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 <title>EDUCAUSE | virtual reality</title>
 <link>http://connect.educause.edu/browse/content/blog/2026</link>
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    <title>EDUCAUSE CONNECT</title> 
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  <itunes:subtitle>events, concepts, and conversation from EDUCAUSE</itunes:subtitle>
  <itunes:author>The EDUCAUSE Podcast Crew</itunes:author>
  <itunes:summary>EDUCAUSE is a nonprofit association whose mission is to advance higher education by promoting the intelligent use of information technology.  Our podcasts provide information about a range of topics including Leadership, Policy and Law, Teaching and Learning, Emerging Technologies, Open Source, Research Computing, Cyberinfrastructure, and Digitial Libraries. </itunes:summary>
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 <description>Recent blog entries tagged with virtual reality.</description>
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<item>
 <title>New ELI 7 Things... Brief Explores Second Life</title>
 <link>http://connect.educause.edu/display/46950</link>
 <description>&lt;p&gt;&lt;a href=&quot;http://www.educause.edu/eli/16086&quot;&gt;&lt;img alt=&quot;ELI Logo&quot; height=&quot;36&quot; src=&quot;http://www.educause.edu/elements/images/highlights/eli.gif&quot; style=&quot;padding:5px;float:left&quot; width=&quot;179&quot; /&gt;&lt;/a&gt;Second Life is a virtual world with tens of millions of square meters of virtual lands, more than 13 million &amp;quot;residents,&amp;quot; and a thriving economy. The ease in which users can build and modify virtual spaces has made it an attractive choice for experiments in learning space design and educational experiences such as virtual field trips or the creation of galleries to display student-created media. The &lt;a href=&quot;http://connect.educause.edu/Library/ELI/7ThingsYouShouldKnowAbout/46892&quot;&gt;&lt;em&gt;7 Things You Should Know About&lt;/em&gt; &lt;em&gt;Second Life&lt;/em&gt;&lt;/a&gt;&lt;em&gt;,&lt;/em&gt; EDUCAUSE Learning Initiative&amp;#8217;s (ELI) latest brief in the monthly series, examines how Second Life lets educators easily build and modify learning spaces to test how different strategies for a physical space affect learning and how a similar approach can be taken toward educational activities in those spaces. &lt;/p&gt;&lt;p&gt;Browse the complete &lt;em&gt;&lt;a href=&quot;http://www.educause.edu/7ThingsYouShouldKnowAboutSeries/7495&quot;&gt;7 Things You Should Know About&amp;#8230;&lt;/a&gt;&lt;/em&gt; monthly series.&lt;/p&gt;</description>
 <comments>http://connect.educause.edu/display/46950#comments</comments>
 <category domain="http://connect.educause.edu/tag/7+Things+You+Should+Know+About/6005">7 Things You Should Know About</category>
 <category domain="http://connect.educause.edu/tag/EDUCAUSE+Learning+Initiative/1906">EDUCAUSE Learning Initiative</category>
 <category domain="http://connect.educause.edu/tag/EDUCAUSE+News/698">EDUCAUSE News</category>
 <category domain="http://connect.educause.edu/tag/ELI/728">ELI</category>
 <category domain="http://connect.educause.edu/tag/Learning+Space+Design/583">Learning Space Design</category>
 <category domain="http://connect.educause.edu/tag/Second+Life/2174">Second Life</category>
 <category domain="http://connect.educause.edu/tag/Teaching+and+Learning/54">Teaching and Learning</category>
 <category domain="http://connect.educause.edu/tag/virtual+reality/2026">virtual reality</category>
 <category domain="http://connect.educause.edu/tag/virtual+world/6308">virtual world</category>
 <pubDate>Wed, 18 Jun 2008 15:21:23 -0500</pubDate>
 <dc:creator>pkurkowski</dc:creator>
 <guid isPermaLink="false">46950 at http://connect.educause.edu</guid>
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<item>
 <title>Concerns about Virtual Reality and the Second Life Phenomenon</title>
 <link>http://connect.educause.edu/display/21212</link>
 <description>There are several positive reasons to recommend using Second Life (SL).&lt;span&gt;&amp;nbsp; &lt;/span&gt;It offers students an opportunity to experiment with business models, test strategies and learn effective tactics. &lt;span&gt;&amp;nbsp;&lt;/span&gt;Lessons learned in the classroom can be applied in a Virtual World environment. SL can be used as a supplement to classroom teaching and in support of instructional goals.&lt;span&gt;&amp;nbsp; &lt;/span&gt;Case studies can be presented and potential business solutions implemented and evaluated.&lt;span&gt;&amp;nbsp; &lt;/span&gt;It allows for social engagement and encourages asynchronous learning. An instructor does not have to be present for students to participate in projects.     &lt;p class=&quot;MsoNormal&quot;&gt;The risk with VR programs such as Second Life is that one becomes entranced with the method of delivery and looses sight of what is to be delivered. VR in simulation based training, (for example flight instruction), can enhance skill acquisition such as eye hand coordination or visual spatial organization, but at higher levels of educational integration there is little empirical support establishing the benefits of VR over other delivery methods. The epistemological evidence for implementing VR has not been adequately investigated. Can the knowledge constructed and integrated in a virtual world be effectively translated and implemented in the real world? In SL, Avatars can learn to fly and teletransport, activities which can not be accomplished in the real world. &lt;/p&gt;    &lt;p class=&quot;MsoNormal&quot;&gt;At the pedagogical level one must ask, if learning in a virtual world offers clear and measurable advantages over more traditional learning environments?&lt;span&gt;&amp;nbsp; &lt;/span&gt;Do students sitting in a virtual classroom watching a PowerPoint presentation have the opportunity to engage in active learning anymore than students sitting in a real world classroom? &lt;span&gt;&amp;nbsp;&amp;nbsp;&lt;/span&gt;Even tasking students with a problem that requires joint effort and team work may not be as effective as implementing the task in the real world, where there is an immediacy of interaction and an opportunity for comprehensive communication. We know that 80-90% of communication is not based on words but rather on tone of voice, gestures, and body language. How does this get translated in a virtual world? One of the essential questions is, &amp;ldquo;Can a virtual world teach students to perform more effectively in the real world&amp;rdquo;? Shouldn&amp;rsquo;t we use the real world to help students engage the real world? &lt;span&gt;&amp;nbsp;&lt;/span&gt;One can encourage students to participate in SL and build virtual houses, for virtual people, in a virtual world, or motivate students to participate in Habitat for Humanity and build real houses, for real people, in a real world.&lt;span&gt;&amp;nbsp; &lt;/span&gt;&lt;/p&gt;  &lt;p class=&quot;MsoNormal&quot;&gt;Although SL requires a modest learning curve - students conversant with using PCs, moving objects about on a screen and accessing drop down menus can quickly learn the basic skills required to interact in SL - professors attempting to create learning environments, facilitating group projects and utilizing the full potential of VR would require a significant amount of time to achieve mastery.&amp;nbsp;&lt;/p&gt;    &lt;p class=&quot;MsoNormal&quot;&gt;Finally, two other issues need to be addressed.&lt;span&gt;&amp;nbsp; &lt;/span&gt;First, the legal ramifications of a college supporting educational experiences incorporating the SL paradigm need to be carefully reviewed.&lt;span&gt;&amp;nbsp; &lt;/span&gt;Does the college&amp;rsquo;s in loco parentis role expose it to an actionable event if a student engages in untoward behavior?&lt;span&gt;&amp;nbsp; &lt;/span&gt;Second, establishing a virtual presence in SL can cost several thousand dollars. A cost/benefit analysis might demonstrate that SL does not warrant this type of expenditure and a college may be better served by focusing its resources on continuing to enhance the teaching skills of its faculty. &lt;/p&gt;</description>
 <comments>http://connect.educause.edu/display/21212#comments</comments>
 <category domain="http://connect.educause.edu/tag/ILE/4369">ILE</category>
 <category domain="http://connect.educause.edu/tag/instruction/2445">instruction</category>
 <category domain="http://connect.educause.edu/tag/Second+Life/2174">Second Life</category>
 <category domain="http://connect.educause.edu/tag/virtual+reality/2026">virtual reality</category>
 <pubDate>Mon, 26 Mar 2007 19:36:16 -0500</pubDate>
 <dc:creator>docamg</dc:creator>
 <guid isPermaLink="false">21212 at http://connect.educause.edu</guid>
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<item>
 <title>Upgraded Virtual Reality Room at Iowa State</title>
 <link>http://connect.educause.edu/display/2343</link>
 <description>I am thinking about the implications for learning spaces connected to the new C6 room at Iowa State.  100 million pixels in what sounds like the most sophisticated virtual reality environment in the world.  This   &lt;a href=&quot;http://www.iastate.edu/~nscentral/news/2006/may/c6update.shtml&quot;&gt; Iowa State News Service article&lt;/a&gt; describes in depth the 10 foot by 10 foot by 10 foot cube that will be used to conduct sophisticated simulations for urban planning, weather simulations, and defense applications (sounds like DOD put some money into this.)  Sounds about as close to the &lt;a href=&quot;http://en.wikipedia.org/wiki/Holodeck&quot;&gt; Star Trek Holodeck &lt;/a&gt; as exists today.  This experimental space surely costs more than the $4million figure the article cites, but what are the implications when the price point drops down to $4,000? Perhaps this is 10-15 years off which is not that long when talking about the lifespan of a building.&lt;br /&gt;&lt;br /&gt;Many of us believe that this kind of immersive environment holds great potential for reaching all kinds of learners.  As always, the most important thing will be the social processes that surround this kind of tool.  If the walls and floors of formal learning spaces start to be covered with pixels, what kinds of innovative practices can we come up with to use them well? What roles will the instructor have to take on? What elements of community can be enhanced by this immersive environment?  &lt;br /&gt;&lt;br /&gt;Thanks to &lt;a&gt; Roland Piquepaille &lt;/a&gt; via &lt;a href=&quot;http://www.smartmobs.com&quot; /&gt; Howard Rheingold&lt;/a&gt; for this pointer.</description>
 <comments>http://connect.educause.edu/display/2343#comments</comments>
 <category domain="http://connect.educause.edu/tag/Learning+Space+Design/583">Learning Space Design</category>
 <category domain="http://connect.educause.edu/tag/virtual+learning+environment/860">virtual learning environment</category>
 <category domain="http://connect.educause.edu/tag/virtual+reality/2026">virtual reality</category>
 <pubDate>Thu, 18 May 2006 15:23:45 -0500</pubDate>
 <dc:creator>dgilbert</dc:creator>
 <guid isPermaLink="false">2343 at http://connect.educause.edu</guid>
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