An article came out Monday (3/23) on virtual training and options beyond Second Life (SL). One of the first things the author, Jon Wilcox, mentions is that SL is not the virtual world darling it used to be. Wilcox is not the first to suggest that SL has entered a "gloom stage" (see Greenberg, 2008), but he doesn't dwell on this apparent turn of events. Nor does Wilcox imply that this signals a decreased interest in virtual learning. On the contrary. He instead turns to examine virtual worlds that are being investigated such as OLIVE, IBM's INNOV8 v.2, and TruSim. Mary Matthews, the strategy and business development director at TruSim outlines several requirements for successful virtual worlds. She argues that one of the most important features can also be the most difficult to determine - the right level of fidelity. Stated another way, not every training or learning task may require a highly detailed representation or a depiction of realistic characters.
While the current economic downturn may make some institutions more cautious in their experimentations with virtual worlds, this is not the case for everyone. Wilcox mentions, for example, that 50% of classes on one subject at a Boston university are using virtual worlds. Unfortunately, the name of the institution and the specific subject are not provided. On the surface, this sounds impressive, but it may not be. The subject could one in which two classes are offered; this would mean only one class was using virtual worlds. Also, why wasn't the name of the institution given? Does this Boston university even exist, or was this example used because it gives the illusion that virtual educational initiatives are alive and well in the physical world?
I do believe that virtual worlds have the potential to improve distance education and training. But because institutions are looking for ways to cut their budgets, they are likely to be more cautious in their adoption of emerging technologies. Many educators have been consuming new technologies like a child eating cotton candy at the county fair. After awhile, though, the excessive amounts of unnutritious fluff don't taste so good. At present, it appears that some virtual worlds may not be quite as appealing as they once were. Thus, it is necessary to examine these digital spaces more critically than has been done in the past and determine whether more nutritious options are available.
Showing posts with label virtual worlds. Show all posts
Showing posts with label virtual worlds. Show all posts
Wednesday, March 25, 2009
Video Games and Pauline Kael
Earlier I was pondering the idea of borrowing from the art world to better understand virtual worlds. At Pop Matters, L. B. Jeffreys questions whether video games need a critic like the late Pauline Kael. Kael was a film critic and regular contributor to The New Yorker. In her work, Kael was against any particular set of rules or guidelines for art or criticism. Instead, her belief was that the only requirement was to astonish the viewer/reader. As Jeffreys points out, though, the problem with video game criticism today is that it doesn't serve to generate any enthusiasm or appreciation for the games. Are we being too academic in our interpretation of video games (and virtual worlds)? Should we be following Kael's lead and attempt to undo the intellectual approach of analysis?
Labels:
Pauline Kael,
The New Yorker,
video games,
virtual worlds
Monday, January 19, 2009
Bits of Honey
Just returned from Chicago and head out to Colorado later in the week. While I've been jet setting, here's what's been happening in the world of elearning, the Web 2.0, and the publishing industry...just to name a few.
eBooks
eBooks
- “I’m convinced...that students will read more and they will learn more, by using this medium [e-textbks].”http://tinyurl.com/84y5xm
- "So the eBook has landed. The printed book is not disappearing either..." http://tinyurl.com/88atvz
- Narrative is currently the "first and only literary magazine on Amazon’s Kindle." http://narrativemagazine.com/node/7786
- It's definitely not a good time to be a new college grad. http://tinyurl.com/894jfh
- The $$ being spent on instruction is going down, yet the $$ being spend on admin and support is going up. http://tinyurl.com/8xqvqd
- 21st-century learning - "Every kid needs to be able to critically think and problem-solve." http://tinyurl.com/7tktsv
- Rethinking higher ed: Kaplan U. - "learning online is a way to develop talent that could otherwise go to waste." http://tinyurl.com/8a7onx
- Sesame Street helped transform TV into a learn. tool & now mobile technologies are showing "enormous potential." http://tinyurl.com/9k98dl
- Florida Virtual School & U. of Central Florida have created the "first-of-its-kind training": virtual internships. http://tinyurl.com/846j4v
- Mobile Devices Seen as Key to 21st-Century Learning
- Pockets of Potential: Using Mobile Technologies to Promote Children’s Learning
- John McMurtrie - editor of the San Francisco Chronicle book review section - has plans to save it from the "deteriorating" publishing world. http://tinyurl.com/8kzkt9
- "The days of a 'newsmagazine of record'...are long gone." http://tinyurl.com/a37992
- "The National Enquirer and Star could theoretically be out of business within weeks." http://tinyurl.com/a8nbmu
- Reading on the Rise: 1st time in 25 yrs an "increase in rates and numbers of American adults who read literature.” http://tinyurl.com/9hyezd
- When you use your kids as your research subject, you get to sign your own informed consent forms. Hmm....http://tinyurl.com/6tz298
- "The academic fast track has a bad rep...unrelenting wk hrs that allow little/no room for a satisfy. family life.” http://tinyurl.com/85jdgb..
- "Cellular telephones are perhaps the biggest threat to survey data that epidemiologists have confronted in years." http://tinyurl.com/8wsoko
- New Pew Report: The media may focus on young people's use of social networking sites, but the heavy users are adults. http://tinyurl.com/763vaf
- The latest on the Burger King-Facebook ad campaign: Facebook Blows A Whopper Of An Opportunity
- "The URL and passcode [for a free Carl's Jr. burger promo] spread faster than a Paris Hilton homemade porno." http://tinyurl.com/8wt7tv
- "Bullying among children...poses a far more serious challenge than the sexual solicitation of minors by adults." http://tinyurl.com/7hd3kc
- "By becoming entangled in...more social networks online, people are building up their own piles of revealing data." http://tinyurl.com/8npflk
- It's not just for entertainment anymore! YouTube is now a reference search tool. http://tinyurl.com/8rtver
- YouTube's attempt at launching a "TV Website” for Wii & PS3 video game consoles. http://tinyurl.com/a9xbfr
- For Yahoo, "buying Hulu would be a strategically relevant acquisition for the company." http://tinyurl.com/77b8fo
- "As the 111th Congress kicks into gear, many of your elected leaders are starting their own YouTube channels." http://tinyurl.com/6semt5
- TweetNews uses what’s most popular on Twitter as an index for determining the importance of news stories. http://tinyurl.com/92m6gh
- View digital reproductions of some of the Prado's "best loved masterpieces" through Google Earth. http://tinyurl.com/8h4xcv
- "The lines between the cell phone market’s 'mobile gaming' and true portable gaming are starting to blur." http://tinyurl.com/9wtzlr
- “WARNING: Excessive exposure to violent video games & other violent media has been linked to aggressive behavior” http://tinyurl.com/7834ku
Labels:
ebooks,
elearning,
publishing,
social networking sites,
video games,
virtual worlds,
Web 2.0,
writing
Saturday, January 10, 2009
Bits of Honey
While the weather this week in the physical world made me want to hibernate, a counter feeling was felt in the online world. There was a blizzard of activity going on during the first full week of the new year. Here's what people were all atwitter about this week.
Gaming and Virtual Worlds
Gaming and Virtual Worlds
- 2008 education highlights from Second Life.
- Microsoft's Kodu: "We want to give them total mastery of the domain and yet unlimited expressive power." http://tinyurl.com/72nm5l
- "Electronic Gaming Monthly is going Web-only, and 30 of its staffers have been laid off." http://tinyurl.com/72hcdt
- Arlington County's Second Life office has a vending machine that sells virtual Cheez-Its and digital Pop-Tarts. http://tinyurl.com/7fufol
- "As Net-generation teachers reach out to gamers, classrooms across the country are becoming portals to elaborate virtual worlds." http://tinyurl.com/9c6cmj
- "Barbie reps. a confident and independent woman with an amazing ability to have fun while remaining glamorous." http://tinyurl.com/9b2mpb
- Women = ~ 1/2 of new physicians, but there is new concern about a "leaking pipeline." Will pt work/flextime help? http://tinyurl.com/856nsa
- Online student dropouts: "40% failed to seek any help or resources before abandoning their programs." http://tinyurl.com/axzput
- “For the first time, [schools] are seeing students choose another college for its online program." http://tinyurl.com/76n9nc
- Laptops in the law school classroom = "higher levels of student engagement and other positive outcomes." http://tinyurl.com/9ngfvz
- iStanford: "College kids across the country will be demanding this." http://tinyurl.com/7jk3he
- Coastline CC is creating "an entire classroom that can live on a mobile phone." http://tinyurl.com/axcg73
- Online campuses-"They don't do a thorough market analysis...they just want to expand their enrollment/revenue." http://tinyurl.com/7vknzd
- Early data suggest "a combination of peer instruction and professor-led discussion produces the best performance." http://tinyurl.com/7f7zyx
- Wired proposes 5 options to Google that might bailout newspaper. But should Google do anything? http://tinyurl.com/779bpl
- Newspapers are dying. Google CEO, Eric Schmidt, wants to save them...he just doesn't want to buy them. The answer? http://tinyurl.com/7n7qf2
- EDUCAUSE's top 5 educational challenges for 2009.
- "No one can guarantee that these [5] emerging technologies will become widely accepted but the trends are clear." http://tinyurl.com/7bsldw
- "By becoming entangled in ever more social networks online, people are building up their own piles of revealing data." http://tinyurl.com/8npflk. A copy of the full report, written by Google researchers, is available here.
- YAs may have time for Facebook but "35% of males & 42% of females reported lacking time to sit down & eat a meal." http://tinyurl.com/98ucsp
- "Facebook announced that 150 million people across the globe are actively using Facebook—half of them every day." http://tinyurl.com/7zc5as
- A negative review posted to a social networking site like Yelp could lead to a lawsuit. http://tinyurl.com/9vxvx9
- SNS LiveJournal has laid off (no severance) 12 of its 28 US employees. So far, no layoffs at Facebook & MySpace. http://tinyurl.com/8927d9
- Get to know your kids thru MySpace & Facebook, and learn about the risky behaviors they discuss. http://tinyurl.com/a2un2d. The full report is available in the January 2009 issue of The Archives of Pediatric and Adolescent Medicine. [NOTE: Check your local library for free online access.]
- Celebrities who twitter "are being forced to pick a spot on the Gulbis-O’Neal scale of openness." http://tinyurl.com/9jrjx6
- Google cut some of its famously free cafeterias & canceled a big company ski trip. Oh, and there were layoff too. http://tinyurl.com/9a2u4p
- Due to the tough economic times, the One Laptop Per Child project is restructuring and cutting staff. http://tinyurl.com/8njz2a
- The Pre - it's a "killer Palm product" not an iPhone killer. But will it get Palm back in the smart phone game? http://tinyurl.com/72nnst
- Are desktop computers headed for the junkyard? Some analysts speculate that laptops are today's alpha computer. http://tinyurl.com/7pl9ms
- Best Buy is now selling refurbished iPhones for $149 and $249 (deps. on memory). Original price $199 and $299. http://tinyurl.com/axwtfq
- Hulu: "It was hazed as just another slick effort to upstage the fun, do-it-yourself YouTube" but not anymore. http://tinyurl.com/7u3r67
- On Jan. 15, 2009, 15,000 Microsoft employees (~17% of its total work force) may be without a job. http://tinyurl.com/9wqq4v
- Of the 312 stories in the New Yorker from 2003-2008, 119 or 38.1% were penned by women--up from 37.4% last year. http://tinyurl.com/7ay8k2
- Secondhand books - "Away with 'Best Novels of 2009', farewell to 'the new faces of the new year': http://tinyurl.com/8t5qsg
- "There are only ten writers that you can be compared to in blurbs or publicity materials." http://tinyurl.com/6tkf37
- Reflecting on fiction that appeared in the New Yorker in 2008: http://tinyurl.com/8s7kf2
- "It is not just publishing’s flashy customs that are getting a tough look. Other sacred cows..are being examined." http://tinyurl.com/a8btbb
- "It brings the literature...back into a form that the students of the 21st century will be able to find it.” http://tinyurl.com/7kg8l8
- After 73 years, Librairie de France in NY's Rockefeller Center will close its doors in Sept. 2009. http://tinyurl.com/89mdm6
Labels:
edtech,
gaming,
gender,
predictions,
publishing,
social networking sites,
technology,
trends,
virtual worlds,
writing
Saturday, January 3, 2009
Bits of Honey
This was another quiet week, but there appeared to be a flurry of activity around the start of the new year. Much of the discussion surrounded year-end summaries as well as predictions for 2009. Here are just a handful of topics that made it to the cyberwaves...
Education, Elearning & Virtual Worlds
Education, Elearning & Virtual Worlds
- "Schools do not teach the spark of creativity-[they] provide the tools for students to capitalize on that spark." http://tinyurl.com/7rvkl6
- "Classrooms of the future will certainly include a virtual component." http://tinyurl.com/6t464v
- Virtual world research pt. 1:" When a game comes to life, is life still a game?" http://tinyurl.com/9dosmw
- Virtual world research pt. 2: "Virtual worlds are like the utopian communes and artistic movements of the 1960s." http://tinyurl.com/9agg85
- The Metaverse Journal's virtual world top 10 predictions for 2009. http://tinyurl.com/95vz2v
- Ten e-tools for learning we may hear more about in the coming year. http://tinyurl.com/9fum5f
- These are a few of Jane Hart's favorite elearning things in 2008: http://c4lpt.co.uk/2008review.html
- Cyber-bullying, campus gossip, hackers, and low-cost laptops made the 2008 eSchool News Top 10 list. http://tinyurl.com/73cvhq
- The readers have spoken. Wired's list of the top 10 sexist geeks of 2008. http://tinyurl.com/9gqt79
- Wanted: Math and science teachers. The US is "facing a dearth of future homegrown scientists and engineers." http://tinyurl.com/7ce2aj
- On Jan. 15, 2009, 15,000 Microsoft employees (~17% of its total work force) may be without a job. http://tinyurl.com/9wqq4v
- Cooliris.com - "It transforms the browser into a shiny, black 3-D wall and scroll bar." http://tinyurl.com/9wccwf
- On tap for 2009: Nine hot IT skills for these cold economic times. http://tinyurl.com/a4pba4
- The move to expand the language of the web beyond English - one that would include multiple languages. http://tinyurl.com/8mehy2
- The value of author websites: "An author is no longer a disembodied face on the back of a book jacket." http://tinyurl.com/9m38kz
- Recent publishing troubles got ya down? Try self-publishing. Here's a list of 25 tips to get you started: http://tinyurl.com/4z3wu8
Labels:
education,
elearning,
geeks,
publishing,
technology,
virtual worlds,
Web 2.0,
writing
Friday, January 2, 2009
Video Games - Are They the Solution?
In the current (January 1, 2009) issue of Scientific American, Larry Greenemeire ponders whether video games may be the solution to today's educational problems. According to Greenemeire, video games are popular with young people, and it is likely that the attraction to this form of entertainment will continue to grow. The author points to examples of successful educational game-like environments such as Chris Dede's River City project. Many educators, like Dede, contend that these multi-user virtual environments (MUVEs) support critical thinking skills and foster interest in science and math. Further, technology proponents suggest that students have different learning styles, and this diversity is not always taken into account in the physical classroom setting. Thus, Greenemeire highlights the claims that MUVEs present students with multiple ways of learning. While educators do not believe that video games will replace traditional education, Greenemeire does conclude that "research into the effectiveness of video games as learning tools indicates that classrooms of the future will certainly include a virtual component." However, a common theme presented throughout the literature on video games, virtual worlds, and education is that more empirical research is needed. Currently, there are more questions than answers when it comes to determining the learning outcomes associated with virtual environments.
It is worth mentioning that the ideas presented by Greenemeire are based on work that appears in a special online collection of Science - one that focuses on education and technology. [NOTE: Science is one of those access via subscription only publications. Many libraries pay for an online subscription to this publication, and patrons can access the full-text articles for free.]
It is worth mentioning that the ideas presented by Greenemeire are based on work that appears in a special online collection of Science - one that focuses on education and technology. [NOTE: Science is one of those access via subscription only publications. Many libraries pay for an online subscription to this publication, and patrons can access the full-text articles for free.]
Labels:
Chris Dede,
education,
River City,
video games,
virtual worlds
Monday, December 8, 2008
Hypertext - A Blast from the Past
A professor in my department recommended an article to me by Dr. Andrew Dillon about hypertext. As you may guess by the topic, this is not a recent article; in fact, it was written in 1996. However, much of what Dillon talks about in this piece is very much aligned with the issues I've been wrestling with as I've been reading the virtual world literature, writing my qualifying exam paper, and beginning to outline a proposal for my dissertation research.
Dillon begins this piece by discussing the three sides of a triangle that scholars fall into when debating the integration of technology into the curriculum. First, according to Dillon, are the educationalists who prefer a technological approach to education and who advocate a virtual, networked, and non-linear learning environment. Next are those who hold a counter viewpoint and dismiss the educational potential of technology. And finally, there are those who view the technologies as a tool that can be a powerful learning aid when used correctly, and nothing more than plastic and electronic circuits when not. Dillon falls in the third category and wants to see evidence of the impact of technology on education.
Dillon highlights a definition of acceptable technology that was put forth by Shackel (1991). Based on Shackel's definition, a technology must satisfy specific criteria in terms of functionality, usability, and cost. Dillon also notes that the physical world can be an important shaper of theory. Further, he contends that just because a learning has replicated the instructor's representation of knowledge does not mean that a meaningful learning experience occurred. To me, this calls into question the value of Vygotsky's (1978) zone of proximal development in that just because a learner can accomplish tasks with assistance from a more knowledgeable individual (e.g., instructor, more experienced peer) - ones that the learner could not complete alone - does not mean that this individual actually had a meaningful learning experience.
One of the myths Dillon points out is that that paper, as opposed to hypertext, is constricting for the learning. While on this surface this notion appears to have nothing to do with virtual worlds, Dillon's follow-up statement does: that it's not the technology that frees us from the constrictions of the physical world, but rather the methods. (Sounds a bit like Clark's 1983 position on technology, doesn't it?) Dillon continues by suggesting that as the arguments for technology move from advocating that these environments are liberating for the typical learner to one that claims that they are good for beginning learners, which may not be the case.
Much of the literature "pretends" that technology will solve all our current educational problems. This, as Dillon rightly notes, is aligned with technological determinism. Dillon concludes that educators need to view learning at the task level. In other words, how do learners complete tasks in the physical world. By moving to the task level, educators can conceptualize the technology as a supplement, and not a replacement, to the learning process.
Dillon begins this piece by discussing the three sides of a triangle that scholars fall into when debating the integration of technology into the curriculum. First, according to Dillon, are the educationalists who prefer a technological approach to education and who advocate a virtual, networked, and non-linear learning environment. Next are those who hold a counter viewpoint and dismiss the educational potential of technology. And finally, there are those who view the technologies as a tool that can be a powerful learning aid when used correctly, and nothing more than plastic and electronic circuits when not. Dillon falls in the third category and wants to see evidence of the impact of technology on education.
Dillon highlights a definition of acceptable technology that was put forth by Shackel (1991). Based on Shackel's definition, a technology must satisfy specific criteria in terms of functionality, usability, and cost. Dillon also notes that the physical world can be an important shaper of theory. Further, he contends that just because a learning has replicated the instructor's representation of knowledge does not mean that a meaningful learning experience occurred. To me, this calls into question the value of Vygotsky's (1978) zone of proximal development in that just because a learner can accomplish tasks with assistance from a more knowledgeable individual (e.g., instructor, more experienced peer) - ones that the learner could not complete alone - does not mean that this individual actually had a meaningful learning experience.
One of the myths Dillon points out is that that paper, as opposed to hypertext, is constricting for the learning. While on this surface this notion appears to have nothing to do with virtual worlds, Dillon's follow-up statement does: that it's not the technology that frees us from the constrictions of the physical world, but rather the methods. (Sounds a bit like Clark's 1983 position on technology, doesn't it?) Dillon continues by suggesting that as the arguments for technology move from advocating that these environments are liberating for the typical learner to one that claims that they are good for beginning learners, which may not be the case.
Much of the literature "pretends" that technology will solve all our current educational problems. This, as Dillon rightly notes, is aligned with technological determinism. Dillon concludes that educators need to view learning at the task level. In other words, how do learners complete tasks in the physical world. By moving to the task level, educators can conceptualize the technology as a supplement, and not a replacement, to the learning process.
Labels:
Clark,
Dillon,
hypertext,
technological determinism,
technology,
virtual worlds,
Vygotsky
Tuesday, November 11, 2008
Serious Virtual Worlds
I've read a lot of Sara de Freitas' work (e.g., here and here), and I enjoy reviewing the reports she produces. They are thorough, insightful, and I always find that I learn something. Her latest report, "Serious Virtual Worlds" is no exception. In fact, it's one of the better pieces I've read recently on the topic of educational uses for virtual worlds. If you don't have time to read through this 52 page report, make time to peruse the tables that are integrated throughout the text.
De Freitas begins by stating the obvious: virtual worlds are popular. However, many of the claims made about the popularity of these environments are found in blog postings and other informal, and unvalidated outlets. Thus, it is difficult for educators to know which ones to select and for which contexts. The purpose of this report is to help policy makers and educators better understand virtual worlds. In addition, de Freitas hopes to shed light on the role learners play in these worlds.
Not only does de Freitas provide a nice literature review on the current state of virtual worlds, but she also provides case studies on five virtual worlds: 1) Active Worlds Educational Universe (AWEU), which was launched in 1997; 2) Project Wonderland, an open-source world; 3) Online Interactive Virtual Environment (OLIVE), a world used for training by the U.S. military and medical schools; 4) Second Life SciLands; and 5) Croquet, a world that has been described as "Alice in Wonderland-type" (p. 21). One thing to look out for is a shift from the name virtual worlds to immersive worlds. De Freitas seems to use these terms interchangeably, and she may be previewing a change in the way we refer to these worlds. [NOTE: She also used the term "immersive" in her 2007 report on game-based learning.]
In the section on "Working Worlds," de Freitas outlines five different categories of virtual worlds. They include the following: 1) role play worlds; 2) social worlds; 3) working worlds; 4) training worlds; and 5) mirror worlds. She also provides examples of each type of world (e.g., World of Warcraft is listed as a role play world, whereas Second Life (SL) is categorized as a social world) and notes the value of these worlds for learning and education.
De Freitas begins by stating the obvious: virtual worlds are popular. However, many of the claims made about the popularity of these environments are found in blog postings and other informal, and unvalidated outlets. Thus, it is difficult for educators to know which ones to select and for which contexts. The purpose of this report is to help policy makers and educators better understand virtual worlds. In addition, de Freitas hopes to shed light on the role learners play in these worlds.
Not only does de Freitas provide a nice literature review on the current state of virtual worlds, but she also provides case studies on five virtual worlds: 1) Active Worlds Educational Universe (AWEU), which was launched in 1997; 2) Project Wonderland, an open-source world; 3) Online Interactive Virtual Environment (OLIVE), a world used for training by the U.S. military and medical schools; 4) Second Life SciLands; and 5) Croquet, a world that has been described as "Alice in Wonderland-type" (p. 21). One thing to look out for is a shift from the name virtual worlds to immersive worlds. De Freitas seems to use these terms interchangeably, and she may be previewing a change in the way we refer to these worlds. [NOTE: She also used the term "immersive" in her 2007 report on game-based learning.]
In the section on "Working Worlds," de Freitas outlines five different categories of virtual worlds. They include the following: 1) role play worlds; 2) social worlds; 3) working worlds; 4) training worlds; and 5) mirror worlds. She also provides examples of each type of world (e.g., World of Warcraft is listed as a role play world, whereas Second Life (SL) is categorized as a social world) and notes the value of these worlds for learning and education.
One section of this report that is of particular interest to me is de Freitas' discussion on the blending between massively multiplayer games (MMOGs) and SL. A convergence between the two, according to de Freitas, is "quite possible" (p. 12). In fact, she highlights the use of Project Darkstar as Project Wonderland's underlying technology as an example of the convergence between the two. While there are scholars who claim that open-ended virtual worlds such as SL are not games (e.g., Bartle, 2004; Kelton, 2007; Oishi, 2007; Steinkuehler, 2008), there is not 100% agreement on this point. Virtual worlds and MMOGs are becoming more alike, and as a result, the game vs. not a game "debate" may be wasted energy. Instead, the more interesting point to examine may be why open-ended virtual worlds are becoming more game-like. Or, alternatively, the focus may be on why MMOGs are becoming more open-ended virtual environments.
Overall, virtual worlds place greater emphasis on the learner. Further, there are signs that physical world and virtual world experiences are beginning to blend. In the end, though, de Freitas contends that virtual worlds will not replace face-to-face interactions. Instead, these virtual spaces will supplement traditional approaches.
Overall, virtual worlds place greater emphasis on the learner. Further, there are signs that physical world and virtual world experiences are beginning to blend. In the end, though, de Freitas contends that virtual worlds will not replace face-to-face interactions. Instead, these virtual spaces will supplement traditional approaches.
Saturday, September 27, 2008
Back to virtual school
The September-October 2008 issue of EDUCAUSE is devoted to education in virtual worlds, particularly Second Life. For those well-versed in the virtual world literature, most of the contributions (i.e., utopian love-fest) will not be new. If you want to see what's being discussed by educators today, this issue is a quick read. The most "balanced" contribution in the collection is the last one. So, if you're pressed for time, focus your attention on Chris Johnson's "Drawing a Roadmap: Barriers and Challenges to Designing the Ideal Virtual World for Higher Education."
Enjoy!
Enjoy!
Friday, September 26, 2008
Virtual education in Second Life
With the start of a new school year comes new articles and journal issues about education. In the past few months, there have been new entries to add to the virtual worlds bibliography.
The first entry is an article by Kemp and Haycock (2008) that examines the potential of SL to extend the physical classroom. These authors begin by reiterating the notion that educators are attempting to create more learner-centered, participatory, constructivist learning spaces. Virtual worlds, the authors argue, enable students to explore, interact with new people, experience different cultures, and engage in collaborative activities. Thus, environments such as SL are attractive to many educators. One interesting fact is that the top three role playing virtual worlds in terms of popularity and use are World of Warcraft, Lineage, and Runescape; the most popular worlds for educational initiatives are Active Worlds, NeverWinter Nights, and Second Life (p. 91).
In summer 2007, the San Jose State University SLIS program conducted a graduate course in SL with no f2f component. Fourteen students participated in this course - 79% female, 60% part-time students, 32 years of age (on average). While 93% of the students agreed that playing computer games is fun, they complainted about unpleasant encounters with residents unaffiliated with the university. Yet, the authors claim that the "SLIS campus itself was basically free of outside disturbances" (p. 95). While Kemp and Haycock view their SL campus as a safe haven, the students viewed it differently.
Also, the Kemp and his colleague note that SL is not particularly well-suited for reflection and deep learning. They encourage the use of a course management system such as Blackboard, which is used at SJSU, to supplement the SL curriculum. As Sir John Daniel (2007), President and CEO of the Commonwealth of Learning, noted in a debate with Dr. Robert Kozma, "there is no magic medium and never will be. Each technology has its strengths" (n.p.).
The first entry is an article by Kemp and Haycock (2008) that examines the potential of SL to extend the physical classroom. These authors begin by reiterating the notion that educators are attempting to create more learner-centered, participatory, constructivist learning spaces. Virtual worlds, the authors argue, enable students to explore, interact with new people, experience different cultures, and engage in collaborative activities. Thus, environments such as SL are attractive to many educators. One interesting fact is that the top three role playing virtual worlds in terms of popularity and use are World of Warcraft, Lineage, and Runescape; the most popular worlds for educational initiatives are Active Worlds, NeverWinter Nights, and Second Life (p. 91).
In summer 2007, the San Jose State University SLIS program conducted a graduate course in SL with no f2f component. Fourteen students participated in this course - 79% female, 60% part-time students, 32 years of age (on average). While 93% of the students agreed that playing computer games is fun, they complainted about unpleasant encounters with residents unaffiliated with the university. Yet, the authors claim that the "SLIS campus itself was basically free of outside disturbances" (p. 95). While Kemp and Haycock view their SL campus as a safe haven, the students viewed it differently.
Also, the Kemp and his colleague note that SL is not particularly well-suited for reflection and deep learning. They encourage the use of a course management system such as Blackboard, which is used at SJSU, to supplement the SL curriculum. As Sir John Daniel (2007), President and CEO of the Commonwealth of Learning, noted in a debate with Dr. Robert Kozma, "there is no magic medium and never will be. Each technology has its strengths" (n.p.).
Thursday, September 25, 2008
Virtual World Resources
Here are a few new articles, pre-pubs, journal issues related to virtual worlds...
- How Videogames Blind Us with Science (Wired)
- Scientific Habits of Mind in Virtual Worlds (pre-pub - Journal of Science Education & Technology)
- Finding the Real-world Value in Virtual Worlds: Issues and Challenges (Cutter Consortium - free but registration at the site is required)
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