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Showing posts with label Second Life 3D worlds. Show all posts
Showing posts with label Second Life 3D worlds. Show all posts

Thursday, June 24, 2010

Second Life CEO Resigns, Founder Back in Charge

Event

This just in:

Linden Labs, the creator of the 3D virtual world Second Life has announced that company founder Philip Rosedale has been named interim CEO and that Mark Kingdon is stepping down as CEO.

Philip Rosedale, in a posting called Returning to the Lab stated:
Our thinking as a team is that my returning to the CEO job now can bring a product and technology focus that will help rapidly improve Second Life. We need to simplify and focus our product priorities -- concentrating all our capabilities on making Second Life easier to use and better for the core experiences that it is delivering today. I think that I can be a great help and a strong leader in that process.

This comes just a short time after Linden Labs announced a layoff of 30 percent of its staff.

Analysis
It is not really surprising to have a CEO shift after the layoffs and apparent shake up of staff. The company is strong on the consumer side but it would be difficult for almost any organization to live up to all the hype that Second Life has had in the past. It is a good platform but with some scalability, usability and channel issues.

Also, in speaking with industry insiders, I've learned the corporate culture at Linden Labs is a very relaxed which doesn't always translate well into the growth stage of a company when decisions have to be made based on "finance and strategic planning" rather than "cool and neat projects".

This is part of the natural churn within any tech industry and because Linden Labs and Second Life is the biggest player in the space, events like this get a lot of press. I think the company is going to hunker down a bit and start to really focus on the consumer-side and technical capabilities prior to making a serious run at either the academic or corporate markets but, we'll have to see as the days progress what happens when a software development firm cuts staff and resources while trying to revamp technical aspects of its product.

Not sure this change is going to be like Steve Jobs coming back to Apple but it should re-charge efforts on the consumer side.

*Thanks to Mike Qaissaunee for the "heads up".

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Wednesday, March 31, 2010

Second Life Take Over Rumors...

Here is an interesting rumor and a potentially large game-changer in the virtual world space. It is rumored at the web site metaverselyspeaking web site that News Corp might be taking over Second Life.

Here is a quote from the article.

Rumours are rife inside the Lab at the moment of the prospect of a takeover which will see News Corp. adding Second Life to their already wide-spanning media portfolio. The inside scoop is that the new viewer and new user experience had to be rolled out quickly as a condition of any deal, as the potential new owners want to be sure that SL will not suffer from stagnant members, as News Corp. found after their acquisition of MySpace.

But please be careful with rumors. As it was rumored a while ago also that Microsoft was buying Second Life and it would no longer support SL on the Mac.

So while I haven't seen any official notice or indication that Linden Labs is shopping around Second Life or that anyone is purchasing the product, the rumors do seem to be adding up. Most of the time rumors are based on some shred of truth so...perhaps Linden is shopping around Second Life?

Keep your ears and eyes open and let me know if you know anything!

Thanks to Mal Burns, Mark Oehlert and Clark Quinn for the heads up via twitter.
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Monday, March 15, 2010

I Have Seen the Future of Conferences...and it is 3D!


Terrence Linden discussing the new 
Second Life browser at VWBPE conference.


If you missed the Virtual Worlds' Best Practices in Education Conference, you missed not only a great conference with really good content and presentations, you missed a glimpse into the future of conferences.

The conference took place entirely in the virtual immersive environment of Second Life with a venue of presenters from around the world. Take a look at the conference agenda to get an idea of the breadth and scope of the event.

Marty Snowpaw (SL) Marty Keltz (RL), one of the organizers of the event told me that over 5,000 avatars attended the two day event. As Marty said to me, "the conference is rolling a long with record breaking attendance." I was in a session with Terrence Linden (SL) that had over 70 attendees and the session that Tony O'Driscoll (RL) and I conducted had about that many attendees as well. 

The in-world event had posters sessions, tours, exhibits, social events and presentations just like a face-to-face conference and groups like the US Airforce were present to discuss what they are doing in virtual worlds in terms of education and collaboration.

If, for one minute, you think virtual worlds are going away, this conference has proved that notion dead WRONG. The conference reinforced everything I believe about virtual worlds being the future of online education. Anyone still doing 2D virtual classrooms is quickly going to be left behind.

Here are some pictures I took of the conference, our slides from the conference and a link to one of the videos from a session.


Terrence Linden discussing the fact that
60% of top universities are in Second Life.

One of the advantages of conducting a conference in a virtual world is that the attendees can become immersed in a very non-traditional but effectively moving environment. I attended a session where the moderator, Jenaia Morane (SL) Jena Ball (RL), introduced attendees to “The Uncle D Story Quests” created by The Virtual Worlds Story Project by asking the learners to change their settings to night time, gather around a virtual camp fire and to think about their impressions of HIV and write them on a notecard.

Here we are gathering around the camp fire.


Setting the environment to "night" 
to enjoy the story by the camp fire.

The US Airforce is doing a number of projects in Second Life and actively involving the community. The presented on the topic of" The Rise of Avatars in Loosely Coupled Social Networks for Military Learning Innovations"  and discussed how the virtual environment is engaging learners and changing behavior.
Andy Stricker (RL)  Spinoza Quinnell (SL)
Distributed Learning Architect Air University 
discusses learning in a virtual world.

For our presentation, Tony and I met up in the "green room" or speaker ready room for some instructions, a sound check and to meet with our moderator. From a speaker and attendees perspective, the conference ran smoothly, was well coordinated and had a great overall vibe. The community is so lively and active.
Tony and Karl prepare for their Learning in 3D presentation.

Karl talking about the alignment of sensibilities with design principles.

The venue for the Learning in 3D presentation.

Tony making a point about 3D learning
 archetypes described in the book.

A look at the audience listening to the Learning in 3D
 discussion at the VWBPE Conference.

Here are our slides from the presentation.







View more presentations from kkapp.

The content for the slides and our presentation at the VWBPE conference was excerpted from;







Another fascinating element of a virtual conference is the ability to create experiences and interact with the audience in ways not possible in Real Life. For example, at her presentation Lesley Scopes (RL) Light Sequent (SL) (a contributor to Learning in 3D) presented on her Cybergogy model by creating a model right on stage. Check out her entire presentation.

Audience members look on as the model being 
discussed is built right in front of them in 3D.

Conducting conferences without having to fly across the world, by providing 3D presentations and interacting within a virtual world will be a large part of the future. Ironically, this weekend, as I was preparing for this conference, I got an email from a client who said that her travel budget for a conference she wanted to run this summer was cancelled and did I have any ideas on an "innovative" way to run a conference without travel...yeah, I think I just might.
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Thursday, March 04, 2010

Big Virtual World Event on the Horizon

Here is a press release about one big virtual world event where Tony and I will be speaking about
  Learning in 3D.



GLOBAL CONFERENCE IN SECOND LIFE® TO SHOWCASE THE
POWER OF VIRTUAL WORLDS TO TRANSFORM EDUCATION 
2010 Virtual Worlds Best Practices in Education Conference
(March 12-13):
Featured Address by Mark Kingdon, CEO of Linden Lab®
________________________ 
48-Hour Event Expected to Attract 5,000+ Attendees and over
150 Presentations from Around the World 

March 4, 2010 -- Pioneers in the creation of innovative uses of virtual worlds in education, training, business, military and cultural spheres will come together in Second Life® to celebrate “Imagination Around The World” (March 12-13).  The Virtual Worlds Best Practices in Education Conference (VWBPE) will feature more than 150 presentations and a keynote address by Mark Kingdon, the CEO of Linden Lab® creators of Second Life® (SL).  


“From a small grass roots community, we have grown dramatically as a global organization and are becoming a force in transforming education in a very short time,” said Marlene Brooks, Program Chair (SL: Zana Kohime). “We expect more than 5,000 attendees at VWBPE10 (www.vwbpe.org) with participants from every continent,” she continued. 

Presenters at VWBPE10 are at the forefront of capitalizing on advances in new technologies and a broad range of disciplines related to virtual worlds. In addition to Linden Lab® CEO Mark Kingdon, notable keynote presentations and presenters at VWBPE10 will include: 

“Learning in 3D: A New Educational Dimension”

Karl Kapp (SL: Abbott Bundy) and Tony O’Driscoll (SL: Wada Tripp) authors of the hot-selling book Learning in 3D: Adding a New dimension to Enterprise Learning and Collaboration  

Virtual Worlds, Culture and Change - A Conversation”
Tom Boellstorff (SL: Tom Bukowski) academic, author and editor-in-chief of American Anthropologist and Doug Thompson the (SL: Dusan Writer) CEO of Remedy Communications and owner of Metanomics

“The Rise of Avatars in Social Networks for Military Learning Innovations”

Andy Sticker and Marlene Brooks (moderator).   Presentations will showcase what is being done in virtual worlds at universities, colleges, businesses, government agencies, not-for-profit entities and K-12 classrooms. More than one hundred volunteers will assist presenters and attendees at the 48-Hour conference taking place in over twenty SL Sims. The Presentations will be available in five languages: English, German, French, Spanish and Portuguese.  

“What makes this year exciting is that we are becoming more interactive and mainstream, and we are having a growing impact on all forms of education and training based on the values of connection, collaboration and co-creation integral to virtual world learning environments,” said, Kevin Feenan (SL: Phelan Corrimal). 

The Virtual World Best Practices in Education Conference originated from the 2007 Second Life® Best Practices in Education Conference. Educators are one of the largest and most vibrant groups in SL with an outreach to more than 6,000 residents. 
Registration for the conference is Free. To register please visit: www.vwbpe.org  


About Second Life 
Developed and launched by Linden Lab in 2003, Second Life is the world’s leading 3D virtual world environment. It enables its Residents to create content, interact with others, launch businesses, collaborate, educate, and more. Since its inception, Second Life Residents have logged more than one billion user hours and generated more than $1 billion in user-to-user transactions. With a broad user base that includes everyone from consumers and educators to medical researchers and large enterprises, Second Life has become one of the largest repositories of user-generated content and the largest user-generated virtual goods economy in the world.


For additional information, please contact:
E-mail: Marty Keltz: marty.keltz@gmail.com
Phone: 416-587-3381
For information on Second Life, visit: www.secondlife.com
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Using Virtual Worlds in the Conspiracy to Create an ah-ha Moment

Abbott Bundy with his backpack and walking
 stick ready to embark on a story quest with his guides.

Yesterday, I had the privilege of touring a fascinating project in the 3D virtual immersive environment of Second Life. It is called The Virtual Worlds Story Project with the tag line "Weaving the Narrative Threads of Our Lives." If you want to gain a glimpse into an effective and exciting way to provide context, experience and learning, this is the place you should check out. The method used is called a story quest.

My tour guides for the experience were Marty Keltz and Jena Ball who have created a three-dimensional experience engineered to teach about the HIV/AIDS pandemic called The Life and Times of Uncle D.
Exploring Uncle D's cabin and learning about his life.

The goal of the experience is for the learner to gain an understanding and appreciation of the impact of HIV/AIDS through the exploration of one person's life by visiting the everyday places where he lived and by immersing in the experience and letting it touch and move the learner. It is a Constructivist approach to learning and the environment creates opportunities for learning by allowing the learner to interact in the story...ok, so that is the academic definition but that doesn't do the project justice. A better explanation was provided by Marty.

Marty said he was involved in a "conspiracy to create an ah-ha moment."

Wow, what a great concept! Shouldn't all designers of instruction be involved in that conspiracy? Instead we seem to be involved in something a lot less exciting, interesting or even educational. Yesterday I also spoke to a client about ethics training...wouldn't a conspiracy to create an ah-ha moment be an excellent goal for the design of ethics training or diversity training or sales training, etc. Instead we tend to strive for "awareness."

We are all "aware" of things but never act based on that awareness. Many people are aware they should exercise every day...doesn't happen. Others are aware that cigarettes will kill them, and they say so between puffs. Others are aware that texting while driving can be deadly...yet they text away-try texting DOA. Employees are aware of policies, procedures and protocals but take shortcuts to get the job done. Awareness is petty crime compared to a conspiracy.

Conspiracies take coordination, effort, planning and a deep understanding of what needs to be done. These adjectives rarely describe the level of effort dedicated to organizational efforts to change behavior through learning experiences. We need to stop creating awareness and start to create conspiracies. What better place to start than in a 3D Virtual Immersive Environment. Involving learners in a story where they can interact and react is the first step in the conspiracy in which we should all partake. We can hide clues, engineer experiences and force situations that can create cognitive dissonance in learners which will ultimately lead to learning and behavior change as a result of that learning.

To get a better idea of what this kind of conspiracy looks like, check out a trailer for The Uncle D Story Quest:

And check out the interview with Marty Keltz and Jena Ball at the Second Life blog in an interview with Pathfinder Linden.

Today, leave behind petty educational endeavors and get involved with a conspiracy to create an ah-ha moment.
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Tuesday, February 23, 2010

Second Life Making an Announcement Tomorrow (actually today)?

Here is a little email intercept I received from an unnamed source (ok, it's from Snickers' Doodles in her post Linden Lab to announce Viewer 2 beta tomorrow which she received in-world from Pink Linden.

Hello SL Merchants:

We wanted to give you an early heads-up on a big piece of news because we greatly value our relationship with you and this community. Tomorrow, at SL Pro! (http://www.nmc.org/2010-slpro) Tom Hale, our Chief Product Officer will announce the availability of the next generation of Second Life viewers—Viewer 2 Beta. It combines an easy browser-like experience with shared media capabilities--giving all Second Life Residents a new option to choose from among Viewer 1.23 and other approved third-party viewers. We are also going to announce Second Life Shared Media(tm), a standard capability in Viewer 2, that makes sharing standard Web-based media and content in Second Life easy, and enables content creators to place Web pages, video, Flash content, and other web media, on any surface in Second Life.

So, keep your eyes peeled to the Second Life Blog (http://blogs.secondlife.com) and once the news is out—go download the software and let us know what you think in the Viewer 2 Forums. And, if you Twitter, then use the #SLViewer2 hash tag.

Looking forward to a very exciting day tomorrow!

Pink

So tomorrow, you can download the viewer. Interesting in that I think this makes the viewer similar to business-focused virtual worlds which allow for the placing of documents (spreadsheets, MS Word documents, etc) on a surface so that groups of employees can collaborate around a specific media asset. I am assuming that since one can place a web page on any surface, placing a MS Word Document or spreadsheet is as simple (I'll need to check that out.)
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Friday, August 14, 2009

eLearning Guild Presentation: Applying ADDIE to 3D Worlds

The schedule for the first day of the online conference.

Yesterday, I had the opportunity to present at the eLearning Guild's "Designing and Managing Learning in 3-D Virtual Worlds and Immersive Environments" for the opening general session of the online conference. It was a lot of fun with a great group of attendees. My subject was "Applying the ADDIE Model to 3D Virtual Learning Worlds"

We discussed ways in which the traditional method of instructional design needs to be modified to accommodate elements of 3D virtual worlds (we call them Virtual Immersive Environments).

The content was mostly taken from the upcoming book Tony O'Driscoll and I are writing called Learning in 3D.




While the presentation below is not the same one I gave for the Guild, it does have many of the same concepts and ideas.



Also, several people asked for some resources related to virtual worlds so here are a few:

Here are links to Virtual Worlds (beyond Second Life):

Alternatives to Second Life (one)

Alternatives to Second Life Continued (two)

ProtonMedia's ProtoSphere

Forterra Systems

And here is a great tour of many virtual worlds, all in 8 minutes.



Of course, here are some Second Life resources and blog entries the provide a good deal of information about using virtual immersive environments for learning:

Second Life Session

Second Life Resources and Information

Second Life Education Wiki

Second Life Books

Creating Learning Spaces in Second Life

Second Life...Its Synchronous


Enjoy the resources and please add more!!!
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Wednesday, August 12, 2009

Learning in 3D: Co-Creation

Here is another great student machinima. This one showing an example of co-creation in the 3D world of Second Life.



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Tuesday, August 11, 2009

Another Student Generated Machinima

Here is another example of using one of the learning archetypes (described in Learning in 3D) to create a lesson in a virtual world created by one of the many talented students in our Instructional Technology program at Bloomsburg University.



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Monday, August 10, 2009

Learning in 3D-Example of Using SL for Education

In the Learning in 3D class, students have created some great machinimas showing the use of a 3D virtual world for learning.

Here is one of the first examples. This piece contrasts traditional education with the use of a virtual 3D world and shows how co-creation can be a powerful tool for learning within a virtual world.


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Thursday, August 06, 2009

Postcards from the 3D Edge


In the workshop, learn about Critical Incident Training.


Recently I did a recording for InSync and my friend Jennifer Hofmann titled Postcards from the 3D Edge: Learning in Second Life. It was the most popular complimentary program they've ever had - so popular they had over 250 registrants in the first 4 hours!

Check out either one of the two sessions. (You'll need to download the WebEx installer as requested when you click on link)

Session One

Session Two


Now we have teamed to provide a 4 week course on the topic to provide even more indepth information. If you want to know about Second Life and how it works. This is the workshop for you. We run 4 Wednesdays from 1:00-3:00 EST. Hands on experience from co-author of the soon-to-be-released book...Learning in 3D.

For more information, see the course description of Navigating Second Life. Also, you can read more about the course!

Plus, if you use the secret code "karlkapp" you'll receive 15% of the price of the online workshop. Don't delay, sign up today.

Here is a description of what we'll be covering.

Immersive learning environments such as Second Life are gaining more and more attention but there are few guidelines to inform the development and encouragement of productive learning (formal or informal) within these environments. Questions like: "How should the environment be designed to encourage collaboration?" "What is the right approach with a large number of learners?" "What is the role of an instructor in one of these 3D environments?" need to be answered and explored.

The workshop provides educators, corporate trainers and others with information on how the 3D world of Second Life can been used to foster and promote informal and formal learning by presenting the basics of Second Life and describing how those basics can be used to create meaningful instruction.


Hope to see you in this educational workshop with no travel and conducted from the comfort of your own computer.
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Tuesday, August 04, 2009

Learning in 3D Summer 2009: Class Five

Scripting tips from Matt.


This week's class was a whirl wind of different platforms. We started in Second Life and then we went to ProtoSphere and then to Centra and then back to Second Life. We visited the Genome project and the Particle Laboratory in Second Life, both great places and then we went into ProtoSphere to check it out and then we went to learn a little about scripting in Centra and then we went into Second Life to do some scripting.

One really cool web site we visited allowed us to create automatic Second Life scripts. Visit Hillary Mason's AutoScript page to create your own Second Life scripts without having to know anything about the Linden Scripting Language. Hillary's page also has other great Second Life information.

The Particle Laboratory contained all types of interesting tips and techniques for incorporating particles into your Second Life environment.

The class checks out the particle lab.


Also, check out this particle generation script at Particles-LSL-Generator so you can create your own particle effects.

The tour of ProtoSphere gave us valuable insights into the corporate use of 3D worlds

Class hangs out in private office in ProtoSphere.


Checking out the spine simulation.


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Wednesday, July 29, 2009

Learning in 3D Summer 2009: Class Four

Class visits the Holocaust Museum in Second Life.


This class consisted of three different parts. The first part we visited the exhibit at the US Holocaust Museum. The interactive nature of the exhibit and the interactions of the avatars with the exhibit made it a great educational place to visit.

Holocaust Museum has some really well done effectives like fire and falling glass.


We then had guest speaker Heather Gee. Heather provided a great tutorial on how to build a building within Second Life. She provide advise on creating phantom walls, how to make a roof and other key building information.

Heather describes how to build a simple structure.


We then sat at the conference table and we reviewed the educational field trips the students took as their homework. Each student described their favorite location and why it was good from an educational perspective.

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Wednesday, July 22, 2009

Learning in 3D Summer 2009: Class Three

Experimenting with building in SL.


This class was a blended class, as I am travelling in AZ, I recorded the first part of the session as an asynchronous class which students listened to before attending the "live" session. The recording discussed Learning Archetypes and using the ADDIE model to create instruction.

The presentation below combines last night's class with some concepts (like the Tony O'Driscoll's Seven Sensibilities) that we covered in other classes.



For the live session, of course, my plane was late and then I couldn't get internet access but after frantically texting a student and letting her tell the rest of the class what was happening, I was finally able to get into Second Life and hand out some valuable note cards and note card instruction.

Then we all experimented with building. The note card I handed out had landmarks so the students can use those landmarks to explore interesting and educational places in Second Life. Next week, we'll sit around the conference table and discuss.
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Tuesday, July 14, 2009

Learning in 3D Summer 2009: Class Two

Border crossing created in Second Life for use at Loyalist College.

This class began with a tour of the border patrol work done by Ken Hudson and others at Loyalist College. It took a while but we were able to get everyone assembled and then toured the area and where able to see both the automobile crossing and the location used for air transportation training as well. Impressive.

Here is a video about the project at Loyalist.


We then discussed the Seven Sensibilities of 3D Learning developed by my co-author Tony O'Driscoll.

Here is a video he created on the topic.


We then discussed how 3D learning is a form of storytelling and how learning in third-person might just be a more effective method than learning in first-person. Here is a link to the concept in a blog post I wrote called Accidental Learning and the Power of Stories.
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Friday, July 10, 2009

NOAA: Advice for Federal Agencies about Virtual Worlds & a Great Interactive Example


Waiting for the tsunami to hit on NOAA's island in Second Life.


Check out this article, Living NOAA's Second Life

It is about how the National Oceanic and Atmospheric Administration (NOAA)--a government agency--is using a virtual world to reach into the future and it has some great advice on considerations before launching into a virtual world.

My advice to other federal agencies interested in virtual worlds is to define your goals before you break ground. Use the numbers in terms of visitors, time spent on the site, etc., to help refine your design and improve your conversion rate to your goal.

Start small by focusing on a topic that is of interest to local management. Wow a manager with an easily understandable and relatively cheap application. Don't be shy about asking questions and fostering a sense of community development...as described by Eric Hackathorn who is, among other things, co-chairman of the Metrics and Research Working Group at the Federal Consortium for Virtual Worlds


They are also working on some forward thinking applications for virtual worlds and data sets.
One recent prototype we call Second Earth attempted to blend the capabilities of tools like Google Earth or Microsoft Virtual Earth with the collaborative capabilities of Second Life. You can fly through and remotely collaborate about a real-time dataset.


Some resources and articles on the topic:

NOAA Comes to Second Life
(great images)

A New Wave of Learning

Meteora (SLURL Link to NOAA island)

Okeana
(SLURL Link to NOAA island)

If you haven't checked out NOAA's island in Second Life, you really need to have a visit.

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Thursday, July 09, 2009

Designing a Virtual Immersive Environment for Learning? Some Considerations.

Supervising a construction project.

Here are a few considerations when thinking about developing a virtual learning environment in a 3D world.

Synchronous or Asynchronous. One of the first decisions to make in designing a 3D Learning Environment (3DLE) is to determine if the learning will occur in a synchronous environment led by an instructor or an asynchronous environment where the learner proceeds at his or her own pace. Or will it be a combination of both? Virtual blending. This decision will influence much of your design and building of the in-world environment.

Sequence and Instructional Elements. Designing the 3DLE requires careful consideration of the entire educational experience of the learner. What happens first? What is the pace of the instruction? How do learners interact? Where and when should a debrief occur? Drawing out the learning event helps it function more smoothly and effectively.

Environment and Structures. The creation of the environment in which the learning takes place is an important consideration. This involves determining the level of realism but, even more than that large decision; it requires consideration of the type of structures and spaces that are created to facilitate the learning.

Consider the Debrief. One important element of learning in an interactive environment is to provide a proper level of debriefing so the learner can understand the experience they had and reflect upon their learning. In fact, reflection is a critical element in learning. The debriefing process can be important for both a synchronous learning experience as well as an asynchronous experience.

Design Outside of Reality. Since one strong advantage of virtual learning worlds is that they can be used to create extraordinary places and have the ability to transport learners back in time, into the future or to the heart of danger. Create environments that excite the senses, that are fun and that are educationally challenging.

Don't forget to Storyboard. Because the development of a 3DLE is complex and multi-layered, many developers first design the 3DLE with a storyboard and actually build the environment only after the storyboards have been created and the learning event “walked through.” The step of creating a storyboard helps to ensure that environment that is create encourages the desired learning and that the expensive development process run more effectively because of the visual indication of the process. This is similar to the storyboard process used to create movies or other types of online learning.

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Wednesday, July 08, 2009

Learning in 3D Summer 2009: Class One

Getting the class together in SL.


Recently, we had our first summer class of the course "Learning in 3D," the class focuses on how to create 3D learning spaces and how to use those spaces effectively to promote learning and to leverage the wonderful attributes of 3D.

First we talked about different levels of Gamers (Game 1.0-4.0). To find out what level gamer you are, consider playing Gamer Rater. (created by an awesomely talented group of students (Nicole Clark, Heather Gee, Aaron Kennelly and David Robbins..special thanks to Heather Gee for key updates.)

We then discussed the definition of a Metaverse and went on to discuss a little about the evolution of avatars.
Evolution of avatars (thanks again Heather Gee).


We then discussed different kids focused simulations, simulated games and virtual worlds like:

  • Simulations at Edheads.

  • Disney's Hot Shot Business

  • Club Penguin

  • America's Army

  • River City Project

    We then discussed some Second Life statistics to see how big that world has become.

    We then discussed the metaverse hype cycle and how the death of virtual worlds have been greatly exaggerated.

    We then jumped into the virtual world of Second Life to have a look around and in an upcoming week, we'll be jumping into Protosphere to gain a corporate perspective on these worlds.



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  • Tuesday, May 26, 2009

    Examples of Using Virtual 3D Spaces for Learning

    Here are some interesting examples of using virtual worlds for learning, manufacturing and business:

    In the manufacturing arena, the level of complexity of today’s assembly lines cannot be accomplished with two-dimensional visualization. A virtual 3D world is needed to make sure all of the manufacturing equipment and human employees work together flawlessly. The use of a 3D world can lead to significant savings. A small manufacturing plant can realize an annual savings of one million dollars and a 5 to 1 annual return on investment. A medium size plant can realize an eight million dollar savings with an 8 to 1 return on annual investment and a large manufacturing plant can see a $50 to $100 million annual savings with an annual return on investment of as high as 10 to 1. Read the article here.

    At the car company of Mercedes-Benz, the use of a virtual world simulating the manufacture of an aluminum component for an S-class coupe saved the company time and money. Initially after the assembly line was conceived and developed, a compression-modeling die did not manufacture components correctly in the virtual world so changes were made until the virtual world produced the correct part. If the problem had not been discovered and changed in the virtual stage, it would have been a three to six month delay and several thousand dollars to repair the process on the actual production floor. Overall use of the virtual world has resulted in cost reductions of up to 30 percent in several areas of vehicle planning for the luxury car company. [from paper-based article: Tambascio, S. (2004) The virtual world meets the factory, Tooling & Production (2004) pages 38-40]

    IBM’s Academy of Technology held a virtual conference and annual meeting and estimated a savings of hundreds of thousands of dollars. With an initial investment of roughly $80,000, IBM estimates that they saved over $250,000 in travel and venue costs and more than $150,000 in additional productivity gains (since participants were already at their computers and could dive back into work immediately) for a total of $320,000.

    Grades in a program at Loyalist College to prepare students for service as a Canadian Border Patrol Officers increased 37% over a two year period after the introduction of a virtual role play within a virtual learning world. Loyalist College Border Service students participate in a simulated Canadian border crossing using Second Life - created by the Virtual World Design Centre, Loyalist College, Belleville, Ontario.



    As an added bonus, here is an article describing how virtual reality and assembly simulations in manufacturing are being combined.

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    Friday, May 22, 2009

    Implementing New Learning Technology? Choose the Right Pilot Group

    Before a large scale implementation of any new learning technology, you really need to run a pilot group. You need to catch problems on a small scale and then adjust, correct and modify based on the feedback and experience of the pilot group. Skipping a pilot of a new technology is a dangerous gamble. It could be, as they say, "career limiting."

    So I suggest a carefully chosen pilot group, but, you might ask, what does that pilot group "look like"? Here are some suggestions if your are implementing a virtual learning world or Highly Immersive Vitual Environment (HIVE).
    • High Technology Comfort Level—You don’t want to provide initial access to virtual worlds to a group that is not comfortable with technology. Choose a group who has historically used and embraced technology and are comfortable using technology as a productivity enhancer. This is especially true since navigation can be difficult at first within virtual worlds.

    • Mix in Some Not So Comfortable Folks as Well-If everyone in your group loves and has a high comfort level with technology, you are not going to get an accurate view of how the technology will roll out to the entire organization. So, while it is good to have a lot of people with a high comfort level, make sure you recruit some people that are not so comfortable (if eveyone is uncomfortable with the technology then the pilot will not be successful so you need a mix.)

    • Choose a Relatively Small Group—With lots of employees spread out all over the place, it is important to start the virtual world project with a manageable group so that any initial unexpected complications can be worked out efficiently with a group who understands that the technology adoption cycle will have a few “rough edges” before it is completely perfected.

    • If you are in a regulated industry, get Legal and Regulatory Personnel Involved from the Beginning—Form a committee that includes individuals from the legal and regulatory department. Many questions concerning the use of virtual worlds will be encountered by legal and regulatory personnel and the earlier the department or departments is involved, the better. Even if you are not in a regulatory environment, you might want to check with those folks.

    • Get Information Technology Personnel Involved from the Beginning—Just as Legal and Regulatory need to be involved early, so does the information technology department. Inevitably with new technologies, complications will arise, you need the IT staff on board to help quickly overcome technical options. This is especially true with virtual world technologies.

    • Choose a Group Interested in the Potential of Virtual Worlds—Choose a group interested in the business advantages of HIVEs. They will spend more time and effort working through the technology to get it working correctly and they will tend to be more comfortable with technology issues they encounter because they will see the busines potential. The pilot group needs to have both technology savvy individuals as well as people focused on business outcomes.

    • Choose a Group that is Easy to Track—Choose a group that will provide you with access and data when requested. Develop methods of keeping in touch with the group to foster an exchange of ideas and input into the issues and advantages of the virtual world interactions.


    Any more ideas? Any disagreements?
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