virtual learning: education in the 21 st century jessica pater gtri
TRANSCRIPT
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…
http://www.youtube.com/watch?v=b72CvvMuD6Q
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