VLE

Recent resources tagged with VLE.

Arts Metaverse

Added by the EDUCAUSE Librarian
Title:Arts Metaverse (ID: ERM08524)
Author(s):Ulrich Rauch (The University of British Columbia), Tim Wang (The University of British Columbia), Marvin Cohodas (The University of British Columbia), and Negin Mirriahi (The University of British Columbia)
Origin:EDUCAUSE Review Articles (09/15/2008)
Type:Articles, Papers, and Reports
Abstract:

The Arts Metaverse was developed by the University of British Columbia’s Arts Instructional Support and Information Technology unit. It is an immersive 3D VLE that provides an opportunity for scholars, teachers, students, and interested individuals to create and share a virtual space in collaboration.

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Educational Frontiers: Learning in a Virtual World

Added by the EDUCAUSE Librarian
Title:Educational Frontiers: Learning in a Virtual World (ID: ERM0852)
Author(s):Cynthia Calongne (Colorado Technical University)
Origin:EDUCAUSE Review Articles (09/15/2008)
Type:Articles, Papers, and Reports
Abstract:

The use of virtual worlds expands on the campus-based and online classrooms, enhancing learning experiences. Classes in virtual worlds offer opportunities for visualization, simulation, enhanced social networks, and shared learning experiences.

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Genome Island

Added by the EDUCAUSE Librarian
Title:Genome Island (ID: ERM08515)
Author(s):Mary Anne Clark (Texas Wesleyan University)
Origin:EDUCAUSE Review Articles (09/15/2008)
Type:Articles, Papers, and Reports
Abstract:

Genome Island (http://slurl.com/secondlife/Genome/118/145/53) was created to explore the potential for creating an interactive laboratory environment in the 3D virtual world of Second Life. College and university science courses that include a laboratory typically, because of the constraints of class scheduling, separate the lecture and laboratory components into different time blocks, and one of the challenges of college/university science becomes the meaningful integration of the two experiences. Virtual worlds offer the opportunity to eliminate the lecture/lab boundary by immersing students in an environment to be investigated.

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Literature Alive!

Added by the EDUCAUSE Librarian
Title:Literature Alive! (ID: ERM08523)
Author(s):Beth Ritter-Guth (Lehigh Carbon Community College), Laura Nicosia (Montclair State University), and Eloise Pasteur (Eloise Pasteur Educational Designs)
Origin:EDUCAUSE Review Articles (09/15/2008)
Type:Articles, Papers, and Reports
Abstract:

Literature Alive! in Second Life creates immersive literary environments that have redefined the ways literature is shared in virtual environments.

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MiRTLE

Added by the EDUCAUSE Librarian
Title:MiRTLE (ID: ERM08519)
Author(s):Michael Gardner (Essex University), John Scott (Essex University), and Bernard Horan (Sun Microsystems, Inc.)
Origin:EDUCAUSE Review Articles (09/15/2008)
Type:Articles, Papers, and Reports
Abstract:

In this article, we describe our collaborative research toward creating a “mixed reality teaching and learning environment” (MiRTLE) that enables teachers and students participating in real-time mixed and online classes to interact with avatar representations of each other. The longer-term hypothesis is that avatar representations of teachers and students will help create a sense of shared presence, engendering a sense of community and improving student engagement in online lessons.

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SUNY Oneonta Music Project

Added by the EDUCAUSE Librarian
Title:SUNY Oneonta Music Project (ID: ERM08522)
Author(s):Janet Nepkie (SUNY College at Oneonta), James B. Greenberg (SUNY College at Oneonta), and Harry E. Pence (SUNY College at Oneonta)
Origin:EDUCAUSE Review Articles (09/15/2008)
Type:Articles, Papers, and Reports
Abstract:

The SUNY Oneonta Music Project started with a simple goal: to give students in Oneonta’s music industry major the opportunity to organize concerts in a virtual world.

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The NMC Campus

Added by the EDUCAUSE Librarian
Title:The NMC Campus (ID: ERM08513)
Author(s):Alan Levine (The New Media Consortium (NMC))
Origin:EDUCAUSE Review Articles (09/15/2008)
Type:Articles, Papers, and Reports
Abstract:

The New Media Consortium (http://www.nmc.org/) Campus in Second Life represents the largest educational project in any virtual world, comprising the efforts of well over 120 institutions. The NMC Campus landmass includes 91 sims (islands) that the NMC owns/manages as the NMC Campus, plus another 46 that represent the work of leading educational organizations that have chosen to collocate with the project.

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All aboard? Reflections on the 7th Sakai conference, Amsterdam

Created by Paul Trafford (University of Oxford) on July 02, 2007

Oxford made a decision in Autumn 2006 to migrate to the Sakai VLE with the announcement of the Tetra collaboration. Since the completion of the academic year, we've been able to focus more on the task in hand. For myself, I decided the best way to quickly gain a feel for Sakai was to attend a Sakai gathering and conveniently the 7th Sakai Conference was recently held in Amsterdam, the first time the conference had been held outside the United States. I was primarily interested in sessions that addressed system migration, deployment and support, but also keen to hear about pedagogy and usability, leaving it to my colleagues to cover the more technical development aspects. I wanted to know what approaches were adopted to move to Sakai: organisation, resources, timescales, etc.

So was it a case of all aboard...?

Using a flexible learning space to teach about a flexible learning space

Created by Paul Trafford (University of Oxford) on March 06, 2007
[Sorry it is so long since I posted - the Western New Year and Chinese New Year have both passed!]

My job title of 'VLE Administrator' covers a wide range of duties, many of which are quite technical and system-oriented, but it also involves advising staff on developing their areas in the VLE (LMS), the service front line, as it were.  This term I've spent quite a lot of time preparing and delivering courses on how to use WebLearn;  the face to face contact makes quite a pleasant break from coding or answering emails stuck in front of a computer screen.

We are now coming to the end of this term's series of lunchtime courses.  They have usually consisted of a presentation with slides and demonstrations followed by hands-on where people work individually through a number of exercises, familiarising themselves with some aspects of the VLE.  The peak of interaction usually would not go beyond viewing each each other's test area. 

However, I've recently found myself in one of the so-called flexible learning spaces within the department - a wide room with islands of workstations and a lot of gadgetry.  After a couple of weeks delivering the standard format in this space, I've only just realised that I ought to make more use of such communal spaces. 

Blackboard Patent Reexamination: Response from the Sakai Foundation

Created by Catherine Howell (University of Cambridge) on January 26, 2007
To update my post on the Blackboard patent, here is some more detail on the requested reexamination of the patent claim and the Sakai Foundation's response.

As Paul Erickson notes (thanks, Paul!), the news initially started bubbling up when the Software Freedom Law Center (SFLC) announced that it has formally asked the Patent Office to reexamine and ultimately cancel all 44 claims of Blackboard's patent on e-learning systems.

The request has demonstrated the very real sense of unity and common purpose among the educational open source software community. It was filed on behalf of the Sakai Foundation (sakaiproject.org), the Moodle Community (moodle.org), and the ATutor Community (atutor.ca).

In their press release, the Sakai Foundation refers to the "the surrounding fear, uncertainty and doubt (FUD) being spread by Blackboard", and states: "We, the Sakai Foundation, consider the Blackboard patent to be a prime example of a bad patent in the area of educational software.  It is a threat to open source developers, providers and users of educational software."