Level, South Beluga Games for Learning: Research Outcomes and Student Experiences (Roundtable)
Matt Dunleavy
The Scholar’s Journey: The Quest
Are You Ready to ENGAGE?
2012 AERA Annual Meeting Vancouver, BA
http://arvelsig.com @arvelsig on Twitter [email protected]
Augmented Reality | Emerging Tech | Video Games | Virtual Worlds
Saturday, April 14
8:15am to 10:15am
Applied Research in Virtual Environments for Learning SIG Workshop (see page 19 for details)
Sheraton Wall Center Floor 3rd Level North Junior Ballroom D
12:25pm to 1:55pm
Affordances and Constraints of Virtual Worlds for Formal and Informal Learning (Symposium) Chair: Selen Turkay (Columbia U.) Discussant: Sabine Lawless-Reljic (Ashford U.) Collaborative Learning in a 3D Virtual Environment, by Mihwa Kim (Columbia U.) Science in Second Life: Embodying Scientific Inquiry in a high School, by Selen Turkay (Columbia U.) Grounding Learning in a Motivating Real-world Context, by Xin Bai (CUNY) On the Internet, No One Knows You’re a Dog: Teaching Communication Skills to Medical Students, by Susan Lowes (Columbia U.), Gillian Hamilton (U. of Arizona), Vicki Hochstetler and Jennifer Lower (Hospice of the Valley) Hanging Out in Desi: Straddling Multiple Universes Through Second Life, Devayani Tirthali (Columbia U.)
Sheraton Wall Center Floor 4th Level South Granville
Sunday, April 15
12:25pm to 1:55pm
Research on Teaching With Simulated Virtual Tools and Spaces (Roundtable) Chair: Joyce A. Pittman (Drexel U.) Effects of Virtual Manipulatives on Student Achievement and Mathematics Learning, by Patricia Moyer-Packenham and Arla Westenskow Utah State U.) Teacher Perceptions of the Practicality and Effectiveness of Immersive Ecological Simulations as Classroom Curricula, by Shari Metcalf and Amy Kamarainen (Harvard U.) Designing Smart Worlds: Automated Scoring of Learners’ Transportation Decisions in a Virtual Urban Commuting Simulation, by Benjamin Erlanson (California State U-Monterey Bay), Andre Denham, Kent Slack, Lijia Lin, and Brian Nelson (Arizona State U.)
Sheraton Wall Center Floor 3rd Level South Orca
2:15pm to 3:45pm
Second Life to Support Learning Across Contexts (Roundtable) Chair: Robb William Lindgren (U. of Central Florida) Design, Play, Communicate, and Learn: Examining the Value of Learning History Through Avatar Role Play, by Jenny Wakefield, Leila Mills, Scott Warren, Monica Rankin, and Jonathan Gratch (U. of North Texas) Investigating Second Life for Language Learning: EFL Teachers’ Perspectives on the Use of Second Life and Which Factors Affect Their Desire to Integrate Into Language Instruction, by Muhammet Demirbilek (Suleyman Demirel U.) Proactive Retrospective Installation in Second Life, by Chih-Feng Chien, Trina Davis, Patrick Slattery (Texas A&M U.) Using Second Life to Enhance Spatial Ability and Improve Chemical Education, by Zahira Merchant and Wendy Keeney-Kennicutt (Texas A&M U.)
Sheraton Wall Center Floor 3rd Level South Azure
ARVELSIG Sessions Details
14
ARVELSIG Sessions
15
Monday, April 16
2:15pm to 3:45pm
Research Explorations in the Use of Virtual Worlds for Learning (Roundtable) Chair: Benjamin Eric Erlandson (California State U-Monterey Bay) Exploration of Students’ Sense of Community in Virtual Learning Environments, by Terry McClannon, Amelia Cheney, Robert Sanders, Krista Terry, and Les Bolt (Appalachian State U.) Measuring The Effectiveness of a 3D Virtual Online Museum, by Greg Jones and Adriana D’Alba (U. of North Texas)
Sheraton Wall Center Floor 3rd Level South Beluga
4:05pm to 5:35pm
Assessing Learning in Embodied Mixed-Reality Environments (Symposium) Chair: Robb William Lindgren (U. of Central Florida) Discussant: Christopher J. Dede (Harvard U.) Interviews, Diagrams, and Movement Analysis: Assessing Learning in a Mixed-Reality Simulation of Planetary Astronomy, by Robb Lindgren and J. Michael Moshell (U. of Central Florida) Embodied Learning: Moving From Multicamera Mo-Cap to the Kinect, by Mina C. Johnson-Glenberg and David Birchfield (Arizone State U) Measuring Critical Thinking, Conceptual Understanding, and Cognitive Gain During Augmented Hands-On Informal Science Learning Experiences, by Karen Elinich (The Franklin Institute) Expert Evaluation of Student Presentations to Assess Learning in an Interactive Digital Dome: Opening the Gates of Horus, by Jeffrey Jacobson (PublicVR) Drawing and Self-Reflection as Formative Evaluation Tools and as Catalysts for Adolescents’ STEM Learning, by Karla Saari Kitalong (Michigan Technological U.) Using Augmented Reality to Connect Classroom and Museum Learning Environments, by Eileen Smith (U. of Central Florida)
Sheraton Wall Center Floor Lower Lobby Level North Gulf Island BCD
6:15pm to 8:15pm
Applied Research in Virtual Environments for Learning SIG Business Meeting
Guest Speaker: Matt Dunleavy, Professor of educational technology and director of GAMeS Lab, Radford University
Sheraton Wall Center Floor 4th Level South Galiano
Tuesday, April 17
12:25pm to 1:55pm
Games for Learning: Research Outcomes and Student Experiences (Roundtable) Chair: Mehmet Dali Ozturk (Arizona State U.) A Literature Synthesis About Games in Education, by Albert Dieter Rizthaupt, Nathaniel Poling, Chris Atkinson, and Margeaux Johnson (U. of Florida) Fifth Graders’ Flow Experience in a Digital Game-Based Science Learning Environment, by Meixun Zheng (North Carolina State U.) Self-Regulation, Alternate Reality Games, and Problem Based Learning: Are Students Ready to Play to Learn?, by Chris Bigenho (Greenhill School)
Sheraton Wall Center Floor 3rd Level South Beluga
16
Ask Chris
Die; Parents from Hell – Part Deux; and
The Exterminator: A Case of Vicious
Aunts. Soon, you will be back to the
intelligent state of ignoring everything
these v(acuous)-idiots say.
--Grand Master Dede
DEAR CHRIS: I am a co-PI on an
NSF-funded grant to develop a video game
to improve science literacy in middle school
students. We've got a good idea and have the
resources to do this project - but I can't get
my fellow co-PI to do his work. He doesn't
write things down, he doesn't show up to
meetings, and I'm having to do more of the
workload all the time. The thing is, I really
want this project to succeed. What should I
do? ~ P., from East Coast
DEAR P. from East Coast: You are
fortunate to have a Co-PI who is
“walking the talk” by giving you a
science inquiry experience in your
grant project. I’m sure it is difficult
for him to feign indolence and
irresponsibility, kissing off his duties
while you stagger along under
increasingly heavy burdens. But only
through such a strategy can he help
you to do problem-finding, the vital
front end of inquiry and the key to
science literacy. Hey, how can you
inflict the unknown on helpless
middle school students, giving them
nightmares about making meaning
out of complexity, if you don’t
experience the angst yourself? This is
gamification at its highest level – the
guy is a genius, not a loser! Show a
little gratitude for this Vygotskian
mentoring, and stop whining about
17
Ask Chris is written by Dr.
Chris Dede, Timothy E.
Wirth Professor in Learning
Technologies at Harvard’s
Graduate School of
Education. It will become the
most popular column, known
for its uncommon common
sense and humorous
perspective.
Send your questions for Chris
workload.
--Dread Lord Dede
DEAR CHRIS: Our research team is
struggling with the tension between learning and
fun. We have a game that teaches the History of
Knowledge to college undergraduates. They start
with the ancient Greeks and explore ontological
and epistemological questions - up through the
Enlightenment, applying the "lens" of the time
to a variety of presented challenges. The thing is,
the more realistic we make our game, making it
more like the real world, reflecting the actual
issues that people of respective times dealt with -
the less students appear to enjoy it. Conversely,
the more fun we make it, the less generalizable
the assessments appear to be. Can you help us
address this seeming paradox between Fun and
Learning? ~Gale, Austin, TX
DEAR GALE: You sure have a lot to
learn about fun – I almost fell asleep
reading about your ontological and
epistemological questions. Clearly you
need to watch the movie “Bill and Ted’s
Excellent Adventure” (1989) a few more
times, to understand how to make
history relevant to kids today. And, by
the way, throw in a few Cheech and
Chong movies to truly get the sense of
exploring philosophic real-world
challenges while stoned off your gourd –
after all, the key to conceptual
breakthroughs is creativity (i.e., seeing
life twisted). This is a deep axiological
insight, by the way – a dimension your
game lacks. You fail to grasp the heart
of the argument gamers make: if the
assessments show that something fun is
not learning, then the assessments are
what is messed up, not the game!
--Grand Master Dede
DEAR CHRIS: My parents told my
teacher that I was a 'vidiot'.
Apparently, I play too many
videogames and that makes me one. If
I quit right now, can I hope for my
brain to re-wire intelligent connections
again? ~ Jimmy Suaze, Seattle, WA
DEAR JIMMIE: If you are
taking seriously anything your
parents say, you are in bad shape.
Evidently, videogame playing has
eroded the critical thinking
mechanism fundamental to being
a teenager, which is that your
parents don’t know jack about
anything important in life. You
need to shift to videogames that
enhance a critical perspective on
adults, like Die, Zombie Teachers,
This issue’s sf column features Cory Doctorow – author,
activist, journalist, blogger, and co-editor of boingboing.net. His
two recent bestselling young adult science fiction novels are Little
Brother (2008) and For the Win (2010). Both are outstanding
projections of technological trends, particularly as pertains to
augmented and virtual environments and youth culture.
Little Brother is a novel about the dangers of technological
authoritarianism, and ways to use technology to take back
control. The story takes place in the near future in the city of San
Francisco, and tells the story of 17-year-old Marcus, who decides
to skip school with his friends to play an alternate reality game
(ARG) through the streets of the city. The Harajuku Fun
Madness ARG has just posted a new clue set, so Marcus and his
friends subvert the school’s gait-recognition cameras and RFID's
(radio frequency ID tags) to sneak out and follow clues to a set of
GPS coordinates to access a hidden WiFi access point signal.
Suddenly they hear explosions and sirens,
and are caught up in the crowds fleeing from a
real life terrorist attack on the San Francisco Bay
Bridge. Marcus is arrested, detained, and
interrogated by the Department of Homeland
Security (DHS), who suspect him of being an
enemy combatant because of the gear he carries
and his initial unwillingness to hand over his
phone’s password. After days of harsh
interrogation and intimidation Marcus is released,
but soon learns that one of his friends is still
imprisoned.
Marcus and his friends band together to form
an underground resistance movement, identifying
and circumventing the DHS security measures
that are overtaking the city. They use the power of
open-source, encrypted tools to defy authority,
rally support and get the word out through chat
rooms, message boards, and flash mobs.
Doctorow explains high tech surveillance
techniques and ways to circumvent them in great
detail. High on suspense, and tackling themes of
civil liberties and social activism, the novel
resonates with, and explicitly references, earlier
protest movements like the Yippies of the 1960s –
upgraded through the use of millennial
technology.
18
Prophets
of
Science
Fiction Research the Future!
Science Fiction and other unrequired-but-
necessary reading for Immersive Educational
Researchers by Shari Metcalf
What non-scholarly though important readings would you like other Immersive Academics to read? Send your suggestions for Shari to
Ge
nre
: Sp
ecu
lati
ve
Cory Doctorow
For the Win, Doctorow’s second young adult novel,
takes us into the fascinating and real phenomena of gold
farming –buying and selling virtual “gold,” the in-game
points, artifacts, leveled-up characters, and other virtual
currencies earned in MMORPGs. For the Win introduces
us to a large cast of intriguing characters who populate
this enterprise, from third world gold farming teens
exploited by profit-hungry bosses, to white collar
executives of gaming companies who manipulate the
system for massive economic gain.
Matthew Fong is a poor teen with great skills as a
gold farmer who works for an oppressive boss in
Shenzhen, China, who later escapes and teams up with
Jiandi, a girl who broadcasts an underground radio show
online to millions of Chinese factory girls. Mala is a poor
teen in Mumbai, India who games at a local internet cafe;
she and her gaming “army” are hired by a corporate
businessman and told to attack other players who may be
gold farmers for a rival business. Leonard Goldberg is a
teen from a well-off family in the United States who
becomes friends with Matthew and other Chinese
gamers he meets online. The storylines come
together through Big Sister Nor, a girl in Singapore
who has started a trade union called the IWWWW
(Industrial Workers of the World Wide Web, a pun
on IWW); its members use the games to organize
under their bosses’ noses.
For the Win, like Little Brother, takes old conflicts
and expands them to a technological future. Here the
work is virtual and global but the workers are locally
oppressed, and the power of the internet means that
support can be rallied from distant continents, video
sharing can expose the brutality of oppressors, and
message boards can raise the voices of millions.
Again, Cory Doctorow brings significant expertise to
the topic, and provides clear and interesting
background on the economics behind gold farming,
including the volatile price fluctuations of virtual
currencies. MMORG fans will also appreciate the
colorful descriptions of imaginative new gameverses,
including trolls vs elves in Svartalfheim, a Lewis
Carroll-inspired Savage Wonderland, and giant robots
in the post-zombie apocalypse of Zombie Mecha.
19
Prophets
of
Science
Fiction Research the Future!
Science Fiction and other unrequired-but-
necessary reading for Immersive Educational
Researchers by Shari Metcalf
Ge
nre
: Sp
ecu
lati
ve
Interview with Ken McLeod about Makers, For the Win, and
UK riots. Source: http://craphound.com/ftw/
Download for free
20
|Video Games
Non Satis Ludere
Notes from the Game Developers Conference
By Moses Wolfenstein
If you’ve ever attended the AERA
Annual Meeting, you know that it’s a
massive conference. Last year in New
Orleans there were over 13,000
education researchers in attendance
(www.aera.net). That is in fact a lot of
people, and yet this year the annual
Game Developers Conference
(GDC) in San Francisco saw nearly
twice that many attendees with
roughly 22,500 games industry
affiliates in attendance for some
portion of the event
(www.gdconf.com).
Apart from the fact that the scale of
both of conferences is enormous, and
that each is considered to be the
premier event for their respective
professional communities, these two
events seem to have little in common
at first blush. As an academic event
AERA consists almost entirely of
researchers, while GDC attendees
represent a much more
heterogeneous set of roles. At the
same time, the actual demographic
constitution of GDC is distinctly less
diverse than AERA, especially when
it comes to gender. Of course, the
crucial distinction between the two
lies in the fact that as an industry
conference there is a persistent focus
on the business of games at GDC,
while the parallel concern at AERA is
probably best represented by the
portions of the community concerned
with policy.
For all of these differences, there are
in fact deep similarities as well. Both
events bring together the best minds
in their respective fields to tackle
persistent and difficult questions. Due
to the massive scale of these events,
many productive moments happen
during sessions but the most intense
moments of knowledge sharing and
intellectual interaction happen in the
corridors outside of sessions, over a
meal, or at parties and receptions.
Features of this sort are likely to
attend any event that takes place on
this kind of scale, but in addition
there were three characteristics of
GDC this year that more directly
invoked current trends among the
AERA community.
First, as with education the games
industry is hungry for meaningful
data, and as with the education
community there is a push back from
some members who are wary of over
quantifying practice.
Second, there was a persistent thread
of debate at the conference focused
on the questions of what games are
and what purposes they should serve.
In wrestling with these questions
game developers struggled to
determine “what they know that they
know” about games and players
much as education scholars strive to
answer the same questions about
teaching and learning.
Third, game developers are
increasingly asking some of the
same types of questions as
education researchers as they seek
to better understand what makes a
game successful, and similarly are
turning increasingly to the work of
psychologists and cognitive
scientists in their quest for answers.
In this last vein, Naughty Dog’s
Richard Lemarchand’s talk titled
Attention, Not Immersion was a
particularly relevant effort at
capturing existing research that is as
significant for learning as it is for
gaming. While the title of
Lemarchand’s talk draws our
attention to and problematizes the
oft discussed phenomenon of
immersion, he was quick to point
out that the construct of
engagement which we discuss on a
very regular basis in education
research troubles him as well. Citing
Salen and Zimmerman’s Rules of Play
(2003), Lemarchand emphasized
that there is an “immersive fallacy”
that often emerges in discussing the
power of games for both play and
learning. This is the notion that the
player is so immersed in the game
that they perceive it as reality. Jim
Gee has of course offered us a more
accurate construct when he
discusses the concept of “projective
identity” (2003), but the immersive
fallacy persists to some extent when
discussing games as both
entertainment and learning
experiences.
21
Lemarchand utilized the concept of
the immersive fallacy as a means of
launching into a broader critique of
the concepts of player immersion and
player engagement as meaningful for
understanding what’s actually going
on in great gaming experiences.
Personally, this squares with a critique
I’ve had around a great deal of
education literature that focuses on
learner engagement as a means of
trying to evaluate the quality of
learning experiences. Lemarchand
didn’t put it in these terms, but I’ve
always seen engagement as a second-
order phenomenon, and hence not
terribly useful in designing or
evaluating learning experiences. As
the title of his talk indicates,
Lemarchand draws our attention to
psychological research on the topic of
attention instead, emphasizing that
game designers can benefit more
from tweaking game design in ways
that gets and holds player attention by
leveraging reactive/bottom-up and
goal-driven/top-down processing. I
believe that education researchers,
and especially education researchers
doing applied work with digital
technology, will similarly benefit from
considerations of learner attention as
they strive to design tools and
environments that produce effective
learning.
Lemarchand’s talk was certainly a
highlight of GDC for many of the
researchers in attendance, but as I
noted previously many of the most
interesting and compelling learning
opportunities took place outside of
the conference sessions. Game
designers were actively and
passionately engaged in debates about
what games are at the conference,
and if you’re interested in the
takeaways from a couple of attendees
around that conversation I
recommend reading Raph Koster and
Tadhg Kelly’s blog posts (see
references) on the topic. Similarly
discussions around the topic of player
data, particularly in relation to micro-
transactions, were evident both in
sessions and around the conference
more generally. As a researcher, it was
evident to me that as with education
game designers are currently in the
midst of a sort of data renaissance, and
that similar blind spots occur as they
seek ways to understand the massive
amounts of data that their players
generate. For a really good read on this
issue that predates this year’s GDC, I
recommend taking a look at Ian
Schreiber’s post on metrics and
statistics (2010). While Schreiber’s
introduction to the basics will likely be
old hat, he provides a nuanced
discussion of the use of quantitative
tools that is frankly often lacking in
both educational and game design
circles.
GDC is not a cheap conference to
attend with the 2012 all access pass
priced at $1,475 assuming you made
the early bird registration deadline this
year. However, it’s a conference that’s
fully worth the cost of admission at
least once if your work is concerned
with video games. As we approach this
year’s AERA conference with its theme
“to know is not enough”, GDC is a
reminder that if you work with video
games and learning “to play is not
enough” either. Understanding the
capacity of games as a tool for learning
means pealing back the lid on the black
box of game play and getting some
perspective on the design practices
that support the creation of games.
GDC provides one particularly
immersive opportunity to do so, as
well as an opportunity to find out
the ways in which game design
professionals are taking up many of
the same issues education
researchers are engaged with, and
bringing their own perspective to
bear in the process. ~M. W.
References
American Education Research
Association (2011). Retrieved from
http://www.aera.net/AnnualMeetin
gsOtherEvents/PreviousAnnualMe
etings/2011AnnualMeeting/tabid/1
1257/Default.aspx on March 21,
2012.
Game Developers Conference
(2012). Retrieved from
http://www.gdconf.com/ on
March 21, 2012.
Kelly, T. (2012). Equivocitis
[Terminology wars]. Retrieved from
http://whatgamesare.com/2012/03
/equivocitis-terminology-wars.html
on March 21, 2012
Koster, R. (2012). “X” isn’t a game!.
Retrieved from
http://www.raphkoster.com/2012/
03/13/x-isnt-a-game/ on March 21,
2012.
Salen, K. & Zimmerman, E. (2003).
Rules of play. Cambridge, MA: The
MIT Press.
Schreiber, I. (2010). Level 8: Metrics
and statistics. Retrieved from
http://gamebalanceconcepts.wordp
ress.com/2010/08/25/level-8-
metrics-and-statistics/ on March 21,
2012.
Richard Lemarchand, Naughty Dog co-lead designer
22
Game
Reviews
Game Journey
Joystiq Score 5/5
Gamespot Score 9/10
Common Sense Media Rating 5/5,
Ages 10+
Review by Ryan Martinez Writing a review of Journey and some of the benefits for
learning it provides is a difficult prospect. Journey is most
certainly a video game, but there are certainly a few people
including some game developers who will say it is anything
but. You start off in a desert setting, traveling around the
space and learning the basic movements through a series of
small, but doable, challenges. It is at this point you see a
figure running towards you. Many gamers would be
inclined to shoot at this figure, but there is a no-‘shoot’
function. When you fumble to find the talk function, you
quickly realize your chatter is relegated to a small music
piece and an icon above your head. Slowly you start to
understand that this character is not an enemy, but rather
another game player randomly paired with you to solve a
series of puzzles. Many times throughout your game you
will see your partner disappear, only to find a new one
running towards you. Any type of communication you were
able to agree on with your former partner is lost on your
new companion, starting the process anew. But you must
communicate, because in order to solve some of the
puzzles, you need to rely on one another. Some of these
puzzles can be extremely difficult.
This is where Journey provides two of the most
important educational concepts not always covered in a
school curriculum; that of communication and empathy.
You need to figure out a system of communication with
your unknown companion as you cannot speak with them
online or through text but only through that one sound.
You must rely on one another to progress through the
game, and so when you do fail, you do so as part of a team.
My own experiences playing with Journey illustrates
both of these concepts. I was paired up with another player
to solve an incredibly challenging puzzle, the play area so
vast that it required a lot of exploration.
Game Bastion
Joystiq Score 4/5
Gamespot Score 8.5/10
Common Sense Media rating 5/5,
Ages 11+
Review by Dennis Paiz-Ramirez By now you’ve probably heard of this award winning
title by the Indie company Supergiant games, but if you
haven’t this game is definitely worth a look. Bastion is
an Action RPG set in a post apocalyptic world. By
assuming the role of a protagonist, known only as “the
kid”, players must make their way through a shattered
land in order to restore it to its former state. Aside from
being a solid game over all, Bastion excels at telling an
immersive story generated in part by the payer’s actions.
Given the emphasis most educational games place on
narrative to convey educational goals, Bastion gives us a
model of turning otherwise linear stories into dynamic
experiences. By paying attention to the player’s actions,
and providing real-time feedback in the form of
narration, Bastion strikes a balance between designed
experience and player agency that is sometimes lacking
in games of the same genre. Although it requires a
moderate level of twitch gaming skill at times, Bastion is
a must for any researcher, or practitioner, interested in
the role of story in games. Bastion is available for Xbox
360, Mac and Windows via the Steam client, and can
even be played in the Chrome web browser.
23
Game
Reviews After figuring out a primitive communication template
with my player, we embarked on solving the puzzle.
Eventually my thumb grew tired pressing the controller
button repeatedly, and I felt no longer useful to my
partner. I quit the game, but I felt incredibly guilty having
let my partner down after spending all that time building a
rapport and working together. I’ll never know this person,
but at that moment there was a connection and a loss.
Though this game is not difficult disciplinary knowledge,
the simple collaboration was effective. Some games
simply evoke meaningful emotions. Journey is one of
those games.
Journey is currently only available on the Sony PS3
through the PlayStation®Network.
Game: Star Wars: The Old Republic
Joystiq Score: N/A
Game Spot Score: 8/10
Common Sense Media Rating: 1/5 ,
Ages 15+
Review by Barbara Z. Johnson If you have a Star Wars fan in your household, you have
probably heard of this online multiplayer role-playing
game from BioWare and LucasArts, which extends the
rich narrative and choice structure of the Knights of the
Old Republic single-player games into the online,
multiplayer realm. This game is interesting to educational
researchers because of the way it blends narrative story
telling and player choice with social and group gaming
activity. This is one multiplayer game in which group
activity, which awards social points, has a direct effect on
the quality of gear that a player can purchase. Teams are
easy to pull together in this game, and there is a
refreshing variety of group encounters that include
everything from simulated team sports (Huttball is a riot)
to more traditional group combat and player-vs-player
battles. As with many group role playing games, the
teamwork and strategy required to achieve many game
goals are a good way to teach people of all ages to
contribute their character's abilities and their own ability
to collaborate in order to succeed.
As with the other games in the Knights of the Old
Republic series, a player's choice of actions in the game
affects a character's moral alignment, either toward the
Light Side or toward the Dark.
These choices also affect the type of equipment that can be
purchased, aspects of the narrative, and how non-playing
characters react to the character. This can be an interesting
challenge and opportunity to discuss moral choices in
difficult circumstances. Characters on the Republic side can
choose evil actions, and those on the Imperial side can
choose good ones. It is an interesting activity to work at
making a Light Sith or a Dark Jedi to see the ramifications of
choices and actions.
However, in many ways, this is a very traditional role playing
game, and as the folks at Common Sense Media point out,
much of the activity in the game focuses around the classic
combat between good and evil. In this case, however, the
narrative puts the combat into context more directly than
any other MMORPG that I have played, and I have
occasionally been able to use the decision system to avoid
some combat situations. If you work with teens, you will
probably have heard about this game since it released over
the winter break. New buzz may be surfacing now because a
major new patch will open up a new system, called the
Legacy system, which will allow players to craft not only
characters but families of characters that can share abilities
and experience. Be prepared for some interesting family trees
that will mimic the drama and pathos of the movies!
24
|Virtual Worlds
InWorld Discussions Bring Educators and
Researchers Together Every Week. New and experienced virtual world educators and researchers come together to explore what works
and what does not, and to share rigorous methodologies for successful studies.
By Sabine Lawless-Reljic
ARVEL SIG Immersive
Learning is growing: the Inworld
Discussions are now weekly, ARVEL
sponsors several virtual events, and
ARVEL TV records it all.
Indeed, the Inworld Discussions
series has been scheduled every week
since we came back from the winter
break. On January 18, ARVEL
welcomed Thomas Convey and his
team from Hawaii to discuss their
work on using virtual environments
for training people with disabilities in
Alice Krueger (SL: Gentle Heron)
Patrick O’Shea (SL: Dionio Outlander)
ARVEL Inworld Discussion also showcased a series of talks
useful to teaching and learning strategies in virtual settings:
1) Salwa Khan’s work on instructor social presence in adult
courses conducted in Second Life (01/25),
2) Candace Chou and Rama Kaye Hart’s research on three-
dimensional immersive learning strategies (2/15)
3) Jonathon Richter and Taryn Stanko’s exploration of
individual work identity and routines in virtual worlds
(03/21)
Methodologies were always
important part of the
discussion. Janet Salmon
proceeded to explain how she
critiqued Richter and Stanko’s
case using the E-Interview
Research Framework (3/21),
while Donna Davis provided us
with a detail of the
ethnographic approaches she
uses in researching SL cultures
and relationships (2/29).
Inworld Discussions also hosted talks that brought
resources as well as methodological frameworks.
Richter organized a tour of CLIVE Island, the
MERLOT resource to virtual educators (3/7) as well
as contextualized each arm of the ARVEL SIG for
educators’ support in research, in the classroom and
within an innovative community of practice. Jatila
van der Veen introduced us to the Planck Mission
simulations for astronomy and cosmology education
(04/04). On 04/11, Justin Reeve took us on a tour
in his OpenSim-based world to experience his giant
underwater observatory. “We hope to integrate
[Justin’s sim] into our upcoming project building
certified badges for NOAA high school science
learning in 3D GameLab” says Lisa Dawley (ARVEL
LinkedIn, 4/03).
In addition to ARVEL Inworld Discussions, ARVEL
TV was busy with numerous conferences. ARVEL
featured the livestream coverage of the SITE 2012
pre-conference virtual kickoff (3/4) and sponsored
the 2012 Virtual World Best Practices in Education
conference (VWBPE) (3/15 to 17).
Many discussions are scheduled til June. Don’t miss
them !
employment skills. Alice Krueger, president of Virtual Ability
Inc., presented three weeks later on what she and her team do
to provide individuals with diverse disabilities.
25
Immersive
in Action
ARVEL caught up with members
for pictures of events and projects
in virtual worlds and games. The
Hypergrid Adventurers Club has
been quite busy exploring the
vastness and diversity of worlds
developed in the OSGrid.
Minecrafters are not only busy
avoiding 8bit zombies, they build
awesome projects at Minecraft in
School. Educators suit up for
quests in the World of Warcraft
guild called “The Cognitive
Dissonance.” And Pooky
Amsterdam’s weekly show
remains a favorite with VWBPE’s
luminaries on The 1st Question.
Share yours for the next issue! [email protected]
The Hypergrid Adventurers Club visits jump4000 on Jan 19,
2012
Minecrafters at Minecraft in School on Jan 13, 2012
Cognitive Dissonance Educator’s Guild
on Jan 15, 2012 English class with Second Life students
and on-site students on Feb. 7, 2012
The 1st Question, VWBPE Special Edition, March 16, 2012 The Hypergrid Adventurers Club visits Dune world on Jan
10, 2012
Ch
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Ap
r 5, 2012
26
Dr. Larysa Nadolny
• Desk Lamp, 12/17/2011
• Gold Fish Trophy, 12/14/2011
• Setting Sit Targets the Easy Way,
12/03/211
• Drinking Water Fountain,
11/26/2011
• Fire Extinguisher, 11/26/2011
• Base for Island #1, 11/09/2011
>>>> Send us the link of a blog that you follow. We will feature it here in the next issue.
ARVEL Home Participants Blogs RSS Feeds
Gamasutra
•What Makes a Game? 03/29/2012
•What You Need to Know About
Developing Games for BlackBerry
04/02/2012
•A Producer’s 10 Lessons Learned the
Hard Way 04/03/2012
•Intuition, Expectations and Culture:
Learning from Psychology to Build
Better Game Interfaces 04/04/2012
•The Real Data Behind Movies
Becoming Games. 04/05/2012
•Understanding User Research: It’s
Not QA or Marketing! 04/06/2012
Edutopia
•A New Community and Resources
for Games for Learning 03/30/2012
•What Apple’s Edu-Announcement
Could Mean to You 01/20/2012
•Head in the Clouds: The Benefits of
Celestial Storage 02/03/2012
•On Twitter: To Follow or Not to
Follow 03/06/2012
•You Just Attended an Awesome
Conference. Now What? 03/15/2012
What’s John “Pathfinder” Lester tweeting?
• @divacanto TY for adding Pathlandia to MISearch
homepage. I think that search engine has great
potential. http://bit.ly/Hx9KYn #opensim Apr 07,
2012
•Digging in with @atlassian's Confluence for doc and
knowledge management at #ReactionGrid. I am very
impressed. http://bit.ly/HQPVz4 Apr 05, 2012
•This new book looks fascinating. "Engaging the
Avatar: New Frontiers in Immersive Education"
http://nordicworlds.net/?p=2395 via @NVWN Apr
05, 2012
•RT @neilmart: Fab pres from last week's Follow the
Sun Conf by @Pathfinder - Integrated Reality &
Next G Virtual Worlds http://bit.ly/I6ZcAw Apr 05,
2012
•Using Virtual Worlds to Reduce Stress
http://bit.ly/HIrqD2 #ReactionGrid Apr 03, 2012
Hack Education
•The Truth About Tablets, 02/01/2012
•Zuckerberg’s Hacker Way and Higher Ed,
02/01/2012
•Career Readiness, College Prep, a Pearson-Incubated
Startup, and the Opportunity Gap, 02/01/2012
•Visualizing (Two Very Different) Education Social
Networks: Gates Foundation and Educon,02/01/2012
•The LMS Instructure Makes Its Move into the K-12
Market, 02/01/2012
•Stanford Professors Daphne Koller & Andre Ng Also
Launching a Massive Online Learning Startup,
01/31/2012
•Evaluating Educational Research, 01/31/2012
•Weekly Ed-Tech Podcast with Steve Hargadon,
01/31/2012
•Weekly Ed-Tech News Roundup: The State of the
Union, Stanford vs. Thrun, and more, 01/28/2012
Blog
Alert
Emerging
Technologies
27
Art
Reviews
Linden Endowment of
the Arts
The Linden Endowment of the Arts is an official Linden
Community Partnership program whose purpose is to help
new artists, cultivate art in Second Life, and foster
creativity, innovation, and collaboration within the art
community. Browse and teleport to the exhibits:
http://lindenarts.blogspot.com/p/lea-land-endowment-
exhibits.html
Augmented Reality
In January 2012. John Goto and Matthew Leach
presented the Joseph Wright AR, an augmented reality
montage of the 18th century painter’s paintings and
porcelain figures from a local factory in Derby, UK. The
montages can be experienced online or at the Derby
Museum and Art Gallery where the pictures are
displayed. This project was supported by D-MARC,
Derby Museum and Art Gallery and Royal Crown
Derby Museum. Go here to choose from all Goto and
Leach’s travels in AR:
http://johngoto.org.uk/augmented-reality.html
Machinima
Machinima: The Art and Practice of Virtual
Filmmaking, authored by Sonicity Fitzroy and Lowe
Runo, with foreword by Persia Bravin is due to be
published in March 2012 by McFarland books. Rysan
Fall (SL name) is one of several featured artists in the
book. Here is one of this early work, a Billie Holiday
tribute titled “Strange Fruit”. It’s a slightly historical
account of the time and shows how Black people were
treated, and how far we’ve come…(source: The Best of
SL Magazine March 2012)
http://www.youtube.com/FallFilms#p/a/u/6/Q7Wo4
RAmJcU
Artist Glyph Graves pushed the boundaries between virtual
and physical realities by programming and scripting his
own hack for the Kinect to map and move his real life
physical body and movements onto virtual objects in SL.
“Faceted Existence” is an exhibit that uses a Kinect
interface to control the spheres that move when Glyph
moves his RL head., not his avatar’s. Watch it here:
http://www.youtube.com/watch?v=9q5N1X5Cs30&featu
re=colike
Upcoming Issues / Submit your work to the ARVEL SuperNews!
January – March: Engagement / Renewal
April-June: Embodiment
July – September: Preparation and Design
October – December: Assessment
Membership Call
Has your smartphone become an augmented
reality extension of your life – coloring
everything you do and see? Or maybe you find
yourself passionately talking about your
involvement in virtual worlds or augmented
reality, but your friends could care less?
The solution is simple. You need to virtually
hang with people who know what it means to
get your first frag. You need people who
understand that HUD doesn‘t stand for
―Housing and Urban Development.‖ You
need ARVEL.
What‘s ARVEL? It is ―Applied Research in
Virtual Environments for Learning‖ – a special
interest group of the American Research
Association (SIG#173). Joining ARVEL is
inexpensive ($10) and can be done by going to
https://www.aera.net/MemberPortal/Renewal
/PubSales.aspx. We are a group of researchers
and practitioners who are passionate about the
promise that virtual worlds, simulations, and
augmented reality hold. Come and join us!
By Dennis Beck, Membership Officer
Picture Credits: Front page: Kavon Zenovka,
http://cognitivedissonance.guildportal.com:
Page 3 Credits are also hyperlinked on each picture
Terra Nello Spazio Image: Idea go/
FreeDigitalPhotos.net
Stars Image (+p.8): http://www.freedigitalphotos.net/
images/view_photog.php?photogid=809
Satellite Launcher Image: digitalart/
FreeDigitalPhotos.net
A Neon Grid Effect Backdrop With City Image:
Victor Habbick / FreeDigitalPhotos.net
Female Android Head Image: Victor Habbick /
FreeDigitalPhotos.net
Page 23: Game Developers Conference
http://farm8.staticflickr.com/7191/6817764436_71270c
1564_m.jpg and
http://www.gdconf.com/img/about/gdc2012.jpg
Page 25: Bastion
http://media.giantbomb.com/uploads/8/87209/182152
4-box_bastion_large.png
Journey: Ryan Martinez’s screen capture
Star Wars: Old Republic
http://www.starwars.com/img/explore/video-
games/the-old-republic_product_2.jpg
Club Photo Hypergrid Adventurers Club, John “Pathfinder” Lester,
http://becunningandfulloftricks.com/tag/hypergrid-
adventurers-club/
Minecraft in School, Lucas Gillispie,
http://edurealms.com
English Department, Laviece Ward, Wake Tech
Community College, Raleigh, NC
ChimeraCosmos’s work:
http://www.koinup.com/ChimeraCosmos/work/427874
Email us your art, how-to, movie reviews, pictures, questions to Chris, new products,
events & grant competitions to [email protected]
ARVEL Stats(*) ARVEL SIG/AERA: 136 members
AERA_ARVE_SIG173_Announce list is automatically updated from the official AERA membership list
ARVEL NING: 436 members (open to everyone)
ARVEL Contacts General Info, Membership, SuperNews: [email protected]
JOIN ARVEL SIG
http://arvelsig.ning.com/
http://twitter.com/ARVELSIG
(use the hashtag #arvelsig)
ARVEL on LinkedIn
ARVEL TV
ARVEL locations in VWs ARVEL in 3rdRock Grid (Tierra Paz 125,80,25)
ARVEL in ReactionGrid (Ontos2 50,82,46)
ARVEL in Second Life (CAVE 12,241,42)
ARVEL in SmallWorlds
Do you own some space in a VW? Contact us to establish an ARVEL headquarter in your VW.
(*) As of 04/04/2012
29