Virtual Worlds

Recent resources tagged with Virtual Worlds.

Supporting Faculty Adoption of Emerging Technologies: Wanderlust or Creating a Campus Roadmap?

Added by the EDUCAUSE Librarian
Title:Supporting Faculty Adoption of Emerging Technologies: Wanderlust or Creating a Campus Roadmap? (ID: SER08029)
Author(s):Jean Ann Derco (The University of Tennessee), W. Gardner Campbell (University of Mary Washington), James Groom (University of Mary Washington), and Dolly J. Young (The University of Tennessee)
Origin:Presented at Southeast Regional Conferences (06/02/2008)
Type:Presentations/Speeches
Abstract:

The phone rings. The caller begins with the familiar, “I’ve been thinking...” and the rest of the conversation centers on how to pilot an emerging instructional technology. Faculty who are early adopters of technology are experimenters and risk-takers; they broaden the landscape of effective teaching and learning with technology. Yes, they push the envelope, but they also offer partnership for identifying what’s scalable and sustainable for broader use. Our panelists will share their campus perspectives on adopting emerging technologies from Web 2.0 to virtual worlds, their successes and challenges, and the partnerships they’ve formed.

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EDUCAUSE Virtual Worlds Second Life Group Meeting

Created by AJ Kelton (Montclair State University) on June 16, 2008

In coordination with the Virtual Worlds Hot Topic Discussion at lsat years EDUCAUSE Annual Conference, a group was starting in Second Life.  That group had its first meeting on Monday, June 9th.  Following is the edited transcript of that meeting (edited for clarity and readability).

If you are in Second Life, please join the group EDUCAUSE VIRTUAL WORLDS or contact AJ Brooks in world for an invite.

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7 Things You Should Know About Second Life

Added by the EDUCAUSE Librarian
Title:7 Things You Should Know About Second Life (ID: ELI7038)
Origin:Contributed by EDUCAUSE Learning Initiative, 7 Things You Should Know (06/11/2008)
Type:Articles, Papers, and Reports
Abstract:

Second Life is a virtual world with tens of millions of square meters of virtual lands, more than 13 million “residents,” and a thriving economy. Large numbers of colleges and universities—or, in some cases, individual departments or faculty—are active in Second Life, not only for academic purposes but also for campus visits, recruiting activities for prospective students, and fundraising. Second Life lets educators easily build and modify learning spaces to test how different strategies for a physical space affect learning, and a similar approach can be taken toward educational activities in those spaces.

The "7 Things You Should Know About..." series from the EDUCAUSE Learning Initiative (ELI) provides concise information on emerging learning technologies. Each brief focuses on a single technology and describes what it is, where it is going, and why it matters to teaching and learning. Use these briefs for a no-jargon, quick overview of a topic and share them with time-pressed colleagues.

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Envisioning the Educational Possibilities of User-Created Virtual Worlds

Added by the EDUCAUSE Librarian
Title:Envisioning the Educational Possibilities of User-Created Virtual Worlds (ID: CSD5429)
Author(s):David M. Antonacci (The University of Kansas Medical Center) and Nellie Modaress (The University of Kansas Medical Center)
Source:AACE-Association for the Advancement of Computing in Education
Origin:Contributed by Organizations or Campuses (04/01/2008)
Type:Articles, Papers, and Reports
Abstract:

Educational games and simulations can engage students in higher-level cognitive thinking, such as interpreting, analyzing, discovering, evaluating, acting, and problem solving. Recent technical advances in multiplayer, user-created virtual worlds have significantly expanded the capabilities of user interaction and development within these simulated worlds. This ability to develop and interact with your own simulated world offers many new and exciting educational possibilities. This article explores the technical capabilities and educational potential of these new worlds. Additionally, it presents and illustrates a model, which uses interaction combinations, to identify course content and topics having educational applications in virtual worlds.

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Teaching and Learning in Second Life

Added by the EDUCAUSE Librarian
Title:Teaching and Learning in Second Life (ID: WRC08052)
Author(s):Sandra Rotenberg (Solano Community College), Jeffrey Lamb (Solano Community College), Geoffrey B. Cain (Tacoma Community College), and John Miller (Tacoma Community College)
Origin:Presented at Western Regional conferences (03/31/2008)
Type:Presentations/Speeches
Abstract:

This panel discussion examines both the process and product of teaching in Second Life from the perspectives of instructors and an instructional designer. Participants will see how instructors use Second Life to teach foreign languages and nursing, illustrating the breadth of possibilities virtual reality offers to introduce students to other cultures and clinical procedures. The experience enhances students' critical thinking, decision making, and diversity awareness.

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Virtual Worlds: Which Type Is Right for Your Institution?

Added by the EDUCAUSE Librarian
Title:Virtual Worlds: Which Type Is Right for Your Institution? (ID: MWR08106)
Author(s):Donald J. Welch (Merit Network, Inc.)
Origin:Presented at Midwest Regional Conferences (03/17/2008)
Type:Presentations/Speeches
Abstract:

Virtual worlds have great potential in education, but much needs to be learned about them. One of the biggest questions is whether the best venue is the public mixed-use virtual world, a private education-only space, or a hybrid. This session will cover the advantages, disadvantages, and challenges of all three approaches.

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Authentic Critical Reflection: Critique_It in Second Life

Added by the EDUCAUSE Librarian
Title:Authentic Critical Reflection: Critique_It in Second Life (ID: ELI08217)
Author(s):Michael Connors (University of Wisconsin-Madison)
Origin:Presented at ELI Meetings (03/18/2008)
Type:Presentations/Speeches
Abstract:

Critique_It is an online virtual classroom critique system originally developed at the University of Wisconsin-Madison in Croquet and ported to Second Life. The critique is a rudimentary instructional methodology in the arts that can be applied to most other disciplines. Critique_It provides an environment for simulating authentic learning strategies and allowing the possibility for feedback from peers and experts from outside the campus.

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Making Learning Real: Turning Sim City into "Sim Science"!

Added by the EDUCAUSE Librarian
Title:Making Learning Real: Turning Sim City into "Sim Science"! (ID: ELI08210)
Author(s):Diane Jass Ketelhut (Temple University)
Origin:Presented at ELI Meetings (03/18/2008)
Type:Presentations/Speeches
Abstract:

Current theories suggest that learning is facilitated when embedded in the context in which it will be used, but the constraints of the traditional classroom make implementing this difficult to impossible. This session will focus on exploring how new technologies such as virtual environments can situate learning in a "real" virtual context, motivate students while helping them develop scientific habits of mind, and support teachers in leading complex scientific inquiries.

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The New Virtual Field Trip: A Perspective from NC State's Entomology Bug World

Added by the EDUCAUSE Librarian
Title:The New Virtual Field Trip: A Perspective from NC State's Entomology Bug World (ID: ELI08212)
Author(s):Len Annetta (North Carolina State University) and Marta Klesath (North Carolina State University)
Origin:Presented at ELI Meetings (03/18/2008)
Type:Presentations/Speeches
Abstract:

The presentation will give a development perspective to incorporating a virtual field trip into a newly created online entomology course. The field trip in the traditional course took students to a local farm to uncover the varying species of bugs at the farm, as well as where they lived and what they ate. As the course went online, the 3D virtual environment enabled virtual students to share experiences similar to those of the traditional students while learning the same content.

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Using Computer-Simulated Case-Based Scenarios to Improve Learning

Added by the EDUCAUSE Librarian
Title:Using Computer-Simulated Case-Based Scenarios to Improve Learning (ID: ELI08211)
Author(s):David M. Segal (University of Central Florida)
Origin:Presented at ELI Meetings (03/18/2008)
Type:Presentations/Speeches
Abstract:

An online virtual case-based management system was developed to provide an interactive learning portal using simulated case scenarios, collaborative learning, decision support, and real-time assessment of student motivation and decision skills. Learn how to dynamically create and implement online case scenarios using virtual characters, speech, and other media-rich content.

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