VEJ June 2013

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HelloEveryone,

AsNanZingronesaysin herarticle , Maggie Larimore and Me, “It’sall aboutthepeople!” VEJ wouldn’tbeVEJwithout allofyou,ourreaders andcontributors. Therefore,weareexcited topresentthe2013 Reader’sChoiceAward Winners!

CONGRATULATIONStoalloftheVEJnomineesandReader’sChoiceAward Winners!WhatanightofcelebrationwehadattheISTEPreconferenceExtravaganzain SecondLife.Ifyoumissedtheawardsceremonyyoucanwatchitat http://www.livestream.com/sigve. Alsobesuretocheckoutthepictures@ http://www.flickr.com/groups/sigve/.Thankstoeveryonewhohasbeensharingtheir picturesofthefunevent.

EachissueofVEJgetsbetterandbetter.Weareespeciallyexcitedbythiscoverof VEJwiththe2013EdovatoroftheYear,KaeNovak,featured.Youcanfindtherestofthe 2013Reader’sChoiceAwardwinnersinsidethisissue.

Wearealsoexcitedbythequalityofarticles,from“TheHolodeck,”thefirstofa threepartseries,toaninterviewwithhighschoolstudent,KristenLeary,to“DigitalStorytellingThroughDocumentaries”andmuchmorein-between. Youcanfindinformation aboutVWBPE2013aswellasISTE2013.AndforallofourMinecraftandWorldof Warcraftfans,wehavesomegreatarticlesforyou,too.

DanaPaxson’sarticlewilltakeyoutothecuttingedgeofdigitalstory-telling possibilities. Besuretocheckouthismachinima,“SLJeddinLavalUndergroundCityTour” @ http://www.youtube.com/watch?v=YnBHoBrAGpw . HeisrebuildinginKitelyasI writethis,soventureintotheworldofKitelyandcheckitout!

WhenISTEeducatorsthinkofdigitalstorytelling,theyimmediatelythinkof BernajeanPorter.Ihadawonderfultimemeetingupwithheravatar,BernajenaPinazzo (SL)tointerviewherandfindoutwhatexcitingthingssheisdoinginSecondLife.Inthis interviewsheclearlydefinesdigitalstorytellingandsharesnumerousresourceswithour readers–amustread!

So,grabyourfavoritedrink(virtualorreal),settledowninyourfavoritecornerof theworld/metaverse,andgetreadytoaVEJ!ThisissueissuretobeaBESTSELLER.Make suretoTWEET,blog,andspreadthenewsaroundtheworldandacrossthemetaversethat thislatestissueofVEJisHOTOFFTHEPRESSandonceagainwilltakeourreadersOUTOF THISWORLD!

BonAppetit,andasalways,KeepSmiling  RoxieNeiro(sl),RosieVojtek(rl)

VirtualEducationJournal(ISSN )ispublishedquarterlybyEdovation,64OldCiderMill Rd,Bristol,CT06010.Copyright©2013,byEdovation,allrightsreserved. www.virtualeducationjournal.com.

Vol. 3 Issue 1

Virtual Education Journal

In This Issue

1. EPIC Leadership @ ISTE13 = Fiero Moments!

2. Are You Ready For A Third Life?

3. An Interview With Bernajena Pinazzo(aka) Bernajean Porter

4. The Book Transformed: What reading means Now

5. Getting to the New Underground City

6. Kitely Market: A New Place To Sell Your Content

7. Avatars Don’t Steal Souls

8. Book Review: Digital Storytelling In The Classroom

9. From The Traditional To The Technological: Digital Storytelling - Documentaries

10.A Discussion of Virtual Worlds In Education

11.Maggie Larimore and Me – A Tale of Immersive Professional Development and Play

12.Cloud Party: The Intersection of Virtual Worlds and Mainstream Social Networks

13.The Holodeck: Mixed Reality Teaching and Learning Environment

14.Getting Ready for Minecraft Open House with SIGVE and the Games MOOC

15.The Summer 2013 Games MOOC

16.A Student’s View of Virtual World Software: Interview with Kristin Leary

17.How The World of Warcraft Can Be Used To Teach & Learn Personal Finance

18.Kicking Off AvaCon Inc. 2013: Metaverse Cultural Series

19.Digital Storytelling: The Old Is New Again

20.Second Life: A Virtual Playground

21.Dress Up the VWBPE in 2013

22.What’s Happening to Virtual Worlds?

23.The Use of the 21st Century Program Uru To Raise Test Scores

24.Continuing The Story of Uru in Schools

25.Reflections of a Student

26.Creating “User Imagined Content” Through Virtual Environments

27.Virtual Worlds Burning

28.The Story of the VSTE Index of Educational Sims

29.Regarding Online Education

30.The Recipe of Storytelling: Step 1 of 3

31.An ISTE SIG For Assessment and Analytics?

32.Our First Learning and Teaching Experience with Second Life

33. CONGRATULATIONS! 2013 Reader’s Choice Award Winners!

To Read VEJ online visit: http://www.virtualeducationjournal.com/ For more information about ISTE SIGVE or to join the fun, visit: http://sigve.iste.wikispaces.net/ Follow us on Twitter @VEJournal or #VEJournal VEJ is published by Edovation

EPIC LEADERSHIP @ ISTE13 = Fiero Moments!

AlthoughtherewillbemanyEPICmomentsatISTE13,thoseofusatthe Epic Leadership: Beyond the Hype of Gamefication sessionwillsaythatthisone willgodowninthehistory books.Notjustbecauselaterin theeveningJaneMcGonigal addressedarecord-breaking crowdatanISTEKeynoteand brokeanotherrecordfor massivelymulti-playerthumb wrestling,But,becausemost,if notallofusintheroom,were, shouldIsay...alittlestar struckwhen,aftersolvingthe mystery,thePaladin(aka)Jane McGonigal,enteredtheroomfor aspecialQ&Asession.

TherehadbeensomeFieromomentsearlier duringthesession.Forsomeofus,itwas meetingoursecondlifefriendsinreallife.For othersitwasbuildingthetalleststructureto holdamarshmallow. But,forme,itwas askingJaneMcGonigalforallofourVEJ readersifshewouldshowuswhataFiero momentlookslikeforherandtodescribeher greatestFieromoment.

Janegraciouslyallowedustorecordher describinghergreatestFieromoment.Hope youenjoyitasmuchaswedid!Thankyou Jane!

WatchJaneMcGonigalonFieroMomentson @livestream: http://new.livestream.com/accounts/2859027/event s/2202320

Are You Ready For A Third Life?

Itisbeginningtofeellikethereisawholelotofshakin’goin’on!AsinShakeoutor shakeup.Shakin’virtualenvironments.

ItusedtobesimpletherewasSecondLife…andthatwasit.Thentherestartedtobe someintruders.Atfirsttheyseemedlikeoutliers.ThenallofasuddenSecondLife, meaningLindenLabs,cutoffallsupportforeducation.Thatvolleysentpeopleouttosee howsomeoftheotheropensimscomparedwithwhatSLhadtooffer.Somegood,some bad,justlikeanewrestaurantintown–lotsofthemfailedafterashorttime.Jokaydiaand Kitelyaretwothatcometomindthatreallystrivetoassisteducators.ScottMerrick discussessomeofthisinhisarticleinthisissue.

TwophenomenathatIhavebecomeawareofrecentlyhavethepotentialtoreally shakeuphowweusevirtualenvironments. Thefirst,Ijusthappenedtobereading Fast Company magazineandcameacrossanarticleaboutCEOstakingupboxingtorelieve stress.OneoftheCEOsinthearticlewasPhilipRosedale.Ithoughtthenamesounded familiarsoIgoogledittomakesure.Ifoundsomeinterestinginformationabouthisnew company.ThefirstarticleIfound,beforeevengettingtohiswebsite,wasaboutaudio enhancementsinvirtualworlds.Theydiscussspatialaudio,theabilityto“hear”where anotheravatarisaroundyou–liketurningyourheadtodeterminewhereasoundis comingfrom.

HisnewstartupmayhavethepotentialtousurpSecondLifeaswellassomeother technologies.Itappearsthatheistryingtodesignanewenvironmentthatdoesn’thavethe shortcomingsthatcausedSLnottobeabletogrow.Hisnewcompany,HighFidelity,is tacklingavatarcontrol,simcapacity,latency,andrealism.

Accordingtothelittleinformationthatisoutthere,heishiringpeoplewith knowledgeofprogrammingLeapMotion’scamera-basedgesturecontroller.Theyeven claimtohaveanappforGoogleGlass.Ifyoumeandertotheirwebsiteyouwillfindsome interestingconcepts.Hereareseveralquotesfromtheirsite(highfidelity.io):

As you can imagine, when we received our beautiful new Google Glass as part of the Explorer Program, we were eager to see if we could access its sensors and drive our avatar’s head movement (caveat: Google Ventures is one of our investors)…. We had previously created an Android app that grabbed all the phone’s sensor data and sent it over UDP to a configurable port. Imagine holding your phone and being able to twist and move your avatar’s hand. Kinda like turning any phone (with sensors) into a Wii controller. Low

and behold when we plugged our Glass in and tried to run the Android app from our IDE, Glass showed up as a device and it “just worked”. We could not edit the fields in the GUI on Glass but we could see from the log that it was transmitting the data.

Sim capacity and rendering…

A new kind of cloud. We're building a coordination system enabling millions of people to contribute their devices and share them to simulate the virtual world. If we can successfully build this collective cloud, we think we can enable audience sizes for shared experiences that are orders of magnitude larger than what is possible today. Imagine contributing your computer to a project like SETI, but instead having it simulate part of the virtual world, and earning virtual world currency in exchange for helping to power the grid.

Latency…

We believe that if the latency between avatars (the time between when you do or say something and when others see or hear it) can be kept very brief, magic will happen We think richly rendered avatars capturing head movements, eye movements, and body language offer much more compelling person-to-person interaction possibilities than the poorly-lit, awkwardly-framed facsimiles of ourselves we share through videoconferencing today

Realism…

Voxels. We're making a strategic bet that rich computer rendering is heading there. Imagine an experience with cubes of many different sizes, with the ability to scale them down to a seamless molecular fabric. Now imagine these building blocks manifesting complex physical properties…. Finally, imagine that world extending visibly to vanishing points like our world does today, enabling you to see your house, your neighborhood, distant mountains, and other planets in the sky. We believe computing power and network transmission speeds are evolving to make such a world possible, represented by a sparse voxel octree data structure.

TheotherphenomenonisalsoadivergencefromSecondLife;gamedevelopment coursesatthehighschoollevel.InConnecticut,whereIlive,thestatedepartmentof educationtechnologyeducationgroupisofferingasummercoursetoinstructteacherson whattheyneedtoknowtodevelopacourseon3Dgamedesign.Thecoursefocuseson usingUnity3D.ItseemsUnity3Disbecominganessentialtoolinteaching3Dgamedesign atthesecondarylevel.ThereisevenaUnity3DStudentwebsite,byWillGoldstone,author of Unity 3.x Game Development Essentials. Icanonlyimaginewhatfantasticgameshighschoolstudentsmightcreate,basedupon someofthe3DmodelsIhaveseensecondarystudentscreate.

AddaMakerbotdesktop3DprintertothemixandIseecourseenrollments overflowing.Whatcouldbenext?

AsIsaidabove,“there’sawholelot’ashakingoinon!”

An Interview With Bernajena Pinazzo (SL), aka Bernajean Porter

ItisdifficulttohaveaconversationaboutDigitalStorytellingwithout someonementioningBernajeanPorterorBernajenaPinazzoandherwork withdigitalstorytelling.Onnumerousoccasions,I(RosieVojtek)havesatin theaudienceofherpackedsessionsatISTEconferenceslikeasponge,soaking upeverythingIcanfromBernajeantotakebacktotheteachersatmyschool. Likewise,RoxieNeirohasalsohadtheopportunitytolearnfromBernajena Pinazzoinsecondlife(SL).Itwassomuchfuntheothernightinterviewingher

andseeingsomeoftheSLbuildssheandothersarecreatingtotelltheir storiesinavirtualworld.

Ican’tbegintotellyouhowexcitedIamtohavebeenabletobringthis interviewwithBernajenaPinazzo/BernajeanPortertotheJune2013issueof VEJ. BernajeanPorter(RL)isadigitalstorytellingconsultantandauthorof “DigiTales: The Art of Telling Digital Stories”and“Evaluating DigitalProducts.” SheisalsoamemberoftheISTESpecialInterestGroupforDigitalStorytelling (ISTESIGDS).Iknowyouaregoingtoenjoythisinterviewalongwiththe numerousresourcesfromBernajean/Bernajenayoucansharewithyour colleaguesandusewithyourstudents.

Roxie: HiBernajena!Iamgoingtobeginbyaskingyoutointroduceyourself inreallife(rl),secondlife(sl),andanyothervirtualworldsyouare working/playingin,andanythingelseyouwouldlikeustoknowaboutyou.

Bernajena: In RL I am Bernajean Porter, digital educator - AKA writer, speech and debate coach, media maker, futurist, master of survival techniques when working with adolescents, professional speaker, teacher of teachers, long-term geekess, promoter of anything that increases joy, spirit and outrageous possibilities in all aspects of life for kids and adults and now. . . a digital storytelling guide and virtual educator. I am also known as Bernajena Pinazzo in Second Life. You can see some of my work, learn more, or contact me at the following:

www.DigiTales.us

http://digitales.us/resources/bjps-books-articles

http://i-imagine.wikispaces.com/

http://bernajean.wikispaces.com/

Bernajean@DigiTales.us (email)

Roxie: Howdidyougetinterestedindigitalstorytelling,andespeciallytheart oftellingdigitalstories,thus“DigiTales”?

Bernajena: Long, long ago and still today . . . I fell into the magic and possibilities of technology for creating learning spaces that unleash potential in our youth. So the journey began . . . working as Senior Technology Consultant for Colorado Department of Ed while learning what it takes to get schools change hardy and inspired to embrace technology effectively. While leading audits for technology’s impact on learning, it came time to design a set of tools for assessing media products as evidence of learning. Unfortunately, so many media products were superficial and lacked craftsmanship. My own experience with digital storytelling at the Center for Digital StoryTelling with Joe Lambert created a mindchanging, lifechanging awakening. Thus began “DigiTales: the Art of Digital StoryTelling.” My book became an avenue for teachers to have a personal artistic “writer’s workshop” in learning skills and processes to effectively guide their own students in media-making. What I didn’t realize until looking back was how the power of “story” had long been prominent in my own life since my early days on the family farm. A perfect harmony of passion and skills was born. [My first digital story – a cow story @ http://www.digitales.us/content/da-um-jeitinho ]

Roxie: Iloveit!WhataGREATexampleofapersonalnarrative.Howdoyou definedigitalstorytelling?

Bernajena: [See “The Art of Digital Storytelling” at http://goo.gl/xos8H ] Many techno enthusiasts use the term storytelling for ANY media product – but there is an art to storytelling that drives the impact and influence power. Digital storytelling blends the traditional oral storytelling with new mediums of images, sound, music and the digitized storytelling voice. The rigor of good storytelling uses the traditional StoryARC regardless of the medium used to express it. IF the story is missing – then no amount of tech tools will be able to make it shine. [See Story Arc image and more information about the definition of digital storytelling and the Take Six Elements at http://digitalstorytelling.iste.wikispaces.net/Definitions ]

Roxie: Iwouldliketomentionto,thatourreadersshouldcheckoutthe webinaroneffectivestorytellingthatispartofaseriesofwebinarsbeingdone byISTESIGDSathttp://iste.adobeconnect.com/p59ouobwj96/foragreat presentationonthistopic.

Roxie: Whataretheelementsofeffectivedigitalstorytelling?

Bernajena: While ALL modes of communication should be practiced and celebrated, digital storytelling has unique elements distinguishing it from other forms of multimedia stories that are used to unfold the traditional StoryARC. These elements are summarized as “Take Six: Elements of Good StoryTelling.” Using as many of these Take Six Elements as possible in any other digital stories certainly increases the quality of student work for all multimedia modes of communication. For example, “Showing- not Telling” is a quality long expected in good writing pieces and now teachers will find this same element will also create exceptionally good multimedia products as well. However, two specific elements are considered especially essential for good storytelling: Living in the Story and Unfolding Lessons Learned. If either of these two elements is missing, you are likely viewing a great multimedia product but not storytelling. Ironically I also find these same two elements the trickiest to coach in an author’s narrative. Understanding the unique differences between modes helps teachers to coach students in mastering many specific modes of communication.

Roxie: Asyouknow,inschoolstodayweareallaboutthenewcommoncore standardsandassessment.Howdoesdigitalstorytellingengagestudentsin theskillsneededtosuccessfullyachievethesenewCommonCoreStandards andeffectivelyapplytheskillsfromtheISTENETS?

Bernajena: All ISTE NETS along with 21st Century Skills are practiced in creating this singular digital storytelling product. The time engaged in creating these media products deliver a multitude of results even before they connect with specific content knowledge.

Roxie: Howdoteachersactivelyengagestudentsinauthenticandrigorous writingtasksthathelpthembecomeknowledgeproducersacrosscurricula andcultures?

Bernajena: It’s a process that begins with a story prompt and walks students through story-making steps. Good storytelling of any kind is about good writing, which involves about 40-50% of the project time. There are also steps for media making like writing that ensures that each stage produces excellent work before leaping into the technology tools. The StoryARC along with Take Six Elements are used to guide first storytelling narrative drafts as well as being a focused checklist for personal reflections, teacher conferences, and critical friend reviews. No hostile takeovers allowed – the student should be guided by their own intrinsic sense of storymaking NOT taking dictation from their teacher –this is how voice is lost – please the adult in charge.

Roxie: Whatarethecurrenttechnologiesthatbestsupportthecreationof digitalstorytelling?

Bernajena: They all do very creative styles are emerging! But as long as the StoryARC and Take Six Elements are engaged – any tool will serve! There are no such things as digital storytelling tools that work best . . . I do expect audio and images to dance together.

Roxie: Thatbeingsaid,whataresomeofyourfavoritedigitalresourcesand softwaretools?

Bernajena: There are tools for each of the storymaking process that can be engaged – citation makers, word processors, Internet, mind maps, story starters,

etc. for Preproduction, and Image-editors and Audio-editing for Production. Finally the creativity of the final tool used to ‘mix’ the media together is needed.

My new medium besides getting ready to build another 3D story world [in SL] is silent movies as an art form.

Roxie: Thatsoundslikealotoffun!

Bernajena: Yes,Ithinkso,too. Here are my ipad APPS for Storytelling – but they could equally be used for multimedia making as well. http://storykeepers.wikispaces.com/iPad+StoryTelling+APPS

Roxie: OnyourDigitaleswebsitehttp://www.digitales.us/storykeepersgalleryyoulistseveraldifferentstylesofdigitalstoriesinyourStoryKeepers Gallery.Wouldyoupleasedescribethecharacteristicsofsomeofthemand shareurlstosomeofyourfavoritedigitalstoriesfromeachofthesedifferent styles.

Bernajena: This is its own article – many of these styles are based on TYPES of Communication – aka the purpose of the communication. Digital Storytelling has many purposes so if it is PSA – then it needs to serve that purpose.

Roxie: [Laughing]IthinkIseeanotherarticleforournextissueofVEJonthe horizon!Ihopeyouwillwritethatarticleforussowecancontinuethis conversation.But,IamreallyinterestedintheI-imagineproject.Pleasetellus whattheI-imagineprojectisandhowyougotstartedwiththisproject?

Bernajena: “I-imagine: Taking My Place in the World” is applied storytelling based on research that engages students in identifying their gifts – awakening the dreamer and believer that their talents matter to the world. Students create a docudrama AS IF they are living 20 years in the future – shining their light for good in the world. The process honors and inspires students to own their path in reaching their BEST lives. [See “I-imagine Opens Up a World of Possibilities for Students” by Julie Jaeger and Bernajean Porter, LearningandLeadingwith Technology (June/July 2013) for article at http://digitales.us/resources/bjpsbooks-articles] My favorite part is asking students to have their older selves give advice to their younger self as wisdom in having a BEST life!

Roxie: OurreadersaregoingtowanttocheckouttheI-imaginearticleyou justmentionedalongwithhttp://digitales.us/storykeepers-gallery/i-imagine tolearnmoreaboutyoursuccessesaswellaslessonslearnedfromyourwork withteachersandstudents.Youhavealotofwonderfulresourcespostedthat youaresharingwitheducators,sothankyouforallofthem.Changingthe subjectalittlebit,mynextquestionis,haveyoucreateddigitalstoriesin secondlifeorothervirtualworldsorhelpedstudentscreateddigitalstories? Ifso,whatstrategiesortechniquesworkedwellwhenbuildingthe3Dworlds toillustratethestoriesbeingtold?

Bernajena: First of all, readers are going to want to check out the article, “Digital Storytelling in Second Life” that I wrote for ISTE’s May 2010 Learning& LeadingWithTechnology. The StoryARC and Take Six: Elements for Good Storytelling can guide ANY medium including 3D worlds to build successful interactive storytelling. No storyline – no storyboard – no playing in second life. I have noticed that many projects build a museum-like space based on a book –like Anne Frank’s hiding place. But that doesn’t create a storyARC or emotionally

engage an avatar. So a 3D storyworld [See “Digital Storytelling in Second Life” article] unfolds a storyline like a choose-your-own-adventure story exploring the experience from first person – the avatar. One of my favorite surprises was finally finding a purpose for dioramas – the kids used them to create 3D storyboards. The students conducted a methodical process of prototyping their design by observing what free-spirited avatars would do in their space– how the visitors would explore the build – and their emotional experience. Did they get the message – the lesson learned! [YoucanreadallofthearticlesBernajenais talkingaboutat http://digitales.us/resources/bjps-books-articles]

Ramapo Frost Theater was closed down and presently being reconstructed to open in one week. Here is a SLURL hosted by Seminole County Schools via Diane Lewis. This SLURL is landing spot sharing teleports for Ramapo, Fires of Genocide and MacBeth – the best of the best storyworlds in SL. @ http://maps.secondlife.com/secondlife/Seminole%20Island%2010/84/96/24

Bernajena shows Roxie the Seminole Island Build.

Check this out! Visit Seminole Island 10 (127, 189, 28)

Roxie: Whatadvicedoyouhaveforpeoplewhoareusingstoryboardsto createMachinimastoriesorotherdigitalstories?

Bernajena: Use them – no storyboards – no technology time! All media even comic books need a storyline AND storyboard. Storyboards translate between words and media assigning the jobs of each media choices to have purpose in the story. [This is a whole article itself and a half-day workshop.]

Roxie: Ilovetalkingwithyou.Youhavesomuchknowledgetosharewithour readersandme! Icould talkwithyoufordaysand stillonlybegintoscratch thesurfacewithwhatyou know!Aswewalkaround andlookattheworldyou, DianeLewis,Peggy Sheehy,thestudentsand othershavecreate,Iamso amazedatthework!

Bernajena: Have you seen this before?

RoxieNeiro:No

Bernajena: In front is my storytelling palace ShaheraZade - behind is Storykeepers Gardens and Ramapo.

Roxie:Thisisverypretty!

Bernajena: Not quite done but almost - the floating student voices still need installed - there are five scenes to the story following the story ARC. [Note:At thetimeofthisinterviewBernajenaandotherswerestillworkingonthis build.Itisnowfinishedandreadyforviewers.]

BernajenaPinazzo: I'll let you read the signs -- also each of the gardens will feature video of student created projects for storytelling. I will follow you. We also have a student created video in each room - should get those installed tonight.

Bernajena: The entrance has Robert Frost real voice reading his poem the road not traveled. All images in halls are students in Ramapo.

Roxie:Thisissoooocool!

Bernajena: So there are five scenes: the hall; the bathroom; the café; and then the two choices at end. Every story has a lesson learned - per Pixlr - you don't create the middle until you have created the ending - that drives all the stuff you put in the middle it is the whole point!

Roxie:Wow!Ican'twaittocomebackandhearthevoiceswhenthisprojectis finished!

Bernajena: Get ready for goose bumps!

Roxie:Iwill!

Bernajena: The cafe has surveys - data on eating disorders

PLUS . . . a video of a girl working hard not to eat. We have had a few people with eating disorders that said kids really caught the story!

Roxie:Icanseewhy!AndIhaven'theardthewordsyet!Verymoving!

Bernajena: Thanks – The students have an opportunity to express something real and meaningful through Frost' poem. We have the students coming in after reconstruction to ensure we got the build sorted out THEIR way

Roxie:[Laughing]Iamsureitisveryimportantthatyougetitright!

Bernajena: Thisiswhere youneed visitorsneedto makeachoice. Theoutcomeis differentbased onwhatyou choose.

Roxie:Arethoseworking now?Idon'thearorsee anythingyet.

Bernajena: We have a few more links to add - along with placemats for surveys right. The voices and videos go in tonight or tomorrow. We have been reconstructing this. It got tossed to pieces when it was moved. The rebuild will let us bundle it all up with full perms to rez and be portable. Did you get to the grave yard YET?

Roxie:Yes.[Seepicture below.]

Bernajena: We're not happy with the swirling mistlooking for another one nowlost the original somewhere. The crypt will have the video for this scene.

Roxie:Itisstillcreepy!If nothingelse-itshouldgive anyonewhoseesitajoltof reality!

Roxie:[Lookingatpicturesinthebackstagearea above]Oh,look,someofmy favoritepeopleareonthewall!

Bernajena: Here is the youtube URL for their celebration video - great back story about Rebecca who does the voice over for the group. http://www.youtube.com/watch?v=bUUJsp5ljgY So many builds are museums of story settings.

Roxie:Right. Thisissomuchmore!Ilovethevoiceofthestudentreadingon thevideo!

Bernajena:Yes-itismyFAV-thekidssaidthisduringanaudienceinterview ofthematISTEwhenwepresented-thekidswereinworld-andtheywere askedthisquestion-Iheldmybreathandthen...Iwassoproud!

Roxie:Howcouldyounotbe?

Bernajena:[blushing] Yes, really proud of the kids and proud that my scoring guides for media making could assess quality with a medium that wasn’t even invented yet. As you can tell, this project is dear to my heart because of the kids. Their focus is on creating a real story, not just a SL building fun time.

Roxie:Amazingwork!Iwouldencourageallofourreaderstovisitthisbuild andlivethestories.Asyousay,theywillgetgoosebumps! Itissoreal–the storytakesonalifeofitsown!Whatfutureplansdoyouhaveforworkingin SecondLife?

Bernajena: My plate is pretty full - I am presently designing five online global courses, American Bombay OnLine Academy, for International Teachers –culminating in a Certificate ~ “The Art of MultiMedia Communication and Digital StoryTelling.” Your many questions, which so many have, are introduced, practiced and applied with students during their learning journey. It is lots of fun to work with teachers from so many countries. The first course – is rigor –creativity by itself is NOT rigor. Big BFO – blinding flash of the obvious, eh? You can learn more about this project at http://www.asbacademy.org/courses_pl_courses.asp?name=8

Roxie: Soundslikeyouaregoingtobebusy!Whatagreatopportunity.

Bernajena: Yes. I also hope to make a big splash back into second life with story circles and mini workshops for people interested in digital storytelling using all mediums including second life so hope to see you in SL too sometime! Right now I am focusing on my storytelling palace is officially reopening this June - which will include the Ramapo Frost 3D StoryWorld created by Peggy Sheehy's middle school students sharing a post card with the NEW SLURL's for ShaheraZade and the launching spot for 3D StoryWorlds that includes Ramapo. There are also four StoryKeepers Gardens hosting student creating digital storytelling -- here is direct SLURL to both Ramapo and the four StoryKeepers gardens: http://maps.secondlife.com/secondlife/Seminole%20Island%209/5/119/23 (Seminole)

Roxie:Iwouldencourageeveryonetovisittheseareas!

Bernajena: Yes, I am so excited. I am also working with Diane Lewis [Seminole County]. Diane's District Ed Tech Facilitators will be creating another build this next fall and her kids are building them in their private sim as well. My project job is to ensure a strong storyline - collaborative skills for decision making PLUS

building diorama storyboards after that I have to get out of the way of their imaginations! HAH!

Roxie:[laughing]Thisisprobablythemostimportantpart–letthemagic happen!

Bernajena: You may find this interesting. Diane is also working on a MineCraft project with her students. Students are creating and presenting their projects soon. You can see how they blend the RL and VE in this Machinima trailer http://www.youtube.com/watch?v=pKUcENbPDJ4&feature=youtu.be Diane has also been leading a k-5 curriculum online that merges online with immersive environments [Quest Atlantis / MineCraft]

Roxie: AfterwalkingaroundSeminoleIslandandseeingthestudentand teacherwork,Iamcurious,whatisitthateffectivestorytellersdototelltheir storiesinadigitalworld?Specifically,whatdotheypayattentiontosothe technologydoesnotoverwhelmthestoryinarazzle-dazzleway,butinsteadis usedinsubtlewaystoeffectivelycommunicateandenhancethestory?

Bernajena: Students who have created a strong storyline that touches their hearts – that expresses their own story have less desire to decorate their media product. They care that their media choices are unfolding their story rather than for technology fun.

Roxie: Howdoteachershelpstudents“findtheirvoice”andsharetheir stories?

Bernajena: It begins with a story prompt – and then conducting a writer’s workshop environment that invites students to find their own story – feel safe in being real – and are celebrated for their journey.

Roxie: Youaresoright!Itisveryimportanttohelpstudents,actuallyany writer,feelsafeandsupportedwhentheysharetheirwork. Iguessteachers needtobeawareofthatwhentheyevaluatestudentworkaswell.Whatdo yousuggest–whenteachersareevaluatingdigitalproducts,howshouldthey scorestudentwork?Whatisaqualitydigitalstoryorproduct?

Bernajena: Media Products need to be scored by their purpose or TYPE of Communication as well as Craftsmanship. [See scoring guides URL @ http://www.digitales.us/evaluating-projects/scoring-guides]

Bernajena opens her SecondLife StoryTelling Palace- SheheraZade

Roxie: Whataresomeofthebeststrategiesyouhavefoundforhelpingothers transformtheiruseoftechnologytoaddvalueandpurposetotheirwork–notsimplyadaptorretrofittheirworktoatechnologicalmode?

Bernajena: Having Driving Questions, demanding meaning making FIRST! No summary reports!

Roxie: For educatorswho wanttostart having studentscreate digitalstories, whattipsor tricksdoyou haveforthem? Thatis,the thingsyouknownowthatyouwishedyouwouldhaveknownwhenyoufirst gotstarted?

Bernajena: This I know --- teachers way underestimate the pre-production stage where the thinking and writing are deliberate in creating worthy content. No amount of bells and whistles can ever lift up superficial stories or storytelling! And if storyboards are skipped because of the hassle or student lack of interest – you will get a diminished product where the technology becomes the main character. Storytelling is an artistic expression that lets others FEEL and connect – thinking of digital storytelling as tech tools diminishes the message and loses the power of influence.

Roxie: Absolutely!Ihateto“sitandget”whensomeoneisusingPowerPoint forthatveryreason.Ittakessolongforthewordstoflyin–alltheanimation drivesmecrazy!Oftenthereissomuchglitzthataudienceslosetheirfocus andthemessageislost!Itisthesamewithdigitalstories.Whenyoulookout onthehorizon,whatdoyouthinkisthefutureofdigitalstorytelling?What changesdoyouseeonthehorizonbasedonnewtools,technologies,or techniques?

Bernajena: The mediums and opportunities to express ourselves are ever changing – but the basics of storytelling still create the power. Jason Ohler and I will be experimenting with a Choose-Your-Own StoryTelling Quest using Augmented Reality [QR Codes on Steroids] for ISTE 2014.

Roxie: Icantwait!!!!! Whathasbeenyourgreatestsuccesswithdigital storytelling?Thatonedefiningmomentorproject–somethingeitheryoudid orsomeoneelseproduced?

Bernajena: So many many stories – heart chakras open – a community spirit fills the room – as tears of humanity flow while each of us celebrates the applause moment of sharing our stories. I know my own moment of finding that my story and the title to my digital story turned out to be my mission statement on my business cards. Or, kids in New Orleans discover lessons learned from Katrina that bring tears to their parents and grandparents hearts soothing some the pain left in their lives from the hurricane - @ http://www.digitales.us/content/tears-change One student, who stubbornly wouldn’t write for two days – leaving a blank page. After our conference – his teacher made me go back because he wouldn’t quite writing and had five pages. They wanted me to tell him to stop, stop, stop.

Another storyteller wanted to honor her brother murdered in a fire. She found her lesson learned to be, “this is the last day I tell his sad story – he was more than this moment – from now on I will tell ONLY stories that celebrate his loving living life.”

I did a special birthday present for a friend turning 60 – the oldest of nine in his family. I had secretly interviewed his mother – build a story called mom loved me best. By the time his birthday arrived she had had a stroke and couldn’t really speak anymore. Her closing interview words “ David is my first born – and will always be my beloved” – every story created in my camps has power –unleashed in the world.

Something very uplifting happens when a person young or old finds a story that needs to be told. It nourishes the spirit – and celebrates the individual. Every one of my DigiTales’ Storytelling Camps leaves the entire group knowing the magic and inner happiness that emerges from their labor . . . they become StoryKeepers sending their digital stories far and wide to reach others they may never meet.

Roxie: Isthereanythingelseyouwouldlikeustoknoworthatyouwouldlike tosharewithourreaders?

Bernajena: Make multimedia products – but if you want to create storytelling –remember it is an art form – one that carries power beyond the digital tools to share our humanity!

Roxie:ThankyousomuchfortakingthetimetoshowmearoundSeminole Islandandtotalkwithmeabouttheimportantworkyouandothersaredoing invirtualenvironmentsandotherdigitalmediatohelpstudentstelltheir stories. Ialsowanttothankyouforpostingalloftheresourcesyou mentionedinthisinterviewonyourdigitaleswebsitesoreaderscaneasily findthemathttp://digitales.us/resources/bjps-books-articles. Ilook forwardtoseeingyouatISTE2013andfollowingyourworkinthecoming years.Mostofall,Iamlookingforwardtohavingyourwritearticlesonsome ofthetopicswebrieflytoucheduponinfutureeditionsofVEJ.Thanksagain, Bernajean/Bernajena!

IwouldalsoliketoencourageallofourreaderstocheckouttheISTESpecial InterestGroupforDigitalStorytelling(SIGDS)at http://digitalstorytelling.iste.wikispaces.net/ ,sessionsandactivities sponsoredbyISTESIGDSatISTE2013inSanAntonio.

The Book Transformed: What Reading Means Now

After about a decade of writing my fiction the way I wanted to write it, I had something new. After another decade and a great deal of labor, research, rewrite, and experimentation, I can see what a book can be. It's nothing like anything I've seen before.

Call it a Book. A flash drive holding the author's content is the Book's guts. Make it pretty, make it big or small, make it useful or ornamental - it's still a physical object. You can hold it, carry it around, own it. You could make it look like an ordinary book on the outside if you wanted to do that. You could even make a book with a USB cable to all the content that isn't printed, or with a flash drive built into its spine. The cover could even be an iPad or an Android pad. Then you jack it in.

With a screen, a digital projector, or a pair of smart glasses, the Book comes to life. Its text looks as you'd expect of a book today, but it leads in different directions according to reader choices, and unique or unusual usages are all backed up by links or tips that appear as needed. Illustrations abound, whether as images

or as streams. The Book, with links to and from the text, throw the reader into its own virtual world.

Some of you don't like reading a lot of text in a linear format, so I'll offer you a leap straight into the guts of doing things. That way, if you get lost, frustrated, or confused, you can come back here at any time to see where the pieces fit together in time.

For those who cut to the chase, I turned a good chunk of my work into a Youtube video. But a video does not just happen. It requires the same attention to detail needed for making a film in real life. To get an idea of the work needed to produce that video, see the storyboard shooting script I wrote for the videographer to use. Later on in this article I'll discuss this process.

ASIDE: A Failed Experiment in Realities

The reader can wander the story settings in 3D, interacting with objects and other avatars supplied by the virtual world of the Book. Some interactions are puzzles or games. Many of the interactions lead directly to the story texts. In instructional or textbook versions, guides appear to help the reader or learner navigate and acquire knowledge. All self-contained in the Book. But getting to the Book brings failures, and I've done my share.

IcreatedworkingprototypesoftheBook, startingwithanovelofmine.Iabandonedthe usualurgetorewriteitscontentstotheusual editorialspecification.Itwasn'treallyanovel,I decided.Itwouldhavetobeane-book,withall thepowerofdigitaltechnologytohelpmeand myreaders.Myworkstages:

1. Invent: Integrate story text, appendices, sidebars, and reading threads, using software to build a new kind of ebook.

2. Go Virtual: Build a virtual-world model of story settings.

3. Integrate: Integrate the virtual-world model with the e-book via Web links and mirror the content in both places.

4. Synergize: Create new content in both the e-book and the virtual settings and share it between them.

5. Publish the Book (now in planning): Activate the virtual setting and the e-book into the Book using integrated e-book and virtual-reality software.

First Stage: Organizing the Pieces

Storiescomewithbaggage.Astoryinaworlddifferentfromourown comeswithextrabaggage.Minewassetonaplanetdistantintimeandspace, wherehumanshadevolvedincertainlimitedways.Thebaggageincluded geography,socialorder,languagesandtheirusage,organizations,historical background,andmuchmore.Inaddition,thereweresevendifferent characterswithdifferentstoriesandviewpointstoincorporate.It’senoughto driveanywritercrazy.

ASIDE: ELM Log (2003): Fitting Story Pieces Together

Everywriterofalargeworkoffictionknowshowhardkeepingtrack canbe. Havingwrittenhordesofnumericalspreadsheetmodelsformy systemsjob,thespreadsheetmadeanaturaltoolforme.Someofthebasic ideasbecomevisibleinthelognotes,suchasthreadingof multiplestoriesandinclusionofbackgroundsidebars. Thesearenotsurprisingformanywriters,sincealotofbig novelshaveappendicesandviewpointswitchinginthem. AtthetimeoftheselogentriesIhadbeenworkingonthe organizingspreadsheetforatleastayearortwo.Ihadno ideahowdeepthisrabbit-holewasgoingtobe.

By this point I had a name for what I'd built in software: the ELM, or Electronic Literary Macramé. A terrible name. It stuck anyway. An ELM was two things at that stage: the new e-book product, and the processing components that produced it. That name ambiguity hung on for a while.

The stage continued with an alarming proliferation of e-book possibilities. By 2005, there were so many innovations in the work that I faced challenges most authors never confront:

1) How does one promote brand-new ways of writing and reading?

2) How does one protect one's software-and-text creations?

For me, promotion came down to immersion of the reader. If I could keep the reader immersed in the work, I could attract and hold readers, and exploit the power of the software to ease the writer's burdens. At the time I had no idea how naive this idea was.

ASIDE: ELM Log (2005): Modes of Reading

To address protection, I filed for patents. At the time no one else was doing exactly what I was doing, and I wanted to make sure that my work wouldn't be snatched away by someone else.

The ELM innovations required the use of a programming language. I started with the spreadsheet scripting language called Virtual Basic for Excel (VBA), to do the necessary reordering and interconnecting of glossary entries, story threads, reference articles, and points of view. To generate the actual pages of HTML to present the ELM to readers, I used an assortment of software tools based on Unix scripting components. It grew messy. Still, I could now demo the ELM on a Palm T/X, a Sony PSP, and any PC, using only their basic browsers. I showed it to a

classmate of mine in the master's program in mathematics I was taking at SUNY Brockport. He was a teacher mentor in Western New York. He took one look at the

Sony PSP with my digitized fiction and its links staring back at him, and said, "You have GOT to do this with textbooks."

Inthespringof2007,twosweepingchangesarrived.First,Iconverted allofthesoftwarecodeforbuildingthebookintoasingleprogramusingthe Pythonlanguage.Myfriend’scommentinspiredamore-advancedversion intendedforproductionofe-textbooks.InamedittheKnowledgeTransfer Tool,orKTT.TheKTTusesmanyoftheELM’scomponentsanditsown enhancementsandimprovementstoproduceanELMoutputthatistargeted fortextbooklearning.Thepatentfilingscontinued.Thencamemy introductiontovirtualworlds.

Second Stage: Second Life

MyavatarinSecondLife,JeddinLaval,hadhisdigitalbirthonApril15, 2007,fumbling,stumbling,andgoofinghiswaythroughthelearningprocess ofwalking,talking,anddressinghimselfinavirtualworldusingonlya keyboardandamouse.Jeddinlearnedhowtobuildobjectsandhowtowrite programmingscriptstoanimateandactivatethethingshebuilt.That’swhen thefictionI’dbeenwritingandprogrammingstartedtoleakacrossinto Jeddin’sworld.

JeddinrentedalittleshoponBookIslandwherehecouldadvertise, display,andlinktomyfictiononmyWebsite. Hegothimselfsomevirtual land.Hebegantobuildalittlepieceofmyfiction’sUndergroundCity.

LindenScriptingLanguage(LSL)enabledmetohelpvisitingavatars interactwiththeobjectsintheCitymodel.Theavatarcouldtouchadisplay, andthedisplaywouldreactbypresentingchattextorperformingsomeother function.AyearafterJeddin’sbirth,theELMandSecondLifewereconnected. DuringthefirstyearinSecondLifewithJeddin,theworkontheELM softwareracedahead.ItriedtofindpotentialinterestedsupportersforwhatI wasdoing,andthat’swhenmynaivetéaboutpromotionbecamealltooclear. Overthecourseoftheyear,Iwrote,tested,andselectedmorecomponentsfor theproduct,throwingoutordeferringmanyintheprocess.Workingalone hasitsupside,buttask-switchingandhat-swappinggetoldafterawhile.A yearpassed,Jeddingrewwiserandmoreable,andthenextstagebegan.

Third Stage: Integrating Fiction and Virtual Reality

ThefirstcollisionbetweenthevirtualworldandtheELMcamejustover ayearafterJeddincameto(virtual)life.Abookfairhadbeenadvertisedin SecondLifeonBookIsland.Jeddinwenttowork.

ASIDE: ELM Log (2008): Virtual Promotion

Evenatthisbeginningthefirsttracesofintegrationareclear:the promotionalsynergywithvisitorstoSecondLife,thepresentationofELMrelatedinformationatatouch,andeventhemessagingthattellsmeviae-mail thatsomeonewithaspecificavatar namehasrequestedinformation. Presentingtheactualstructure andlayoutofthefictional undergroundcitywasachallenge.To describemyworkintheSecondLife promotionalmaterials,IusedSecond Life3Dmodelingandthevirtual buildingtoolsavailable.Inaddition, theSLURLs,SecondLifeURLs,letme teleporttheuser’savatardirectlytotheCity.

Stormsofworkhurledthemselvesatme.Inthemidstoffixingand enhancinganddesigningsoftwarefortheELMalone(inPython,JavaScript, CSS,andHTML),thepromotionaleffortsinSecondLifeweregeneratingsome leadsforpossibleauthorclientele.

ASIDE: ELM Log (2008): Cultivating Opportunity

Iwasnowstartingtorealizetheseverelimitationsofrunningaonepersonshowinalltheareasthatneededtobecovered.Therewasenough worktodotokeepawholecompanybusy:author,editor,webdesigner,artist, webresearcher,siteadministrator,Pythonprogrammer,softwaretester, agent,databasedesigner,inventor,patentclerk,promoter,SecondLifeavatar, andvirtual-worldbuilderandscripter.Iwastryingtodoallofthesethingsat once. Inthefollowinglogentry,“DESCENDINGROAD”,or‘DR’inshortformis theworkingtitleoftheELMasawhole.

ASIDE: ELM Log (2008): Multitasking Like Crazy

Togiveanideaofhowevenone innocent-lookingdetailtakeseffort,we’ll seehow“theskyasseenfromTarnus” shouldappearinanimage.Mostauthors wouldbesatisfiedwithjustaboutany nightskyimagetakenfromEarth,but that’snotme.Iwantedtoknowwhatthe nightskylookedlikefromahypothetical planetorbitingtheactualstarZeta Tucanaeabout27light-yearsfromEarth andoursolarsystem.Iwantedthatnight skyonadomeceilinginSecondLife.

IfoundDigitalUniverse,a wonderfulpieceofsoftwareavailable fromtheHaydenPlanetarium.ItletmeflyfromtheSuntoanystar identifiablefromEarthandseewhatthenightskywouldlooklikefromthere. IcapturedtheimageofwhattheSunwouldlooklikefromZetaTucanaeand painteditonadomeceilingintheSecondLifecitysetting.Thiswasaskyno oneonEarthcouldeversee.

Fourth Stage: Synergizing Worlds

AsboththeELMandtheSecondLifesettinggrew,theyshedtheirlessusablefeatures,theydevelopedmorefully,andtheirrelationshipbeganto change. Writingfictionseemstoissuefromtheauthor’smindanditsmix ofexperience,wonder,andsupposition,butitoftenfindscovertsourcesinthe author’slife.Anauthorwhoenjoysfoodisoftentemptedtowritescenessetin kitchens,indininghalls,atcookingfires,andothereating-places;anauthor wholikewildernessestakesthestorytoforestsanddeserts;otherauthors drawhappilyontheenrichmentsoftheirownexperiencesandtastes.Thatis whatwealldo.SowhenSecondLifebecameoneofmyownenrichments, someunexpectedchangestransformedmywritingofDescendingRoad.

ASIDE: ELM Log (2010): Illustrating a Book in 3D

EverythingthatI’dbeenworkingonforthepreviousseveralyearsat fullspeedsuddenlywentintowarpspeed.Ayearandahalfflewby.The storieslackedmaps,andsoImadethemingraphicalform,installingthem immediatelyintheCityinSecondLifeforvisitors. SincethesewereMercatormaps,itwaseasytowraponearoundthe planetaryspheretocreateaglobe.

ASIDE: ELM Log (2011): Creative Explosions

Single-windowELMpresentationforhandheldsandpadsfellintoplace, alongwithrandom-scenereading,colorimagesintheELMitself, presentationsoftheELMandSecondLifemodelatartshowsinvideoform, andQRcodelinkstotheELM.ThevideosetinSecondLifeiscalleda “machinima”.Thismachinima,producedbymachinimatographerAnne PerorazioofAnnArbor,Michigan,givesanicetakeonhowtheELM’scontent hasbeenintegratedwiththeSecondLifeenvironmentandviceversa.AsI mentionedatthestart,youcanwatchthevideoat http://www.youtube.com/watch?v=YnBHoBrAGpw.

Avideoisjustlikeafilm,andrequiredastoryofitsown,calleda storyboard.Italsorequireddirectionsforthevideographer,calledashooting script. Togetanideaoftheworkneededtoscriptandproducethevideo,see

thestoryboardshootingscriptIwroteforAnne.It’sat http://www.danapaxsonstudio.com/VEJ/Storyboard-Script.pdf.

Tobetterunderstandtheprocessofcreatingtheseproduction documents,thinkofthemasdefinitionsofyourwalkthroughofthesetting, talkingasyougo,toguidefortheviewer.Thesedefinitionsrequire specificationofallthecameramovementsandotherfeaturesyouwantto presentinthemachinima(video).

WithinSecondLife,onecanpresentmultimediaproductions.Oneofthe climacticscenesintheDescendingRoadstoriestriggersintolifewhenan avatarvisitingtheCitytouchesafloweronatable,offeringtheviewerboth animatedscenemovement,textfromthestory,andtheauthor’svoiceover

presentingthetext.WhenAnneshotthemachinima,shetriggeredthedisplay andrecordeditinthevideo.

AnotheropportunityunfoldedwhenIfinallyventuredintoaudiotrack loopsforthememusic,cobbledupsomestocktracks,stretchedandtwisted themintosomethingIliked,andputthemusicintotheSecondLifesettingfor visitorstohearonenteringtheplace.Youcanhearthefour-minuteloophere.

Ineverexpectedthingstoexplodethewaytheydid.Theexplosion continuesevenasIrevisethispaper,andmorewillkeepcomingfromallof us.

Lesson Zero: Everything Changes

FromthetimeIstartedallthis,unexpectedcross-connectionspopped up.Differentclassesofreaderexperienceconverged.Readers,students, scholars,gamers,allofusarelearnersandcommunicators.Wearemoving knowledgeamongus,andthedigitalworldkeepsthrowingopennewwaysto doiteveryday.Ikeeptryingtoembracemoreofthat.

“LeavesofaMallorn”,ane-bookofessaysIwroteandpublished, examinestheworkofJ.R.R.TolkieninbuildinghisworldofMiddle-earth.In thebookIreferto“fractalstorytelling”:thekindofwritingthatrepeats patternsofmeaningatmultiplelevelsandscalesofthework,ensnaring readersrepeatedlyinsimilarthemes,asinatalethatweavesthedetailsofa flower’sblossomwiththebloomingofthewholeworldatitscreation.Today, readersdomore“fractalreading”:jumpingfromheretothereandfromscale toscaleastheyfeeltheneed.

ASIDE: Fractal Writing and Reading

Fractalreadingfavorsmore-cinematicstorytellingscenebyscene.Each sceneinmyworkislikeaflash-fictionpiecethatcanalmoststandalone.This embracesfragmentaryreaderengagementwiththework,andadopts presentationmethodssimilartoscreenwritingpractice.Forpointers,readthe book“Story”,byHollywoodscriptdoctorRobertMcKee (ReganBooks,1997).

Everyday,I’vehadtobereadytoreassesswhatI’velearnedandmake changes.IfIdon’tmakethechanges,Iwillmakemyworkmuchharder.Same goesforyou.

Whoeveryouare,getimmersedinatleastonevirtualworldrightnow. Don’twait!Ifyoudo,yourcolleaguesandclientswillblowrightpastyou.The mostenjoyablewaytogetsomeskillsinthesetechnologiesistoplayoneof theMMORPGs(Massively-MultiplayerOnlineRole-PlayingGames)witha character(avatar)ofyourchoice.Butthebestwaytogetusefulskillsistogo whereyoucanbuildandscriptthings,likeSecondLifeitselforanyofthe

OpenSimsettings.

Lesson One: Use Your Tools and Make Mistakes

Anauthorcreatesspecificmeanings,synthesizingthemoutof experience,research,dreams,andeverywhere.Theresultsdependheavilyon thatauthor’sskillsets,interests,obsessions,andcomprehensions.Itriedtodo alotofdifferentthings,andIthrewalotofthemout.Doeverythingyoucanto expresswhatyouwanttoexpress,makelotsofmistakes,throwawayalotof stuff,learnfromit,andbesatisfiedtotryagain.

Lesson Two: Don’t Listen So Much

Seekingadvice,critique,guidance,correction,feedback,andsupportare wayswealltrytousetoimproveourresults.Don’tusesuchmethodspast theirfreshnessdates. Thisisespeciallytruewhenyourworkisinnovative. Goodinnovationproduceswhathasneverbeenseenbefore.Lettingotherstry to‘help’youwhenyou’vedonesomethingtheycan’tseeordon’tunderstand willkillyourwork.Ifyoudothistoomuchitcankillyourhopeaswell. StraighttoLessonThree.

Lesson Three: Trust Yourself

Yourmistakesandthewayyoumusthackoutyourowntrailcankeep youwonderingwhetheryou’rejustgettinglostinatracklessjungle.You’re not.Ifyoufeellost,takeabreak.Takeabreath.Playwithsomethingelse. Whenyoufinallyfeeltherushofanideaforyournextstep,gobackandwield yourmachete.Youstartedwithanidea.Itmighthavechanged,orgrown,or reverseditself,ordied,butyoustillhaveanunderlyingsenseofwhatyou wantedtodo.Relyonthatsense.Don’tmakeyourultimategoalstooshorttermortoolimited.

Lesson Four: Tools Live and Die

Softwareisliquidlight.Itchangesunderusasweworkwithit.Istarted withMicrosoftExcelandVBA,addedCygWintools,andthenconverteditallto

Python.AlongthewayIheldontoHTML,CSS,andJavaScript.Thisapproach worked.Overtenyears,I’veworkedintheWindowsenvironmentfrom WindowsVistaonthroughWindows7,onaseriesofdesktopandlaptopPCs. Everychangecostmetimeandenergy.That’sjustthewayitis.Onemustget usedtothatkindofhardship.Toolsarenotreligionsorcults.Whenyou’re donewithatool,dropit.

Lesson Five: Some Team Up, Some Work Alone

Whichwaytogo?Howmanypeoplewillyouneedtohaveonyour projectwithyou?Howwillyoumanageitallwithoutlosingyourgriponwhat youwanttocomeofit?Ican’tanswerallthat,butIcansharemylone-worker impressionsofmyownprocess.Itworksformejustaboutaswellaspossible. Idon’tknowhowteamworkwouldhaveaffectedthewholething.I’mnotyou. Nothavingtocommunicatenewideasclearlytoteammemberswasa reliefandasimplification.Iknewwhatwasneededexactly,andIcould grapplemuchmoreeasilywithlearninghowtodothedetailworkmyselfthan withtryingtogetsomeoneelsetodoitforme.That’safault,somewillsay, butthat’showIgetinnovativeworkdone.Havingworkedasapatentclerkfor high-techinventorstaughtmehowharditistogetonboardwithsomeone whohasalreadylefthisorhercolleaguesinthedust.Ilovedbeingableto decideonfundamentaldesignandcodechangeswithoutceremonyand drama.Agreewithmeornot,it’swhatIhadtodo,anditwasinpart motivatedbyhavinglearnedLessonTwo.

Still,thisleftmewithmyowndeficienciesofpeopleskillsandthe neededtalentsforself-promotionandconfidence.I’mstillwrestlingwiththat one.

Lesson Six: Nothing Ends

Myworkisastageinasharedjourney.Iprotectedit,nurturedit,shared it,transformedit,lovedit,andhatedit.It’sjustwriting,butit’swritingIcan readandenjoy,whetherit’sstory,code,orimage.Otherswillsurpassit,forget it,abuseit,mockit,belittleit,orpraiseit,butit’spartofagreatriveroftime. Weareallinthatrivertogether,andthatfactiscomforting.IfIweretotryto defendandsequestermyworkcompletely,Iwouldbecutofffromthe necessaryhumanworld.Ilovetowitnesswhatothersdobywayof

expression,oflearning,andoftreasuringunderstanding.

ASIDE: The Story and the World, Connected

Fifth Stage: Publishing a World

Thefirstdimensionofchangeiswritingitself.We’redevelopingtotallynewformsofliterature.Thisprocess,asmanyareshowing,iscreatingarange of expressivemediaforanexpandingcommunityofauthorsworkingby themselves.Butauthoringinthisnewworldofcreativeexpressiontakeseven morevarietyandlevelofabilitythanmostofuscanmustertoday.

Theseconddimensionofpossibilityderivesfromtheproliferationand growthofvirtual-worldcapabilitieslikethoseofSecondLife.Forstarting points,seehttp://opensimulator.org/wiki/Grid_List.Anauthorcansetupand runavirtualworldonherorhisownsystem,usingavailabletools,tocreate living,interactiveillustrationsforaBook.Newgraphicsprocessors,new multicorearchitectures,fasterInternetconnections,andbetteruserinterfaces openuptheVRworldtoafast-growingworldofauthors.

I’mmountingtheELM’svirtualworldonmyowncomputersystem.I’m alsoexploringotheravailablevirtualworldselsewhere.

Thethirddimension:thetoolsandinterfacesfordoingone’sownebooksarehere,they’reherenow,andmorepeoplenowusethemfreely.The resultsareexplodingthemarket.I’vespentagoodpartofthepastyear developing,testing,andusingnewELMfunctionstogeneratee-booksfor variousformats.I’venowpublishedmyownfictionandessaysforKindleand Nook.

Thefourthdimensionisthesynergyofe-publishingandvirtualworlds. Asyousee,I’vebeenexploringthatsynergyatthescratch-the-surfacelevel. Otherswilltakeitmuchfurther.TosummarizewhatIsaidearlieraboutthis newBook:ThephysicalhardwareoftheBookiswhateverwewantittobe. TheBookholdstheentireworld,text,images,settings,interactions,andall.A Bookofthiskindbecomesanadjunctpartoftheworldaroundthereader, dovetailingtheauthor’sinventedrealityseamlesslywithoureveryday existence.Foranunimaginablefuture,that’sadecentstart.

HereisJeddin,holdingadigitalcopyoftheflawedearlyELMprototype oftheBook.AssoonasIgetenoughtimeandenergy,I’llhaveaneweditionof thestoriesintheBookupforsaleasanordinarye-book.Nextupwillbesome newwaysofpackagingbothe-bookandthebook’svirtualworldtogetheras oneBookforreaders.Then,finally,thisadventurewillbegintoapproachthe milestoneIenvisionedovertenyearsago.Theadventurehastakenonsucha lifeofitsownthatI’vecomeawaywithmuchmorethanI’deverhopedfor. Whoknowswhattomorrowwillunfold,fromandforanyofus?

Epilogue

SincethesubmissionofthispapertotheVirtualEducationJournalin April2013,thegrowthandmaturationofnewvirtualworldshasthrownopen severalavenuesofdevelopmentfortheworkdescribedabove,andthis evolutioncompelsmetoreportnewadvancesnowunfoldinginthefield. Someofthesehavealreadytakenmeinnewandexcitingdirections. IntheprevioussectionIreferredto“somenewwaysofpackagingboth e-bookandthebook’svirtualworldtogetherasoneBookforreaders”.Oneof thefirstofthese,freelyavailable,emergesfromuseofapieceofsoftware calledSimonaStick,whichletsavirtual-worldbuilderconstruct,store,build, andaccessanentiresetof regionsallpackagedonanordinaryflashdrive.

Everything,includingtheWebanddatabaseservers,theviewer,andthe virtualworlditself,isstoredontheflashdrive,whichplugsintoastandard USBportonanyPC.

Thismeansthatanauthorcanstoreanentiree-bookontheflashdrive, andlinkitintimatelytoavirtualworldcontainingsettings,illustrations, animations,videos,lessons,andmorethatintegratecompletelywiththetext. Everythingfromfictiontoartandmathematicsfitsintoasingleflashdrivein one’spocket.Anentirecourseunderone’sthumb.

SoofcourseIplungedrightin.Jeddin’sUndergroundCityisnowinthe processofmigratingtotheflash-drivesetting.Becausethesettingisentirely inmypossession,IcanmaketheregionaslargeasIneedittobe,sotheCity modelisgrowingtooccupyanentiresim(256x256meters),witheight additionalsimsaroundit,andupto15,000prims(orprimitiveobjects)atmy disposalforbuilding.Allatnodollarcost,entirelyprivateonthestickalone.

Betteryet,theresulting simisOpenSiminformand content.Thatmakesitworkin anyoneofdozensofexisting virtualworldsonlineright now.Thebuildercanthen createanOpensimarchive (OAR)fileandloaditfromthe flashdriveintoanyOpenSimcompatibleonlinevirtual worldtosharethecontentsof theworldwithothersviathe Web.

SotheBookIwroteaboutatthestartofthispapernowcanbedigitally fusedwithitsworld.Itcanbesoldinflashdriveformforusewithany computer,oritcanbesharedacrosstheglobe.Asvirtualworldsand augmentedworlds(inwhichthephysicalandvirtualworldsintegrate seamlesslyforus)advanceinrichness,power,andeaseofuse,we’llbeina wholenewuniverse.

Ofcourse,we’renotquitethereyet.Muchworkremainstobedoneto simplifyactivatingandusingthesimonastick,butthatisallhappeningasI writethisepilogue.Foranyonewhowouldliketoknowmore,SimonaStick isofferedbyILiveinScienceLand,LLC,curatedbyEnerHax,whokeepsa greatblogonthework.

JeddinandIareracingonward.Thewondersnevercease.

GETTING TO THE NEW UNDERGROUND CITY: INSTRUCTIONS FOR GUESTS

ThenewversionofJeddin'sCity,nowunderconstruction,isintheKitely "VirtualWorldsonDemand"setting.Hereyouwillfindmanyofthe componentsthathavebeenremovedfromthebuildinSecondLife.Youwill alsoseemuchthatisnew.

TogettothenewCitybuild,followthestepsbelow.You'llalsofindalotof helpattheKitelyWebsite:

http://www.kitely.com/ http://www.kitely.com/services

1.IfyoualreadyhaveaKitelyaccount,youcanskipdowntoStep5.

2.CreateaKitelyaccount,login,anduseTime-BasedBillingfornow.Youget afreeregionofyourown,andyoupayfortimeyouuseinKitelystartingwith 6freestartuphours,and2freehourspermonth,withtheexcessbilledat1 KitelyCreditperminuteinworld.Youcanchangeallthislaterifyouwant.

3.BuyanyKitelyCreditsyouwantusingPayPal.Thefirst1,000KitelyCredits costyou$5.00US,andlargerquantitiesareprorated.Sinceyou'llbebilledfor thetimeyou'revisiting,you'llneedthecredits.

4.Onceyouhaveyouraccountandabitofcredit,loginandgoto http://www.kitely.com/settings,thenselect"Showviewerlogindetails". You'llseethreethingsyoumustwritedown:

*TheLoginURIforKitely(whichyouneedtoaddtotheviewer'ssetof acceptablegrids/worldstovisit)

*YourUsername(whichyouhavejustchosenincreatingyouraccount),and

*ThegeneratedpasswordtobeusedwiththeVIEWER(youhadbetterwrite thisdown,becauseit'sverylong,butyoucanchangeitlater).

5.TheSecondLifeviewerwillNOTworkwithKitely.Ifyouhaven'talready gotaviewerthatworksintheOpenSimframework(KitelyisOpenSim-type), downloadandinstallacopyoftheFirestormviewer.Otherviewersworkalso; checkathttp://opensimulator.org/wiki/Compatible_Viewersfora comparisonlist.Firestormappearstogivethebestgeneralityand performance.

6.Starttheviewer.I'llassumeFirestormhere;othersworkdifferently.Atthe bottomofthewindowisadropdownmenulabeled"LogintoGrid:".IfKitelyis inthedropdown,chooseit.Ifnot,youlookatthetopleftofthewindow,select

Viewer/Preferences,selectOpensim,andaddtheKitelygrid:whereitreads "Addnewgrid"typeintheloginURIyouwrotedownfromStep4.Thegrid infoshouldfillrightin.

7.Tologin,entertheusernameandVIEWERpasswordforthevieweryou wrotedowninStep4,andyou'reoffandrunninginKitely.Nowtofind Jeddin'sCity. Usetheviewer'sWorldMap.

8.METHOD1:

TotheleftoftheFindbutton,typein"Tarnus2,2"andhitFind.Youshouldsee theresultinthemap.NowlookdowntoLocation,andtotherightitshould showthreevalues:128,then128again,thenathirdvalue.Replacethethird valuewith21,sothatyousee128then128then21.NowclickonTeleport.

IftheCityisnotloaded,you'llseeyouravatarandthissign:"Youhavearrived ataKitelytransferstation.Theworldyourequestedwillbereadyinafew minutes.Whenitisready,youwillbeteleportedtoitautomatically."Ifyou seethis,justwait,andyou'llarriveintheCitywithouttakingaction.

9.METHOD2:

TotheleftoftheFindbutton,typein"Tarnus"(no2,2here)andhitFind.Now clickonTeleport.

IftheCityisnotloaded,you'llseeyouravatarandthissign:"Youhavearrived ataKitelytransferstation.Theworldyourequestedwillbereadyinafew minutes.Whenitisready,youwillbeteleportedtoitautomatically."If youseethis,justwait,andyou'llgo.Inthismethodyoushouldarriveatapost onaflatpieceofland,andifyoutouchthepost,youwillbeteleportedintothe City.

9.OnceyouarriveattheCity,you'llbeinthefourthlevelonthefloorofthe aswal(thecircularmeeting-placeofcrossingCitypassages).Manyofthe displaysarealreadyinplaceandworking.Landmarkyourarrivalpoint,and goexploring!

10.YoucanIMmeasJeddinLavalinKitelyjustasinSecondLife,andifyou wanttoofferfriendshipinKitely,I'dbepleased!

Kitely Market: A New Place To Sell Your Content

AreyouacontentcreatorinSecondLifeorothergrids?

Ifso,thenwehaveexcitingnews:wehavejustopenedthe Kitely Market,an independently-developedonlinestoreforvirtualitems!KitelyMarkethasbig benefitsforcontentcreators:

• Sell to Kitely users initially, and soon to users in hundreds of other grids as well

• Sellitemsforreal-worldmoneythatisdepositeddirectlyintoyourPayPal account.Nowithdrawalsneeded!

• KitelyMarketusesmoderntechnologyandwasdesignedspecificallyfor sellingvirtualitems,withbuilt-insupportforDemoItemsand Variations.It'sthebestplacetosellyourcreations.

• Averyeasy-to-usecontrolpanelmakesaddingproductstoyourstorea breeze

KitelyMarketiscurrentlyopenonlytomerchants,toallowthemtoadditems totheirstorebeforeweopenthemarkettobuyers.Inordertokick-startthe market,weareofferingaspecialpromotiontomerchants:createyourstore now,andyouwillbeabletoaddproductstoyourstoreforFREE!

LearnmoreaboutKitelyMarketandthispromotionhere: http://www.kitely.com/virtual-world-news/2013/05/11/kitely-market-isnow-open-to-merchants/

Hurryupandtakeadvantageofthisoffer,becauseitwillexpireoncethe marketisopentobuyers.VisittheKitelyMarketnowandaddyourfirst product.

TheKitelyTeam

Avatars Don’t Steal Souls

Soyouwantastoryaboutusingvirtualworldsineducation?I’vegotan epic saga forya.Well,a1500-wordpiece,anyway…summarizingjustafewof theearlyhighlights.Let’scallthisPartI…withmorecominglater…ideally includingyourcontributions.Ready?Itallbeganbackin2006…

A dissertation photo, showing students in a lab. Those Korean characters next to the copyright date is how you write “Deeds” in Hangul, just in case you’re wondering.

Pictureyourselfinthissituation.You’reaprofessorataSouthKorean university.Thenativeshavebeenaveragingonechildperhouseholdfortwo generations,sohighereducationinstitutionslikeyoursaredesperatetofill emptyseats.Yourorganizationhasdecidedtoimportstudentsfromaround theworld,particularlyfromChina,inordertogivethemanopportunity…a chancetosavethecareersoftenuredKoreanprofessors,thatis.Asourdean putit:“It’seithercreateanInternationalBusinessDepartmentorwestart flippingburgersatMcDonald’s.”

Theimmigrantsdon’tspeakasinglewordofKorean,ofcourse.Your missionistoteachtheminEnglishuntiltheylearnenoughHangulto comprehendalocalprofessor’slecture.Gee,whatcouldpossiblygowrong withthisplan,huh?

Youguessedit.Morethanhalfofourlittledarlingscouldn’tstringa simplesentencetogetherinEnglish,either.I’llneverforgetthatfirstdayof class…ManagementInformationSystems,noless…meandmymeticulously crafteddeckofPowerPointslides.Ittookjustfiveminutesformetorealize thatmystudentscouldnotunderstandthewordscomingoutofmymouth. Lecturesweregoingtobepointless…thetextbooksuseless.Iprogressed throughthestagesoftragedy…denial,bargaining,etc.,reaching acceptance…andthenwonderedwhatthe[heck]Iwasgoingtodonext.

IsentoutadistresscalltoTheGeekSquad,agroupofpoindextersfrom mycorporatenerddays.Oneofthemwasworkingonsomeprojectforthe NewMediaConsortium.Idiscoveredvirtualworlds.Ishelledoutahundred bucksandopenedourveryownSecondLifecybercampus.All1,024square metersofit.

Talkaboutmakingitupasyougoalong.SinceIwasscramblingdailyto conductresearch,bothinsideandoutsidetheclassroom,Idecidedtogeta PhDdissertationoutofmyefforts.100%ofitwoundupgettingpublished, onlineandonground.Inowconsiderthosedaysmy“21st CenturyEducation BootCamp.”Hey,whennothing…absolutelynothing…traditionalworks, you’vegottotrysomethingdifferent!Allabigsuccess…asfarasmystudents andIwereconcerned,anyway.

Fellow foreign teachers had real problems with authority figures, so naturally my tag was “Master & Commander.” My students (jokingly?) called me Super Teacher and bought me this outfit, which irritated my coworkers even more, much to my delight.

Asemesterintotheprogram,mybosscametotellme“we”hada problem:

Him:“David,ourstudentshatealltheirclasses…exceptyours.Theylove yours.”

Me:“Uh-huh.”

Him:“They’refailingalltheirclasses…exceptyours.They’repassingyours.”

Me:“Yep.”

Him:“Sowhatareyoudoingthat’ssodifferent?”

Me:“Everything.”

Mystudentsweremanagingtheirownprojects…runningtheirown businesses…learningcomputer-aideddesign,programming,younameit.Of course,you’dassumeIwasconsidereda hero bycolleaguesand administratorsforintroducingvirtualworlds,right?Nope.Mycontractcame dueforrenewalandonedayIgotane-mailmessageinformingmethiswas notgoingtohappen.Thatwasit.

IgaveHigherEdonemoreshot/year…asaprofessorinacomputer sciencedepartment…anothercollegeinKorea.Folksweren’topenlyhostileto thenotionofusingvirtualworlds…merelyindifferent.Mylessonswere deemed“justagame.”Thisisacountrywhereentiretelevisionchannelsare devotedtowatchingpeopleplaygames!Andwewereconsidereda“votech school,”supposedlypreparingstudentsforcareersincomputers!

I put on photo shows, my students sponsored art/language exchanges …we had visitors from all over the planet. Not one Korean coworker ever bothered to create an avatar.

Ihadhadenough.IneededtogosomewherewhereIcouldhavesome controloverthecurriculum.Idecidedtoswitchtointernationalschools.Hoo, boy!

TherewasnowayIcould’veknownwhatwascomingnext.Iftherehad been,Iwould’vestuckwiththeapathy.I’mnotgoingtonametheschool…not eventhecountry…allI’llsayisthatit’saformerSovietRepublic.Imadeadeal withthethen-principaltoletbygonesbebygones.Besides,thenative directorsmightstillbeabletoputacontractoutonme.

Bythistime,IconsideredmyselfMr.Geeky-Cool,withmyveritablegrab bagofnewedtechtoolsandtechniques.Naturally,weweregoingtohaveour ownvirtualworlds.Tointroducetheconcept,Ithoughtitwouldbeniftyto giveanavatarourfemaledirector’sname.Isatherdownatacomputer…alttabbedtothecybercampus…andsaid:“Look,it’syou!”Herfacecontortedwith disgust.Shejumpedup…herchairwentflying...shegenuflected spastically…thenranoutoftheroom,cryingandmuttering.Iaskeda coworkerwhatshehadbeensaying.

Theanswer:“Shewasprayingthattheavatardoesn’tstealhersoul.”

Stealhersoul.Sigh.Asyoumightsurmise,thesituationdeteriorated rapidlyafterthis.EveryideaIhadre:introducingtoolsandtechniques,even theinnocuousMoodlesite,wasdeemedanevilforeigner’sattempttocorrupt theinnocenceofthenatives.Theultimatefearandloathingwasreservedfor virtualworlds,ofcourse.Icanlaughaboutthisnow,butatthetimeitwasn’t sofunny.Thesefolksweren’tjustbackwardandignorant…theywere dangerously deranged.Thisisaplacewherepeopleregularlydisappearand areneverheardfromagain!

Thinkaboutthisthenexttimeyouconsideryourselfhavingpaidyour duesre:educationaltechnologyintegration.IhadthelocalU.S.Embassyon constantalerttoopentheirgatesshouldtheyseemescamperingupthe street.Isleptwithmypassportandathousanddollarsinthreedifferent currenciesundermypillow,justincaseIhadtomakeamidnightbolt.

Iamtheonlyeducator(thatIknowof,anyway!)whohasliterallybeen runoutoftown(country,yet!)foradvocatingimmersivelearning environments.

I’mhappytosaythatthingsgotbetter…alotbetter…atsubsequent locations.I’vebeenaskedtopresentatmorethanadozeninternational educationaltechnologyconferencesonmyworkwithvirtualworldsoverthe pastfewyears.I’vebeenexperimentingwithothergames/gamification integrationaswell.Atmycurrentschool,wemaintainbothSecondLifeand OpenSimulatorcybercampuses.Thisfall,I’llbepresentingoncreatingan OpenSimulator3DGlobalVillage,tofirstinclude60+schoolsintheTriAssociation,anorganizationencompassingCentral/SouthAmericaand Mexico.Butthesestorieswillhavetowaitforanotherinstallment.

Another dissertation graphic. In addition to beta testing software like 3DNow’s and Sloodle, we allowed many organizations to use our cybercampus. We hosted programs involving other schools in Korea, Japan…even the USA and the Middle East.

BeforeImanagedtoescape[thatformerSovietRepublic],thedirector,aswell astheprincipal(anAmericanwhoshould’veknownbetter!),attemptedto compensateforthesoul-snatchingweirdnessbyofferingallkindsofexcuses

astowhyvirtualworldsareunacceptableineducation.AndIdomeanIgot lists.ItwasjustparanoidgibberishtheygotviaidiotsontheInternet,butthis implieseveryoneelsereadsthiskindofstuff,too.EveryoneinSecondLifeisa childmolester,avatarsgiveteenagegirlsbodyimageissues,younameit.All completenonsense,butasitturnsout,thisissillinessI’dheardbefore,am hearingnow,andwillnodoubthearagain.NomatterwhereIgo,Iencounter dinosaurswithanexcuse…ortwoorthree.

Howaboutyou?Whatkindsofthingshaveyoubeentoldregardingvirtual worldsrepresentingtheFirstSignoftheApocalypse?I’vebeeninvitedto submitachapterproposalforanupcomingbookonimmersivelearning environmentsandI’dliketogetyouranecdotes.I’mespeciallyinterestedin hearingaboutyouradventurestryingtointroducevirtualworldsintoyour schoolenvironments.Theydon’tneedtobeasdramaticasmine…let’shope they’renot!ButIknowyou’vedealtwithdumb[derriere]administrators, colleagues,etc.,justasIhave.AndsofarI’veonlybeenaddressingthingsthat happenedintherealworld!Overtheyears,I’vecollectedahundredexamples ofstrangeencountersandexperiencesinsidevirtualworlds.Ifyou’vebeen teachinginimmersivelearningenvironments,I’msureyouhavesome interestingtalestorelateinthisareaaswell.

Pleasesendallinputtodavidwdeeds@yahoo.com.I’lluseyournameifyou’d likethecredit,butI’llkeepyouanonymousifyouprefer.Whoknows?You mightwanttoavoidhavingacontractputoutonyou,too.Thanksandhopeto hearfromyousoon!

David is currently the Technology Integration Specialist for Peterson Schools, a private K-12 institution with 2,000+ students at four campuses around Mexico City.

Book review: Digital Storytelling in the Classroom: New Media Pathways

to Literacy, Learning, and Creativity

Inhissecondedition, Digital Storytelling in the Classroom,author JasonOhlercontinuestoprovide practitionerswiththeexpertiseto plandigitalstorytellingintheir classrooms.Basedonhisworkwith students,Ohlersuppliesanewstory mapandarc.Thenewadditionalso includesstorytables.CommonCoreandNoChildLeftBehindareaccounted forinthisvolumethroughout–increasingtherelevanceofthisedition.The authoralsoupdatedthesectionthatincludestherevisedISTENETS.Even moreexciting,thebookreferencesandutilizesseveralvideointerviewswith Dr.Jean-PierreIsbouts,thedocumentarian.

Practicingeducatorswillfindthewritinghighlyengagingand motivating.Thetextiswrittenintelligently,yetwithoutthesophistrythat alienatesthosestilldevelopingtheirtechnologicalproficiency.Thehumorand practicalnatureofhiscommentarynotonlyengagesthereader,butalsohelps todemonstratehowteachersofalllevelsmayblendtoolsinthepracticeof story-telling. Thewritingstylemakesitpossibletoreadthebookstraight through,buttheusefulnessdoesnotendthere.

Ohler’sworkcomparesfavorablywiththeworkofLambert,Miller,and Frazel.Lambert’stextfromtheCenterforDigitalStorytellingprovidesa strongframeworkinthe7stepsapproachthatappealstoalargeraudience. Ohler’scontextualizestheinformationinapplicablewaysforteachers attemptingtosharedigitalstorytellingwiththeirstudents.Miller’s Digital

Storytelling: A creator’s guide to interactive entertainment entersintothe bleedingedgetechnologicalareasofentertainmentanddigitalmediawhich maytranscendtheneedsoftheteacher,yetOhler’sworkdrawsonsomeof theseideastosophisticatehoweducatorsmayviewdigitalstorytelling. Finally,Frazel’swork,writtenexplicitlyforeducatorsandpublishedthrough ISTE,constitutesabaseline-beginningguide.BothOhlerandFrazelinclude rubricsandresourcesbutFrazel’sworknodsmoretowardsthetechnology integrationandNETSandOhleraddressesCommonCoreingreaterdepth.In combination,bothtextsexcelatfurnishingassessmenttoolsandarm educatorslookingtoproofdigitalstorytellingascurriculumfortheir classroom.

Likethepreviouslymentionedtexts, Digital Storytelling in the Classroom becomesareferenceguide.Thebookisdividedintothreesectionsforquick reference,includingseveralresourcesectionsattheend.Inthefirstsection, theauthordevelopsaframeworkfordigitalstorytellingintheclassroom.The secondsessionofferstoolsandusefulplanningtechniques.Tools,technical skillsandguidanceregardingrightsissuesarecoveredinthelastsection.The lastchapterofsectionthreepresentsdetailedinformationaboutcopyright issuesandfairusewhichisinvaluableforteachingdigitalcitizenshipto studentstory-tellers.

Ohler’sbookrepresentsawonderfully,well-resourcedtoolfor educatorsinthefieldandaswellasasupplementforteachingacoursein digital-storytelling.Undoubtedly,moreneedstobeunderstoodaboutdigital storytelling.Researchandpracticewillcontinuetounveilnewinformation andopportunities.Meanwhile,progressionsintechnologywillundoubtedly presentchallengesandopportunitiesforthismedium.Thankfullywebenefit fromwriterslikeOhlerwhoworktirelesslytodescribethisinstructionaltool foreducators.

Ohler,J.(2013). Digital storytelling in the classroom second edition: new media pathways to literacy, learning, and creativity. ThousandOaks:CorwinPress. ISBN978-1-4522-6825-5 Costofbook(paperback):$35.82 Length:304PagesandDigitalContent

Rurik Nackerud isadoctoralstudentatPortlandStateUniversityresearchinggamesand mobilelearning.Heconsultswithschoolsandeducatorslookingtoimplementtechnologicaltools foreducationalpurposes.

From The Traditional To The Technological:

Digital Storytelling Through Documentaries

Click

http://vimeo.com/41321781

*StevenT.Varela(rl),DedalusDeanimator(sl):SteveisaSeniorInstructional Consultant/LecturerforAcademicTechnologiesatTheUniversityofTexasatElPaso, specializinginblended,online,andtechnology-enhancedcoursedevelopment.Hewasa LecturerfortheDepartmentofEnglishandarecipientoftheUTRegentsAwardfor OutstandingTeaching.

*JanetHill(rl),MadelineMcMinnar(sl):JanetisamultimediaspecialistforAcademic TechnologiesatTheUniversityofTexasatElPaso,specializingincreatingimmersive experiencesinvirtualworlds.Sheassistsdevelopersintheproductionofeducational softwareandtechnology,andexplores,researches,andtestsothervirtualplatforms.

TheFirst-YearComposition(FYC)programintheDepartmentofEnglishatTheUniversity ofTexasatElPaso(UTEP)underwentasignificantcourseandcurriculumredesigninthe summerof2008.Fiveyearslater,manytraditionalwritingassignmentshavebeenupdated withtechnologyandmultimediaenhancementstothecorewritingrhetoricandresearch skillstaughtinFYC.Theredesignyieldedmanydramaticinnovationstothecoursein deliveryandcontent ithadbecometimetoteach“old”conceptsinanewandcreative way utilizingthesametechnologiesthatstudent’slivesareimmersedinalready.

Re-designingacurriculumthathadnotbeenupdatedinover20yearswasquiteadaunting task,andthechangethattookplaceinFYCwasreallyaparadigmshift.Whenweconducted aneedsassessmentofourprogram,andresearchedhowotherdisciplinesacrossour university(andnationwide)wereapproachingwritingassignmentsandresearch,we discoveredsomeserioustruthswehadtoface muchofthewritingandresearch preparationwewereofferingtostudentswassuitableiftheyweregoingtopursuea degreeinEnglish,andpossiblytheLiberalArts,butiftheywereoutsideofourdiscipline (whichmanywereasweareageneraleducationcourse),theywerelessabletoconnect andtransfertheskillsacquiredinFYCtotheirchosenfieldsofstudy.Andanevenmore serioustruth someofourassignmentsandapproacheswerecompletely irrelevant to otherfieldsofstudy.

Thiswasthecatalystforandemphasisontransfer.Wewantedtodevelopstudents’critical thinkingskillsinordertofacilitateeffectivecommunicationin all educational,professional, andsocialcontexts.Thenewcurriculum,therefore,focusedon:

StudentscreatemovieposterstoadvertisefortheFYCFilmFestivalaspartofacontest,whichareaddedtotheFYCtheatre

– Studentabilitytotransferskillsacrossdisciplines

– StrongerutilizationofRhetoricandWritingscholarshipandresearch

– Studentself-regulation

– Multi-genreunderstandingofdiscourse,research,andwriting

– Multi-modaladaptationofdiscourse,researchandwriting

– Strategiesfortechnology,research,andwriting

Thisrequiredustopresentanapproachto“composition”thathelpedstudentsdetermine themosteffectivestrategies,arrangements,andmediatouseindifferentrhetorical contexts.Studentsalsoneededasystematicapproachforanalyzingrhetoricalsituations, andbeabletoproduceavarietyofdocumentsandpresentations,whilegainingmore confidenceandfluencyinvisual,oral,andwrittencommunication.Finally,because communicationiscentraltobeinganactiveandengagedmemberofsociety,FYCwantedto provideaspaceforstudentstolearnabout,andparticipatein,informedadvocacy

OneoftheassignmentsinthenewcurriculumincludedtherequirementforFYCstudents tocreateadocumentaryfilm.Studentswerenowfacedwithadifferentwaytoconsider andutilizerhetoric,research,andwriting. Tocreatea5-7minutedocumentary,challenged studentstolearnhowtopresentanargumentthroughmulti-media,toconsideramultitude ofrhetoricalopportunities,andlearnhowtoworkwithtechnology andallin4weeks (thiswasjustoneassignmentinarigorouscurriculum).

Audiencemembersfromaroundtheworldcanselectandviewthestudent’sdocumentariesinthisvirtualtheatre.

Thiswasnotimplementedwithoutsomeresistancefrombothfacultyandstudents,butno onecoulddenytheresultswesawimmediately: deeperengagement,motivation,and strongerlearningoutcomes allthebestattributesdigitalstorytellingevokesin participants.Theendresultwasnothingshortofamazing.

Wewantedtobeabletoshowcasethehardworkandcommitmentstudentsgivewhen goingthroughtheFYCprogram,andthedocumentaryfilmassignmentespeciallylentitself tobeshowcased.HowwouldwelettheworldknowwhatweweredoinginFYC?What betterwaythanafilmfestival!Attheendofeachsemester,FYCselectsstudent documentariesthatrepresentourassignmenteffectively,creatively,andsometimeswe includeafilmsimplybecauseastudentdidsomethinguniquewiththetechnologyitself.

Everysemesterseemstogetbiggerandbetter,andtothatend,whatstartedasthe showcaseofourstudent’sfilms,hasturnedintoanopportunityforcollaboration, innovation,andofcourse,entertainmentfortheentireuniversity.Thesuccessofthefilm festivalmeantweneededtosharethiseventalso,soagain,howtodosoinawaythat matchedtheinnovationoftheassignment? SecondLifewasanaturalchoice.

The FYC Film Festival and Second Life
ThespectacularentrancetotheFYCtheatreincludesamarqueethathighlightswinningfilmseachsemester.

andif

AvirtualtheatrewasconstructedsothatFYCcouldsimulcastthefilmfestival,andinclude amuchlargeraudiencethanthosewhoattendedphysically.Whatstartedasabasictheatre expandedtoincludealobby,aprojectionroom,amarqueeandincredibleentranceintothe theatre,aswellastheabilitytogetpopcorn(whynot?).

Create an Assignment Like This!

Step 1: Student Release Form

Itisimportanttohavestudentssignawaiverallowingyoutopublishorusetheirwork afterit’scompleted.Studentsampleswillbeinvaluabletoyouforthenexttimethisis taught,orifyouenduppublishingthefinalproductinsomeway.

Step 2: Decide on the purpose and learning goals you want to accomplish.

Perhaps it is:

A.Toinformonatopic/subject/concept relevanttotheclass

B.Topersuade/advocateforanaction,change, and/orsocialpurpose

C.Toapplyresearchinameaningfulway

D.Tolearnanewtechnology/communicationskill

E. Todemonstrateunderstandingofaprocess,task, problem(forMathematics,for example,studentscanteachorshowhowtosolve aspecificproblemorconcept)

TherearesymbolsofUTEPinterspersedthroughoutthetheatre.

Insidethetheatre,visitorscanordersnacks,
theywanted,visittheprojectionroomthatsimulatesa traditionalset-up.

F. Toreflectonwhathasbeenlearnedinasemester.

Therecanobviouslybeoverlapwiththese,butyouwanttodetermineaprimarylearning goal itwillhelpyouintheconstructionofarubriclater.

Step 3: Decide whether or not you want it to be collaborative.

Thesetypesofprojectsandassignmentsdon’thavetobedoneingroups we’veseen terrificproductscreatedbyonepersonandbygroups. We’vealsoseennot-so-goodfinal productsbedonebyonepersonandbygroups. Itdoesn’treallymatter it’sallaboutthe levelofstudentcommitmentandownershipoftheproject

Ifyoudodecidetodothiscollaboratively,wewouldrecommendnomorethan3pergroup. Also,teachclearparametersaboutcollaboration(conflict-resolutionactivities)and workingingroups(groupmanagement,scheduling). Andalwaysmakeitclearthata studentcanbe“fired”fromagroup(haveaclearprocessforthat,too).

Step 4: Create assignment sheet identifying clear objectives, skills and learning goals how they relate to the course.

Studentsneedtobeabletoseethatyouaredoingthistofurtherclasslearningobjectives andnotfornovelty.Contentfirst technologysecond.

Step 5: Create smaller, scaffolding activities and assignments that will lead to the overall completion of the product.

Canbein-classsmallgroupwork,research,technologytraining allmeanttocompletea specificcomponentoftheproject. Theemphasizesthatthisisa process,willencourage time-managementandmakethisalllessoverwhelming.

Step 6: Create a rubric that assesses these objectives and learning goals

Youwillseethatnorubricisperfect,andwillchangeasyouworkthroughtheassessment processovertime,butitwillhelpre-emphasizethegoalsoftheassignmentandhelpyouto measure/assessthecontent.Werecommendgivingtherubrictostudentsatthestartofthe assignment sotheyknowhowtheyaregoingtobeassessed,andthatthisisn’ta subjectivegradingprocess.Wewouldalsorecommendgoingoveritmid-process,toreemphasizethegoalsagain.

Step 7: Set up support network/resources for you and students

Studentswillneedtohaveaccesstotechnologyandtechnologysupport.Findthese resourcesonyourcampusandcreatecollaborations!

Step 8: Documentation and Fair Use

Anyoutsideresearchtheyrefertoordirectlyintegrateshouldbecitedinacredits sequenceattheend. AFairUseStatementisalsorecommendedtocovertheuseofthings likeGoogleImagesorYouTubeiftheyareused.

Step 9: Value and Accountability

Needtoshowstudentsthisisaworthwhilelearningexperience,andthatyouvaluethe workthatwillcomeoutofit. Youmightthinkabout:

A.Classpresentation-whereyouwatchtheirfinalproductsinclass,havethemintroduceit andanswerquestionsfromtheaudienceafterwards. Canbepartofthefinalgrade.

B.Communitycollaboration/application-youmayhaveacommunityconnectionforyour classthatcangivetheassignmentarealworldvalue.

C.Ashowcaseofsomesort:publicviewing,createaYou-TubeChannel/Vimeosite,a website,aplaceonBlackboard

Thepointisthatthisissuchavisualresultandacommitmentonbehalfofyourselfandthe students,sothisneedstobehonoredinsomewaybesidesagrade.Publicationofthese projectssometimescreatesmorevalueandaccountabilitythanagradeevercould!

Step 10: Student Release Form—just in case you forgot!

Somefinaladvice: themoreengagedandexcitedaboutthisapproachtodigitalstorytelling thatYOUare,themoreyourstudentswillbe!

Checkoutour student’swork@ http://filmfestival. uglc.utep.edu

AndvisittheFYC VirtualTheatre@ http://maps.secon dlife.com/secondlif e/UTEP%20Miners %203/95/144/25

A collection of movie posters advertising the FYC Film Festival over the past 5 years.

A Discussion Of Virtual Worlds (VW) In Education

July 10, 2013, 7:15-8:45 AM SLT, 10:15-11:45 AM ET

Dr.WilliamSchmachtenberg(DaeMiamiinsl)willbemoderatingadiscussion oftheuseofVirtualworldstoaddresstheproblemsineducation.Hehas inviteddevelopers,educators,andmanagerstocometothismeeting.Hewill bepresentinganewUnity3dbasedprogramcalled Science Island thathehas beenusingathishighschool.Hewillalsopresentdataontheeffectivenessof thisprograminraisingtestscores.

Ifyouhavesimilarsuccessstoriesofvwineducation,pleasecomeandshare them.ThemeetingwillbeinrlatTheCATCEcenteratFranklinCountyPublic SchoolsinSouthwestVAaspartofajointVSTE/RPDIT(RegionalProfessional DevelopmentInstructionalTechnology)conference.But,itwillalsobeinsl.

Bepreparedtodiscussanddefendwhichvwarebestforteachinginschools. Doyouthinkthatsomevwarebetterforteachingonegradelevelthan anotheroronesubjectcontentthananother?Whataboutrunningvw softwareonmobiledevices?Whatvwarebestforcollaborationforstudents andteachers?Howdowegetmoreteachersandstudentstousevw?

ThetimeslotforDr.Schmachtenberg’spresentationis7:15to8:45amslt. ThisisaperfecttimefordiscussionsasindividualsfromCaliforniatoAsiacan jointheconferencewithouthavingtogetupat4aminanyonecountry!

Pleasecomeandshareyourthoughtsonthistopic.Whilepresentationsare beingmadefillthelocalchatonslwithcommentsandquestions!Locationin sltobeannouncedlater.Justreservethisdateandtimeonyourcalendar. Hopetoseeyouthere!

Formoreinformationabouttheconferenceandothersessionssee: http://www.vste.org/index/learn/learning_events/summeroflearning2013/f ranklin

RoxieandBJ(aka)RosieandBobVojtek,invitedmetotellmystoryfor the Virtual Education Journal. IsupposemyjourneyinVirtualWorldsis relativelytypical.Fouryearsago,afteraperiodofdwindlingresearchgrants anddwindlingeditorialwork,whileIheldafacultyappointmentina controversialresearchunitattheUniversityofVirginia,Ibegantolookfor onlineteachingjobs.Iwasmotivatedbythebeautyandgraceof Charlottesville,Virginia,thetownIwaslivingin.Ijustdidn’twanttoleaveit, andbecausethepickingsweresparseintheCharlottesvillearea,Idecidedto trymyhandatteachingonline.

IhaveaPhDinpsychologyfromtheUniversityofEdinburgh,andan MsEdinhighereducationwithateachingspecialtyinpsychologyfrom NorthernIllinoisUniversity,plusa20+yearcareerinsurveyresearchand publishing,soIdidn’tthinktherewouldbeaproblem.FirstIignoredthefact thattherewasagapofalmosttwentyyearsbetweenmyface-to-faceteaching daysandwhenIstartedthesearch.SecondIignoredthefactthattheonly timeIhadactuallybeeninvolvedwithonlineteachingwasanoddbut extremelyenjoyablesort-ofonlinecourseinthe1990s.Afruitlesssearchover many,manymonthsfinallynettedmeapivotalandoh-so-verykind-hearted emailfromasecretaryatCapellaUniversitywhocounseledmethatmylackof onlineteachingtrainingandrecentonlineteachingexperienceguaranteed thatmyCVgottossedinthefirstcullingforthejobsonoffer.

Sobasicallynobodygotpastthatlackofonlineexperiencetomy researchcredentials,ancientteachingtrainingandexperienceormyobvious

enthusiasmtolearnteachingwhateversystemmyprospectiveemployees mightbeusing.

Itwasaverykindlyphrasedwake-upcallanditenergizedmetoretrain. IstartedtobrowsearoundtheInternet,lookingforfreeorlowcostonline teachingeducation.InmysearchIhappenedtochanceupontheInternational SocietyforTechnologyinEducationanditsISTEEduverselectureseries. AlthoughI’dplayedCivilizationandSimCityforlotsofyears,theideaof makinganavatarandgettingsopersonallyintoaninteractivevirtualworld scaredtheheckoutofme.Evenmoreterrorizingwastheideaofhavingto findmywaytoavirtualauditoriumandactuallytalktootheravatars. Like lotsofNoobsIalsoworriedthatmyavatarwouldbestucksomewherewhenI wasoff-line,atestamenttomylackofexperiencewiththeenvironment.

SoIdecided,theheckwithit,andwatchedacoupleoftheEduverse lecturesasrecordings:theyarestillavailableontheISTEwebsite,bytheway, andwellworthwatching.Inspiredbythelectures,IgotbothanISTEand VSTEmembershipandattendedasmanyfreewebinarsaswereofferedfrom bothorganizations.ThemoreIreadandthemoreIsaw,though,itseemed thatmyreticencetotaketheSecondLifeplungewasgettinginthewayofan especiallyfruitfulresourceforPD,nottomentiondenyingmewhatlooked likeagreatcommunityofteachersfromwhomIcouldlearn.Finally,afterrewatchingtheISTESecondLifeintroductoryvideoforprobablythe30th time,I tookadeepbreath,leaptintoSecondLifeandbecamethat Girl Next Door in herreallysadpinkpolkadotdress.

Maggie Larimore 1.0

Yourememberher:Shewalkedlikeaduck, bangedintofurniture,andwhenshefinally managedtofindISTEislandandthe auditoriumwherethenextliveEduverse lecturewasbeingheld,shehoveredovera secondrowseatuntilsomebodymessaged hergrumpilyandsaid“Ohforheaven’ssake, rightclickonthechairandpick“sithere”

fromthemenu.Anddoitquickly,please.”Sigh…

AfteraweekofhoveringaroundISTEIsland,Iventuredouttothethen StarTrekMuseumIslandwhereImetanotheronlineteachinghopefulinfront oftheIntroVideosYouTubeviewer.(We’restillfriendsandonlineteaching palsbutinreallifenow.)Thatmomentwastransformative:myfriendTrixie gavemealandmarkforahairstoreandashoestore,andfromthereIgot braveenoughtousetheDestinationGuide.ThatledmetothewonderfulRed RockMesawhereIboughtmyNavahodress.AtripbacktotheStarTrek MuseumIslandnettedmeabeadnecklaceandtwobeadbracelets.Denoobificationonthehorizon!

HeadingbacktomysecondliveEduverselecture,IrealizedwhenIgot toISTEislandthatwhileIknewhowtofinda cornertoputonthenewstuff,Ididn’tactually knowhowtotakeofftheoldstuff.(Yes,I’m theonewhodroppedthepinkpolkadotskirt thatlitteredthewalkwaytotheISTEHQfora whileandI’mtheonewhoattendedatleast onelecturewithtwosetsofhaironmyhead.)

ItisfouryearslaternowandIcredit ISTEandVSTE,theirrespectivelectureseries andevents,andmostespeciallytheleadersandmembersoftheISTESocial committeesforexpandingmyonlinehorizonssignificantly.NotonlywasI honoredbyandeducatedthroughthewillingnessofseasonedK-20teachers totalkabouttheirinterests,theirtechniques,theirhopesandtheirdreams, butIwasalsogratefulforthespecificadviceIgotthathelpedmelandthe onlineeducationadministrationjobIheldformostofthelastthreeyears.

Therehavebeentwoothermainsourcesofmyfreeandlow-cost training.IalsolearnedalotfromDr.NellieDeutschthroughherMoodlefor TeacherstrainingcoursesontheIT4ALLsite(IntegratingTechnologyfor ActiveLifelongLearners,atwww.integrating-technology.org)aswellasher webinarsandthoseofotheronlineteachingmavenspresentedonthesocial

Maggie 2.0

media/teachersupportplatform,www.WizIQ.com.I’mactivenowinallthree andenjoyingtheopportunityformash-up.Nellie’sboundlessenthusiasmfor allkindsoftechnologyineducation,includingvirtualworlds,helpedmestay focusedonusingSLtoexpresswhatIwaslearning.Beingabletofilm webinarsonmysubjectmatterareaonwww.WizIQ.comandthenembedthe linksinurlgiversinSLinmylearningcenterhasbeenanaddedbonus. MeetingcolleaguesinIT4ALLoronWizIQwithwhomI’vebegunto collaborateonSLprojects,well,youcanseewherethisisgoing:averyhappy combinationofISTE,VSTE,SL,IT4ALLandWizIQhasgreatlyenrichedmy teaching/learninglife.

My husband and I giving our first talk at an Alliance Libraries event in Second Life in 2010

InSecondLife,withhelpfromsomefantasticpeople–ScottMerrick, AndyWheelock,ChrisCollinsandmostespeciallyMarieBooz,RosieandBob VojtekandahostofpeoplewhosereallifenamesIdon’tknowsuchasSerena Offcourse,ThunderIsippo,andBluHeron—Ihavegonefrommyclunky“Girl NextDoor”selftoawell-coifedandmaybetoowell-clothedlandlady, installationbuilder,manageroftheEducationVillageintheChilbo CommunityontheMainland,collaboratorintheVirtualPraxisConference

withPraxislady WittandEllie Brewster,andof course,anactive ISTEsocial committeemember.

Some of the fellas at last year’s ISTE Social, The Medieval Maypole and Market, on ISTE Island

OneofthethingsIfindthemostusefulandthemostenjoyableabout virtualworldsisthattheyaregreatplacestolearnbywatchinganddoing. MostofmyvirtualworldskillscamedirectlyfromISTEandVSTEactivities. MarieBooz’greatmake-and-takeVSTEactivitiesandBluHeron’sISTE buildingworkshopsgavemetheskillstoaccomplishmybigideas.Thosebig ideas,inturn,wereinspiredbyEsmeQunhua’sISTESundaymorningtours andCyrusHush’sExpeditionCentralweekendeveningtoursthatintroduced metogreatlibrary,universityandteachinginstallations.EverythingIsawjust madememoreeagertosetupsomethingofmyownformyfieldingeneral, andformycolleaguesandIandourinstitutions,inparticular.

Myhusbandand30-yearresearchpartner,CarlosAlvarado(aka RodolfoMirabellainSL),gotinvolvedforawhile he’salsoaPhDfrom Edinburgh,alsoanonlineeducator,alsoaresearcherandisstillattachedto theUniversityofVirginia.Carlosturnedouttobeagreatexplorer,dance partnerandlandscapeartist.Betweenuswebuiltagreathomesite,anature park,azoowithafreebiestore,aDinosaurPark,alibraryandalearning center.IaddedaPuertoRicancafétothatcollectionofstuffasapresentfor himayearorsoago.(He’sfromSanJuan,PuertoRicooriginally.)

Rodolfo and I in his Nature Park back when I didn’t know how to change the graphics

Morerecentlywe’vehadtodownsizeourtierinSecondLife,combining theDinoParkwiththeZooandit’sfreebiestore,squashingthelibraryintothe learningcenter,andlettingeverythingelsegoexceptthePuertoRicancafé andourlong-timetenantplots.Iamstillplayinganactiveroleinpreserving theamenitiesoftheChilboCommunitywherewe“live”inSecondLife. Throughthatcommitment,ImanagetheEducationResourceCenter,the libraryandsomeotherspotswithSLfriends,PraxisladyWittandthroughher, EllieBrewster,andamworkingonrebuildingChrisCollin’s(akaFleepTuque)

ConnectivismReadingRoomwithmyfellowIT4ALLMoodler,TelmeaStory (educatorGlenGatlininreallife).IhaveventuredouttoInworldz,BlueMars, ReactionGridandsomeOpenSimworlds,butIstickclosesttoSecondLife becausethat’swheremyfriendsare,andthat’swhereISTESIGVEis.Inthefall I’llbecombiningmyintereststohelpfacilitateaWizIQ/IT4ALLMOOCon virtualworldswithsomein-SLprojects.And,ofcourse,Ikeepmyhandin withtheISTESIGVEsocialcommitteeaswell.

OverthefouryearsthatI’vebeeninterestedinvirtualeducation,I’ve learnedthatvirtualworldsarestillthebestplacetosetuppassiveeducation

builds–themeparks,museums,simsthatrecreatehistoricalsiteslikeVSTE’s Jamestowninstallation.Buttheyarealsothebestplacetosetupactive educationalsiteslikeSecondLife’sInstitutodeEspañol.I’vebeentaking SpanishinworldsinceSeptemberof2009,inspiredbyanISTElectureon languagelearninginimmersiveworldswaybackthen.Ihavebeenblessedto haveworkedallthistimewithMarthaEugeniaLinoAcosta,akaEugenia Calderon.Istartedasapersontimidlylearninghowtostringenoughnouns, verbsandarticlestogethertospeakasinglesimplesentence.Aftervisiting roleplayingsims,SLMacchuPichu,writingessays,watchingclassicMexican movies,building“DayoftheDead”altars,attendinglectures,dances,andart galleryopeningsontheInstituto’ssim,nottomentionhoursuponhoursof inworldclasses,I’mgettingtowherefluencyisinsight.I’vehadanimmense amountoffunintheprocess.

The recent pajama party on the ISTE SIGVE HQ on Eduislands 9 that Serena Offcourse and Maggie Larimore hosted

Inthesefouryears,I’vebeeninspiredbyuniversitiesandschoolsand individualteacherswhocametoSecondLifewithaplan,thewayRuss Bronson(akaWilsonVoight,theowneroftheInstituto)andMarthadid.I’mso appreciativeofeducatorswhoseinworldeffortsproduceeducational

Maggie Larimore 3.0 in Eugenia Calderon’s Instituto de Español classroom

experiencesdifficulttoreproduceinreallife.Whereelsecanyousitina“real” space,learninginrealtimewithfolkswhoareattheircomputersinthesouth ofFrance,thePacificNorthwest,theMidwestUS,andsouthofMexicoCity?

Theconnectioninavirtualworldclassroomissovibrant,sofront-andcenterasanexperience,somuchmorepowerfulthananasynchronousLMS orevenanagreatwebinarwithatrulyinternationalaudience.

I’vealsolearnedthatjustconstructinganinspiringbuild,aperfect replicaorevenawildinterpretationofareallifeeducationalinstitutiondoes notasuccessfulimmersivevirtualenvironmentmake. You need the people!

Teachersandstudents!Learnersandfriends!Justasthefolksfromthe InstitutocameintoSecondLifewithapurpose,justastheISTEandVSTE contingentsknowexactlywhattheywanttoaccomplishwhetheritisin SecondLifeorUnityorReactionGridoraKitelyWorld,you’vegottohavea purposewhenyou’reinworldoryouwillfold.Thepurposecanbeassimple

aslearningfrompeoplewhoarejustlikeyou.Oritcanbeexpandingyourfree PDbyattendinganinworldlectureseries,enjoyingaregularmeet-upwith fellowtravelersfromyouronlineedtechclass,orholdingyourfirstinworld classinaninstallationyoubuilt.Orthepurposecanjustberelaxingwith colleagues,blowingoffsomeeducationalsteamatasockhopwithyour friends.

There’sanaxionI’veheardoverandoveragainfromISTE/VSTE,WizIQand IT4ALLpalsandmentors: if you pick a virtual world in which to teach or learn, do it because you’ve found the best technology to fit your particular goal. Sotrue!

Sothat’sthestoryofMaggieandme.I’mheadingbackinworldtoridemy Dino.Seeyouthere!

Cloud Party

The Intersection of Virtual Worlds & Mainstream Social Networks.

WiththecostofeducationalspacesinSecondLifeskyrocketingoverthe pastyear,cantheFacebookapp,CloudParty,serveasanewmediumfor synchronousgathering,asynchronouslearningspaces,andsafeeducational spaces?ThisarticleexploresthemeritsofusingCloudPartyasalearning environment.

Facebookhasitsownnestedvirtualworld. CloudPartyisafreespace wherepeoplecanconnectusingavatars,manipulate3-Dspaces,andinteract withstrikingsimilaritytothevirtualworldSecondLife. CoryOndrejka,cofounderofSecondLife,wasadominantcreativeforceinthedevelopmentof thisnewplatform. CloudPartyisdifferentfromSecondLifeinthatitis browser-based.LaunchedfromanappwithinFacebook,CloudPartyrelieson yoursocialnetworkingcredentialforaccess,friends,ageandcontent verification,andotherleveragedfunctionality.

Pragmatically,thespaceissimplertoallowittorunin-browser.But,the simplicityof toolsetstill allowsfor essential,core functionality. CloudParty supports building,land ownership, customization, multipleformsof communication, avatar customization, andanabridged economy.It containsthe sameattractiveelementsinitsmorepopular,bandwidthintensive,siblingbut withoutthehighcostofentryforinstitutions.

Recently,anabridgedcurriculumwaswrittentoaccompanyBoiseState University’scourseinTeachingandLearninginVirtualWorldstaughtbyDr. ChrisHaskell. Usingthe3DGameLab,aquest-basedlearningplatform,Robin ArmsteaddevelopedacurriculuminCloudPartydesignedtoteacheducators andinstructionaldesignersabouttheplatformandit’saffordancesasan educationallyviablevirtualworld.The9-questscurriculumexplorestopics includingavatarcreationandcustomization,navigation,purchasingland,and thefeasibilityandpotentialusesofCloudPartyasaneducationaltool.

Throughthedevelopmentandimplementationofthiscurriculum,certain affordancesandconsiderationsofthisspacebecameevident.

Cloud Party leverages familiar spaces. Virtualworldplatformscan beveryintimidatingespeciallyfornewusers. Educatorsalreadyusing Facebooktoconnectwiththeirstudentsarelikelytobelessintimidatedand betterpositionedtoexpandtheserelationshipsinCloudParty.Thebrowserbasedtooldoesnotrequiredownloadormaintenanceofspecialsoftwarelike otherclient-basedvirtualworlds. Itissupportedthroughregularbrowser updates.

Cloud Party represents a low cost of entry.Whilethereisacostto create private spacesintheplatform,manyareasarefreetouseandvisit. A numberofsponsoredspacesalsoexistthatareopentothepublic. Educators canutilizethesespacesforclassmeetings,socialactivities,studysessions,or tutoring.Thisisespeciallyhelpfulinonlineclassroomenvironments.

Cloud Party leverages existing virtual worlds schema. Educators, instructionaldesigners,andstudentsfamiliarwithSecondLifewillhavelittle tonotroubleusingandbuildinginthisplatformbecauseofthesimilaritiesin design,functions,andfeaturesofthesystem.Althoughthemenusare different,thedesignsensibilityisfamiliarenoughtoallowthosewithworking knowledgeofmorerobustplatformstonavigateanddevelopwithease.Asa browser-basedworld,therearesomelimitationsinbuildingandscripting.For massive,open-architecturevirtualworldsthatcanleveragedatafrom multiplesources,SecondLifemaybebetterforbuilding.But,CloudParty representsafunctional,customizablevirtualworldspacethatisrelatively easytomanipulate,especiallyfortheseasoneduser.

Cloud Party does not have adult content. Oneofthe elementsthatcaused SecondLifetofallout offavorwithsome educational institutionswasthe presenceof,and relativedifficultyto filterout,adult materialandspaces. Aspartofthe licensingagreementwithFacebook,thistoolisboundbymorestringentcode ofconductrequirements.Assuch,distinctadult-themedspacesdon’texist. CoupledwiththedirectconnectionofonesavatartotheirFacebookaccount, theanonymitysoughtbyusersofmaturecontentisnotavailable.These characteristicshelptomakeCloudPartyamoreviableeducationalspace.

MoreresearchwillbeconductedthroughBoiseStateUniversityinthe fallof2013relativetotheviabilityofCloudPartyasaninstructionalspace.It iscurrentlyslatedforuseasoneoftheofferingsinTeachingandLearningin

VirtualWorlds. Initialexperiencessuggestitcouldbecomeasharedspacein othercurricularofferings.

Themergerofmainstreamsocialnetworksandvirtualworlds,coupled withgame-basedlearning,representwhatmanybelievetobethefutureof education.Itiscommonforindividualstospendseveralhoursperday participatinginInternetactivitiesthatincludetheirvirtualalternatevirtual selves. Itissuggestedthatoneofthebestwaystoengagedigitalstudentsisto meetthemindigitalspaceswherethetermsaremutuallyagreeduponand theexperiencebenefitsallpartiesinvolved.Usinganintegratedsocial networkingplatformwithavirtualworldallowseducatorstoharnessthe powerofbothenvironmentsforlearning.

The Holodeck

Mixed-Reality Teaching and Learning Environment at the University of Hawaii, Manoa

TheRELATEConsortiumattheUniversityofHawaii,Manoa (Research&developmentonEmergentLibreApplicationsofTechnologyfor Education)

MatthewSchmidt(matthew.schmidt@hawaii.edu)

JonathanKevan(jkevan@hawaii.edu)

PaulMcKimmy(mckimmy@hawaii.edu)

StephanFabel(sfabel@hawaii.edu)

UniversityofHawaii,Manoa

Abstract

Achallengeofonlinelearningisenhancingstudents'senseofsocial presence,thatis,theirperceptionof“beingthere”withothers.Atthe UniversityofHawaii,Manoa'sCollegeofEducation,weareworkingona researchanddevelopmentprojectwiththegoalofenhancingstudents'social presencethroughtheuseofamixed-reality3Dvirtuallearningenvironment. Ourproject,theHolodeck,attemptstobringthevirtualworldandthereal worldtogetherasa“mash-up”.UsingtheHolodeck,on-campusandonline studentswillbeabletocometogethervirtuallyandtakepartinclassactivities. Thisarticleisthefirstinaseriesthatwillbepublishedinthreeseparate issuesoftheVirtualEducationJournal.Inthecurrentarticle,wewilltellthe storyofhowwebuilttheHolodeck,fromconcepttoadvancedworking prototype.Inthesecondarticle,wewilldescribehowweareusingthe

HolodeckinourclassesattheUniversityofHawaii,Manoa.Inthethirdarticle, wewillprovidedetailsofwhatwelearnedfromourresearchand developmentefforts,howteachersandstudentsperceivedtheirexperiences, andnextsteps.

Introduction

HighereducationstudentsinthePacificislandsaregeographically dispersedand,giventhedistancesbetweentheislands,oftenperformtheir studiesthroughonlinedistanceeducation.Creatinganonlineenvironmentto enhancesocialinteractionandcommunity-buildingat-a-distanceforthese studentscanoftenbechallenging.Oursystem,theHolodeck,isdesignedto meetthisuniqueandpracticalneedthroughamixed-realityteachingand learning3Dvirtuallearningenvironment.Currently,anumberofonline coursedeliveryoptionsareusedtoprovidethesestudentswithquality instructionatadistance,suchascoursemanagementwebsitesandweb conferencingtools.Ourbestpracticesindistanceeducationindicatethatour studentsfindvalueinbeingabletocelebratecommunityandconnectsocially withclassmatesandteachers.However,forstudentswhoseculturesvalue socialinteractionandbuildingrelationships,traditionalonlinelearningtools canfeelinadequate.TheHolodeckisdesignedtobridgethisgap.Wehave spentsixmonthsdevelopingourinitialprototype,whichwedescribeinthe followingsections.WebeginbyprovidingabroadoverviewoftheHolodeck fromtheperspectiveofitsusers.Wethendiscussthebackgroundofthe Holodeck,explainingwhereourideasforthissystemcamefromandhowwe endedupbuildingourprototype.Weconcludewithabriefoverviewof lessonslearned(sofar),andourexpectedupcomingwork(whichwe anticipatecanandwillchange).

What is the Holodeck?

TheHolodeckisa“mashup”thatcombinesarealworldspace(a physicalclassroomwherestudentsmeetin-person)withavirtualworld(a three-dimensionalmulti-uservirtualenvironmentwherestudentsmeetas

avatars).Weusetheterm“mashup”tomeanahybridenvironmentthatuses technologytocreativelymixelementsoftherealworldandvirtualworldto createaunifiedexperience.VEJreadersareusedtousingtheircomputer monitorsasa“window”intothevirtualworld.Whatwearedoingismaking theconnectiontwo-waybyprovidingawindowfromthevirtualworldbackto therealworld.Byprovidingtwo-wayblendingoftherealandvirtualworld, studentsareabletointeractinbothrealandvirtualspacesinwaysthatmay bemorenatural-feelingandcouldpromotesocialinteractionbetterthanmore traditionaldistancetechnologies(suchasBlackboardCollaborateorAdobe Connect).Figure1providesageneralillustrationofthistwo-wayconnectivity.

WiththeHolodeck,weintendtomeaningfullyblendonlineandface-tofacecourses,providestudentswithadeepersocialexperience,andadvance ourunderstandingofhowtodesignvirtualplacesandassociatedinstruction soastoenhanceonlinelearning.Atthecoreofourdesignistheideathat studentsshouldfeelsociallypresentwithothers,whethertheyarelocatedin therealworld(RW)orvirtualworld(VW).By“sociallypresent”wemeanthat studentshaveafeelingof“beingthere”withothers.Keytoourdesignfor enhancedsocialpresenceiscreatinghigh-fidelityrepresentationsofour students,whethertheybeattendingclassintheRWorVW.VEJreaderswill befamiliarwithhowrealisticthingslookandbehaveinVWplatformssuchas SecondLife,whereobjects,avatars,andenvironmentsarerepresentedwith

Figure 1. Top-down conceptual view of two-way connectivity between the virtual and real world

highbehavioralandphotographicrealism.Tomakepossiblesuchrealismfor ourusers,weareusingtheOpenSimulatorplatform (http://opensimulator.org),wherethedegreeofrealismisonparwith systemslikeSecondLife.

Buthowdoesonecreateamashupofthephysicalspaceandthevirtual space?Foroursystem,wecombineimmersiveVWtechnology,voiceoverIP, high-speednetworkingandhigh-definitionstreamingvideotocreatethe mixed-realityexperience.Localstudentsattendclassinatraditional classroomequippedwithahigh-definitionprojector,noise-canceling

Figure 2. Top-Down Schematic of the Holodeck real-world classroom

conferencemicrophones,speakers,andahigh-definitionstreamingweb camera.TheHDdataprojectorisusedtoprovideaviewoftheVWtothose studentswhoarephysicallypresent. FromtheperspectiveoftheRWstudent, sheentersthephysicalclassroom,sitsdown,andispresentedwithaviewof theVWontheprojectorscreenatthefrontoftheclassroom.Sheisableto heartheavatarsintheVWconversingandseetheminteractingwithone another.TheRWstudentmaychoosetologintotheVWandjointheother studentsasheravatar,thusbeingpresentinboththeRWandVWatthesame time.Figure2(previouspage)providesatop-downschematicofourRW classroom.Thisrepresentsonesideofourmixed-realities.

TheVWclassroomfeaturesthreescreensprominentlydisplayedatthe frontofthevirtualclassroom.Onescreendisplaysashareddocumentthatis usedforcollaborativenote-takingbyallstudents(real-worldandvirtual). Anotherscreendisplaystheoutputfromthehigh-definitionstreaming webcam,sothatthestudentsintheVWareabletoviewtheRWclassroomin real-time.Thethirdscreendisplaystheinstructor'scomputerscreen.Distance studentsattendclassbyloggingintoaVWwheretheyarerepresentedas avatars,speakusingmicrophone-equippedheadsets,useavatarmovements andgesturestointeract,andinteractwithobjectsinthevirtual-worldusing theirmouse.FromtheperspectiveoftheVWstudent,helogsintohis OpenSimviewer,navigateshisavatarthroughtheVWtotheclassroomarea, and“parks”hisavatarinoneoftheavailableseats.Heisabletoseealive streamingwebcamvideoofhisinstructorfromthewebcamonhisinstructor’s computer.HeisalsoabletoseeaHDvideostreamoftheclassroomandthe studentswhoareworkingthereandisabletohearthemspeaking.Figure3 (nextpage)providesascreenshotoftheVWwithstreamingwebcamvideoof thephysicalclassroombeingdisplayedonadisplay.Thisrepresentstheother sideofourmixed-realities.

Ourmixed-realityplatformreliesheavilyontheinstructortoactasthe “bridge”betweentechnologyandlearning.Fromtheperspectiveofthe instructor,sheisbothloggedintotheVWandphysicallypresentintheRW. Sheisabletoseeandhearthestudentsinbothrealities.Shecontrolsa

presentationdisplaythatissynchronizedbetweentheRWandVW,sothatif sheadvancesaslideintheRW,theslidewillalsoadvanceintheVW.Witha presenceinboththeRWandVW,theinstructorisabletoorchestratea meaningfulsociallearningexperienceamongstudentswhoarebothlocaland distant.

Thereaderwillnotethatstudentsaresuspiciouslymissingfromour figures.ThatisbecausetheHolodeckiscurrentlyawork-in-progressanda highlyfunctionalprototype.Wehavedesignedandbuiltthesystem,butthe challengeofusingthesystemtoholdclassesremains.Wewilldescribeour processesofusingandtestingthesystemwithstudentsinupcomingVEJ articles.Ourdiscussionnowturnstothequestionofhowwebuiltthe Holodeck.

Figure 3. Screenshot of the VW displaying streaming video of the real-world classroom

What is the history of the Holodeck?

ThestoryoftheHolodeckisoneofhumblebeginnings.Theopportunity arosetorefitoneoftheclassroomsattheUniversityofHawaii,Manoa’s CollegeofEducationbuilding.TheRELATEconsortium(Research& developmentonEmergentLibreApplicationsofTechnologyforEducation, consistingofauthorsofthisarticle)wasconsultedtobrainstormideasofhow toutilizetheclassroomspaceininnovativewayssoastohelpenhance studentlearning.Giventheconsortium’smissiontorelatetheidealsofthe Free/LibreSoftwaremovementtohighereducation,welookedtohowothers hadimplementedFreeandOpenSourcesoftwaretoenhancelearners’sense ofcommunity.

WefoundaprojectfromtheUniversityofEssex,calledMiRTLE(MixedRealityTeachingandLearningEnvironment),inwhichanOpenSourceVW platformcalledOpenWonderlandhadbeenusedtocreateamixed-reality classroom(Gardner,Scott,&Horan,2008a;Gardner,Scott&Horan,2008b; Gardner,Ganem-Gutierrez,Scott,Horan,&Callaghan,2011).Open Wonderland(http://openwonderland.org)isacollaborative3Dvirtual world’stoolkitthatallowsforthecreationofmulti-userimmersiveVWs. UnlikeSecondLife,whichisanentertainmentplatform,OpenWonderlandis builtfordeeplyimmersivecollaborationandtargetedattheeducation, business,andgovernmentsectors.Itisa100%Javasystemwithadvanced featuressuchastheabilitytosharedesktopsanddesktopapplications,stream media,downloadandenable“modules”toaddnewfunctionality,and communicateusingspatialaudio.Ithasbeenimplementedinavarietyof differentusagescenarios,rangingfrommedicalsimulationstoagilesoftware developmenttosocialskillstrainingforchildrenwithautism.Figure4(next page)providesascreenshotofchildrenwithautismusingiSocial,anOpen Wonderland-basedimmersiveeducationenvironment.

UsingOpenWonderland,theMiRTLEprojecthaddevelopedarobust designforaneducationalmixed-realitysystemthathadbeenpilotedinreal-

worldeducationalsettings.ResearchersfromtheMiRTLEprojectdiscovered thatVWandRWstudentswouldnaturallyandspontaneouslyinteractwith oneanother,whichcausedthebarriersofVWandRWtoblur.Instructors reportedthatteachinginMiRTLEdidnotdisrupttheirclassesorstudents’ learning.TheimplicationsofthesefindingswerethatusingMiRTLEmay increasethesenseofpresenceforVWstudents,RWstudents,andthe instructor(Gardner,Scott&Horan,2008b).TheRELATEconsortiumsaw thesepotentialbenefitsasbeinginlinewithourdesignanddevelopment goals,anddecidedtobuildaMiRTLEinstallationlocally.

Usingadecommissionedphysicalserver,weinstalledUbuntuLinux Serversoftware(http://www.ubuntu.com/server)andfollowedthe instructionsontheOpenWonderlandwebsitetosetuptheOpenWonderland server (https://code.google.com/p/openwonderland/wiki/OpenWonderland).We theninstalledanAxisIPstreamingwebcaminourphysicalclassroom. InstrumentaltooursetupwasablogpostontheWonderblog(ablogthat

Figure 4. Students with autism take part in virtual social skills training in the iSocial immersive education environment

detailsdevelopmentandnewsfromtheOpenWonderlandproject)regarding aMiRTLEinstallationthathadbeenperformedatahighschool (http://blogs.openwonderland.org/2010/11/15/new-mirtle-facility-atsouth-high/).Theinformationthatwewereabletoaccessfreelyatthese websitesallowedustoinstallandconfigureoursysteminlessthanfourhours.

Afterwehadinstalledandconfiguredourinfrastructureforhostingand runninganOpenWonderlandMiRTLEenvironment,webegantobuildour virtualworld.Weheldaseriesofdesignmeetingstohashoutour requirementsandsketchoutawireframeofthepre-alphaversionofthe Holodeck.Wecameupwithadesignthatresembledatraditionalclassroom

Figure 5. Open Wonderland-based early prototype of the Holodeck

withtablesandchairsfacingthefrontoftheclass.Atthefrontofthe classroom,weoptedforathree-paneldisplay.Eachpanelservedaspecific purpose.Onepanelwasforslideshowpresentations.Anotherwasfor presentingcollaborativecontentsuchasGoogleDocs.Andthecenterpanel wasforpresentingthestreamingvideofromtheRWclassroom.Figure5 (previouspage)providesascreenshotofourearlyprototype.Wealsomadeit apointtouseimagerythatwouldbefamiliartoourstudentsandculturally relevant.Figure6 (below)showsexamplesoftheimageryweusedinour earlyprototype.

Trouble in Paradise?

AftercompletingourfirstfunctionalHolodeckprototype,webeganto experimentwithdifferentusecases,suchasembeddingGoogleDocsand PresentationsintoourVW,andcontrollingthemfromtherealworld.Wealso begantoevaluateourOpenWonderlandplatformasaviablesystemfor hostingonlineclasses.Overthecourseofourevaluation,weidentifieda numberofareasinwhichOpenWonderlandwasbeneficial.Forexample,the abilitytointegratedesktopapplicationsintotheenvironment,suchasFirefox, LibreOffice,andeven2DgameslikeTetris,wasaverypowerfulanddesirable feature.Itwasalsopossibletodownloadcomplete3Dmodelsfromthe Trimble3DWarehouse(formerlyGoogle3DWarehouse)andthendrag-and-

Figure 6. Hawaiian imagery used in the early Holodeck prototype

dropthemintotheVWtoeasilyandquicklycreatevisuallyappealing environments.However,wealsoidentifiedanumberoflimitationsthatwere problematic.

AsanOpenSourceproject,OpenWonderlandreliestoagreatextenton thecontributionsofitscommunitymemberstoadvanceintermsofstability, features,andbugfixes.OpenWonderlandwasatonetimearesearchproject atSunMicrosystems.However,whenSunwasacquiredbyOracle,Open Wonderlandwasorphaned.Someoftheteammemberscontinuedto contributetotheOpenSourceproject,but,havinglostacorporatesponsor, developmentslowedandtheprojectnolongeradvancedasquicklyasithad before.Asaresult,OpenWonderlandisasomewhatimmatureproduct,andit remainsatthesamemajorversionnumbertodayaswhenitwasorphanedby Sun.Thatisnottosaythatithasnotadvancedandimproved,butthe advancementsandimprovementsarenotatthesamepaceasbefore.Inour investigation,wefoundthatOpenWonderlandwasoftenunstable,requiring multipleserverrestartsperweek.WefoundthatOpenWonderland’s performancedroppedsignificantlyonourserveraftermorethan15avatars wereloggedinsimultaneously.WealsofoundthatOpenWonderland’s relianceonJavacausedmanyproblemswithrunningitonMacintoshand Linuxcomputers.ManytimeswhenwetriedtoaccesstheHolodeck,wewould becompletelyunabletodosoduetoproblemswithJava.Granted,Open WonderlandhasnocontroloverhowOraclemanagesJava,butwerequireda systemthatwascapableofofferingstudentsreliableandconsistentusage. ThislackofalignmentbetweenOpenWonderland’ssystemcapabilities, Oracle’scaretakingoftheJavasoftwareecosystem,andtheHolodeck’s requirementsledtotherealizationthatweneededtoreconsiderourchoiceof virtualworldsplatform.

Wedecidedtoprioritizeourneeds.First,weneededasystemthatwas highlyreliable.Wealsoneededasystemthatwecouldscaleupasouruser basegrew.WehadlearnedthelessonthatasmallOpenSourcecommunity wasnotabletoadvanceasystemandprovidestabilitytothedegreewe desired,sowedecidedthatalargeOpenSourcecommunitywasneeded.We

alsoneededasystemthatwouldbeabletosupportalargenumberofavatars thatwereloggedinconcurrently.Afterreviewingouroptions,wedecidedto buildournextversionoftheHolodeckontheOpenSimulatorplatform (http://opensimulator.org/).

Making the switch

WechoseOpenSimulator(OpenSim)forthenextversionofthe HolodeckbasedonthesizeofitsOpenSourcecommunity,itsstability,its abilitytohostmultiplelogged-inavatarssimultaneously,anditspotential familiaritytoourusers.UserswhoarefamiliarwithSecondLifewillhavea verybrieflearningcurvewhenusingOpenSim.However,comparingOpenSim toSecondLifeisabitofanapples-and-orangescomparison.OpenSimisvery similartoSecondLife,butthetwoarenotthesame.SecondLifeisastandalonesolutionwithaninbuilteconomy,massiveamountsofbothfreeand purchasableassets,pre-configuredavatars,andcommercialsupport. Conversely,OpenSimisnotapre-builtsolutionandisdevelopedbya communityofdevelopersandcontributors.OpenSimishighlyflexibleand allowsforagreatdegreeofcustomizationataverydeeplevel.Butwiththis abilitytocustomizecomeschallengesthatrequireresourcestoovercome. Nonetheless,wechoseOpenSimbecauseofitsreputationasaplatformthatis veryusefultoeducators.Inaword,OpenSimhas“cred”.

Whilechoosingthistechnology,weconsideredtheargumentsmadeby thedesignersanddevelopersoftheMiRTLEenvironment.Theynotedthat OpenSimwasbasedonC#and.Nettechnologies,andthereforewaslimitedin termsofitscross-platformcapabilities.Muchhadchangedsincethey developedMiRTLE,though.WefoundthatOpenSimwasabletorunon Macintosh,Windows,andLinuxsystems,andevenonAndroid.Wefoundit somewhatironicthattheveryreasonOpenWonderlandwaschosenfor MiRTLE,thatis,becauseitwasbasedonJava,wasthesamereasonwe ultimatelychosetomovefromthatplatformtoOpenSim.

InstallingandconfiguringOpenSimwascomparableintermsofdifficultyto OpenWonderland.However,creatingVWsusingthissystemismoredifficult andrequiresmuchmorethansimplydragging-and-droppingmodels downloadedfromtheInternet.OpenSimfunctionsmuchdifferentlythanOpen Wonderlandandrequiresdifferentprocessesandmethodstoreachthesame results.Giventhedifferencesinthesystems,thequestionforusbecame whetherwewouldbeabletore-createthevirtualworlddesigninOpenSim thatwehadoriginallycreatedinOpenWonderland.

Webeganwithasimpleportingexperiment.Thisexperimentrequired thatwebeabletoimportmesh-basedmodelsintoOpenSim,attachstreaming videotoamodel,implementpresentations,andenablecollaborative applicationslikeGoogleDocs.Aftersomeexperimentation,wefoundthatwe wereindeedabletodoallofthesethings(albeitdifferentlythanwithOpen Wonderland).Followingthesediscoveries,wedecidedtorecreateourfirst versionoftheHolodeckinOpenSim,ataskatwhichweweresuccessful.

Figure7illustratesourOpenSimimplementationoftheoriginalHolodeck design.

Figure 7. Original Holodeck design recreated in OpenSim.

Getting back up to speed

WewereencouragedbyoursuccessatportingourHolodeckdesignto OpenSim.ButthedifficultieswehadrunintorelatedtoourOpenWonderland VWplatformhadsetusback.WehadlearnedfromourOpenWonderland implementationthatourVWdesignwasinsomewaysdeficient.We determinedthatfurtherdesignwasnecessary.Thisisbecauseweanticipated aneednotonlyforstudentstoparticipateinlectures,butalsotobreakoff intogroups,presentprojectsinsmallgroups,collaborateonprojects,etc.A simplevirtualclassroomspacewasinsufficientfortheseotherusecases.

Wehaddevelopeddesignsforadditionalspaces,consultedexpertstogather feedback,andrevised.WewerereadytostartbuildingourdesignsintheVW. However,wehadverylimitedmanpower,andbuildinginOpenSimwas considerablymorecomplicatedthanbuildinginOpenWonderland.We concludedthatwewouldnotbeabletodeveloptheadditionalpiecesofthe Holodeckwithourcurrentmanpower.However,OpenSimhasavibrant communitywithahugeamountofvirtualassets fromavatarclothingto furnituretocompleteVWs thatareavailableunderCreativeCommonsand OpenSourcelicenses.Forus,thismeantthatwecouldperhapsfindassets fromthecommunitytobuildourVWinsteadofhavingtobuilditfromscratch.

Asweweresearchingforusableassets,imagineourdelightwhenwe discoveredtheOpenVCEproject(http://openvce.net/).OpenVCEstandsfor OpenVirtualCollaborationEnvironment,andisanOpenSourcelicensed, freelydownloadableandusableOpenSimregion.Itisaremarkablycomplete, well-designed,highqualityvirtualworldwithanimpressivenumberofuseful assetsincluded.UpondiscoveringOpenVCE,wepromptlydownloadeditand testeditonourserver.Wewereimmediatelyimpressed.Ascreenshotfrom ourfirsttestisprovidedinFigure8(nextpage).

NotonlywasOpenVCEofhighquality,aestheticallypleasing,andclearly veryappropriateforcollaborativeactivities,italsoincludedanareathat lookedlikeithadbeencustom-builtfortheHolodeck.Wefoundinacorner areaoftheOpenVCEsimanareathathadampleseatingandathree-panel displaythatwasnearlyidenticaltothedesignwehadindependentlycreated forourfirstHolodeckimplementation.Inadditiontothis,theregionprovided anumberofotherbuildingsandstructuresthatwedeterminedcouldbeused forrealizingourextendeddesigns,suchasforbreakoutrooms,smallgroup presentationareas,andprojectworkspaces.Figure9(nextpage)providesa viewoftheunalteredOpenVCEspacethatwechosetouseforoursecond versionoftheHolodeck.

Figure 8. Screenshot of OpenVCE running on our OpenSim installation.

AfterhavinguploadedOpenVCEtoourOpenSimserver,wewentabout customizingittoourneeds.ThisconsistedofaddingHolodecklogoswhere appropriateandconfiguringthemeetingspacewithourthree-panel collaborationspacedesign(presentationareaonleft,viewofphysical classroominthecenter,andcollaborationdisplayonright).TheHolodeckis nowreadyforinstructionalcontenttobeadded,forusabilityandfield-testing, and,eventually,foreverydayuse.Figure10(nextpage)providesaviewof avatarscollaboratingaroundtheconfiguredthree-paneldisplayinthe HolodeckareaoftheOpenVCEspace

Figure 9. Area of OpenVCE selected for creating the second version of the Holodeck

Advancing the system

Tobesure,wewereuncertainwhethertoconsiderdiscovering OpenVCEserendipitousorjustdumbluck,butinanycase,wewerevery fortunatetostumbleacrosssuchanexcellentresource.Weexpectedthatwe wouldneedtobuildmuchofourVWfromscratch. ThediscoveryofOpenVCE allowedustomeetmanyofourdevelopmentmilestonesmonthsbeforewe hadanticipated.Byleapfroggingmanyofouranticipatedmilestones,wewere abletoswitchourfocustocreatingadditionalfeaturesforourlearning environment.Onethatwewereveryinterestedinandwantedtoexplore furtherwaslearninganalytics.

Learninganalyticslooksatdatageneratedbystudentsastheyuse computersystemstounderstandhowtheyarelearning,andtoimprovethe computersystemstheyareusingsoastooptimizelearning.Asstudentsare

Figure 10. Avatars using the three-panel display in the Holodeck area of the OpenVCE space with the presentation display on the left and the streaming HD video of the RW classroom on the right

workingintheHolodeck,theyaregeneratingalargeamountofdata.Weare interestedincapturingthosedataandanalyzingthem.OpenSimdoesagood dealofdatacollectiononitsown. Forinstance,itauto-collectsuserdatainto aWebStatisticsModule (http://opensimulator.org/wiki/Web_Statistics_Module).Inadditiontothis built-infunctionality,wearedevelopingmethodsandprocessestotrack avatarmovementswithinadefinedlearningspace,tocollectchatlogs,andto mergethesedatawiththedataalreadycollectedbytheWebStatisticsModule. Fortunatelyforus,wecandevelopscriptstodothisusingOpenSimScripting Language(verysimilartoLindenScriptingLanguage).Ourgroupisalsoable tobenefitfromawealthofpre-existingscriptsandcommunityresourcesfor collectingdatawhilestudentsusetheHolodeck.Inlinewithourgoalof providingenhancedsocialpresenceforstudentsat-a-distance,wehopetobe abletousethedatawecollecttofindevidenceofsocialpresence.Theability toimplementlearninganalyticsintheHolodeckisinnosmallpartduetothe OpenSourcenatureoftheOpenSimsystem.

Conclusion

ReflectingontheprocessofdesigningandimplementingtheHolodeck hasuncoveredanumberofusefullessonsthatwefeelareofvaluetovirtual educatorsconsideringusingOpenSourceVWsplatformsfortheirown immersiveeducationinitiatives.Asaconsortiumofeducationaltechnologists whodesiretorelatetohighereducationthevaluesoftheFree/LibreSoftware movement(aninitiativethathasbeencriticizedforitssometimesidealistic nature)itisimportantthatweremainpracticalinourevaluationofthe technologiesweimplement.Inthissection,weattempttoprovideameasured discussionofwhatwelearnedintheprocessofimplementingFreeandOpen SourceVWstoolkits.

WhileOpenSourceVWsoftwarelikeOpenWonderlandandOpenSim maynotcostmoney,thisisnotthereasonweoptedtousethesetoolkits. Instead,itwasduetothefreedomthatOpenSourcesoftwareaffords.

However,asreaderswillhavelearnedfromthehistoryofourproject(andto quoteaformerU.S.president),“Freedomisn’tfree.”Implementingourinitial MiRTLEinstallationlocallyrequiredblood,sweat,andtears,andwasa completelydo-it-yourself(DIY)effort.Inordertodoitourselves,werequired expertiseandskill,andinthosecaseswhenwefoundthatlacking,wehadto researchsolutionsandplythecommunityforhelp.Inadauntingmove,we decidedtocompletelyswitchplatformsandportourdesignstoadifferent system,whichwasnosmallundertaking.Whileourteamispreparedforthese challengesandwelcomesthem,werecognizethatotherVWeducatorsmay nothavethenecessaryskillsortimetoinvestprojectssuchasthis.

Foreducatorswhomaynothavethenecessaryskillsortimetolearn theinsandoutsofOpenSourceVWplatforms,thereareotheroptionsfor usingsystemslikeOpenSim.Forexample,theSim-on-a-Stickproject (http://simonastick.com/)providesacompleteOpenSimenvironmentthat canbedownloadedontoaUSBflashdriveandrunwithinaschoolcomputer lab.AndforeducatorswhomaywishtohosttheirVWontheInternet,the Kitelyservice(http://www.kitely.com/)providesfreeandlow-costOpenSim hostingoptions.Indeed,byuploadinganinstanceofOpenVCEtotheKitely service,aneducatorcouldbeupandrunningwithaveryhighqualityVWin justminutes.WefeelthatKitelyandSim-on-a-Stickareexcellentexamplesof howtheprinciplesoftheFree/LibreSoftwaremovementcanberelatedto education.Further,usingthesesystemsisunquestionablymorecosteffective thanusingcommercialserviceslikeSecondLife,andprovidesawelcome alternativetotheincrediblyunpredictableandunpolicednatureofthatVW service.EducatorshavecontrolovertheirOpenSiminstanceandusersata levelthatisunattainableinSecondLife.Wehopethelessonsand recommendationswehavedrawnfromourexperienceswillcontributeto educators’decision-makingastheyconsiderthedifferentoptionstheyhave forimplementingimmersiveeducationintheirclassesandschools.

Inadditiontolessonslearned,wefeelthattheHolodeckrepresentsan evolutionarystepforthemixed-realitysolutionoriginallydevelopedbythe MiRTLEteamattheUniversityofEssex.Wehaveadoptedtheiroriginal

designideas,builtontheminuniqueways,andimplementedourderived designsinadifferentVWsoftwaresystem.Aswecontinuetoadvanceour project,wewillbesystematicallytestingthedesignsandtheunderlying systeminordertogaugeitsviabilityandusefulnessforprovidinganonline learningplatformthatenhancessocialpresence.Overthenextthreetofive monthsweintendtostresstestoursystemtoseehowitperformswithlarge numbersofavatarspresentandengaginginactivity,tobuildlessonsfor teacherswhohaveagreedtohelpuspilottesttheHolodeck,andtocontinue buildingourlearninganalyticssolution.Beyondthat,weintendtofieldtest thelessonswebuildinRWteachingandlearningscenarios.Thefieldtestswill serveasopportunitiestoevaluatetheHolodeckasadistance-learning platform,tocollectandanalyzedatausingourlearninganalyticssolution,and todevelopexpertiseorchestratinginstructionandlearninginoursystem. Assumingsuccess,weintendtoimplementafullcourseintheHolodeckinthe Springof2014.

References

Gardner,M.,Scott,J.,&Horan,B.(2008a).MiRTLE. Educause Review, 43(5). Retrievedfromhttp://www.educause.edu/ero/article/mirtle.

Gardner,M.,Scott,J.,&Horan,B.(2008b).ReflectionsontheuseofProject Wonderlandasamixed-realityenvironmentforteachingandlearning. Intheproceedingsofthe Learning in Virtual Environments International Conference (p.130-141).

Gardner,M.,Ganem-Gutierrez,A.,Scott,J.,Horan,B.,&Callaghan,V.(2011). ImmersiveeducationspacesusingOpenWonderland:Frompedagogy throughtopractice.InG.Vincenti&J.Braman(Eds.), Multi-User Virtual Environments for the Classroom (pp.190–105).IGIGlobal.Retrieved fromhttp://services.igiglobal.com/resolvedoi/resolve.aspx?doi=10.4018/978-1-60960-545-2

Getting Ready for Minecraft Open House with SIGVE and the Games MOOC

InaworldassimpleanduniqueasMinecraft,itslimitationsareonlyas bigorassmallasyourownimagination.Whenyouenter,theworldisalways uniqueinhowyoursurroundingslookandwhereyouwillfindthematerials youneedtothrive.

Alongwithchoicessuchascreativeorsurvivalmodes,youcanadd greaterdepthtothegameyoumake. Ipersonallyspendalotoftimein creativemodebuildingoriginalarchitecturaldesignsortryandrecreatean M.CEscherdrawing.

Andwhatcanbedoneispushedto,no,PASTitsverylimitswhenyou playonmultiplayeroronaprivateserveraltogether.Therethecreatorsofthe worldhaveevenmorecontrolovertheenvironment.Fromskinstohoweven gravityworks,somuchcanbedonewithsuchasimplelookinggame.

Manychoosetorecreategamesthatalreadyexist,butfollowinganew andsometimesbetterstoryline.Others,thosefewdiamondsintherough, createnewandfantasticadventuresforgamerstoexperience.

Thisopensawholenewworldforinstructorsandeducators.LikeIsaid thelimitsareonlyboundbyyourownimagination.

YoucoulduseMinecrafttosetupareenactmentofthecivilwar,orbuild acityfromagreatnovelforstudentstowalkaroundin.Withitsworldwide reach,anyonecouldbeapartofit.Sofromgamerstoteachers,youngtoold, Minecraftishomeforthegreatestpossibilities.

SojoinusonSaturday,June13,2013fortheGamesMOOC‘sMinecraft OpenHouse.

MoreinformationwillbeannouncedontheSIGVESocialMediasite. Andalsoovertwitterusingthe#gamemoochashtag.

ISTESIGVEEdmodohttp://edmodo.com/home#/publisher/ISTESIGVE

ISTESIGVEGoogleCommunity

https://plus.google.com/u/0/communities/107257205905775229015

Andalsoovertwitterusingthe#gamemoochashtag.

The Summer 2013 Games MOOC

Designedusingtheconnectivismlearningtheory,theSummerGamesMOOCis aMassiveOnlineOpenCoursefocusingongamebasedlearningineducation. ConnectivistMOOCsorcMOOCsstartedin2008andwereintroducedto promotenetworkingandknowledgecreationamongpeers. Sincethen,there havebeenaseriesofthesefreeconnectivismopenonlinecoursesoffered.The GamesMOOCisinformedbytheirdesignandimplementation.

Sinceit'saconnectivismMOOC,itwillnotlooklikeacoursefromCoursera, Canvasorhavethefeelofacommerciallearningmanagementsystem.Besides connectivismlearningtheory,thisMOOCisinformedbygamingguildculture andtheGamerDispositionbyJohnSeelyBrown http://blogs.hbr.org/cs/2008/02/the_gamer_disposition.html

Multi-Player Games and MMORPGs

TheSummerGamesMOOCisdividedintotwoparts.Eachpartwasdesigned tobeastandaloneoffering.Soifyoudidn’tparticipateinPartI,you’re

stillfreetosign-upherebit.ly/12rDKitforPartII.

Multi-player Game Based Learning & Collaboration

June3-June24,2013.

PartIfocusesonexploringcollaboration,cross-functionalteamsandmultiplayergamebasedlearning.WewilltakeacloselookatthefeaturesofmultiplayersgamesbygoingintoMMORPGs(MassivelyOnlineRole-Playing Games)andalsolivestreamingfromthem.Wewillbeexploringandeven experiencingwhatmakesthesegamessoengaging.

InPartI,welookatWorldofWarcraft,EVEOnline,Minecraftandguildsthat havedevelopedinthesandboxgenregames.

Immersive Environments

July7-July29,2013

PartIIwillbeatourofonlineandimmersiveenvironmentsforgamebased learning.Therewillbeanemphasisonyoubuildingyourgamebasedlearning PLN(PersonalLearningNetwork).Wewillvisitmultiplevirtuallearning environments,virtualworlds,sandboxgamesandMMORPGs.InPartII,we willalsobecollaboratingwiththergMOOC,or"RhetoricandComposition: ThePersuasivePowerofVideoGamesasParatextsbeingofferedbySherry JonesandKateGuthrieCarusohttp://storify.com/sherryjones/rgmooc-arhetoric-and-game-based-mooc

TheGamesMOOCisanopencourseforalleducators.Themodelfor participationisbasedonsocialnetworkknowledgeconstruction.Learners willbeabletobeactiveinthecourseinseveralwaysfromlurking(reading thediscussions),tobeingengagedingame-playtoactivelycreatingcontentin thecoursewiththeMOOCdesignerandAdvisoryGroup.Wedounderstand thataparticipant’slevelofactivitymayvarybasedontheindividual’sinterest intheweeklytopicsorothertimecommitments.

Sofeelfreetolurk!AsoneofourMOOCAdvisoryBoardmembersays,"Lurk andLearn!"

A Student’s View of Virtual World Software

AninterviewwithKristenLeary,agraduatingsenioratFranklinCounty HighSchoolinRockyMount,VA.

KristenhasusedUru,secondlife,andbuiltinUnity3d.Kristentookmy EarthScienceclassasaFreshman,andwasmyVPS(VoluntaryPublicService) studentasasenior.

DaeMiami(sl)=Dr.WilliamSchmachtenberg(rl)

MansFisherman(sl)=KristenLeary(rl).

Dae Miami: DidyoulikeusingUrusoftwareasaFreshman?

MansFisherman: Yes! Uru was a fun and great new way to learn the materials taught in class. It also allowed us to do some really cool stuff such as talking to students from Sweden in Skype and then we worked with Mrs. Hellberg, a teacher in Sweden, in Uru.

Dae Miami: DoyouthinkithelpedyoulearnEarthScience?

MansFisherman: Yes, it helped. We had Uru projected on an lcd projector and we were able to navigate around a virtual volcano with a wireless keyboard. We answered questions on a worksheet while we navigated in Uru both individually and as a class. It helped the students in the class to work together to answer questions. It was an interesting way to learn.

Dae Miami: DoyouthinkUnity3dcanbehelpfulforteachersandstudents?

MansFisherman: Of course!! It is fantastic software and super easy to use and create in!

Dae Miami: DidyoulikebuildinginUnity3d?

MansFisherman: Yes I loved it! In Uru it was very hard to texture an object and build, but when I started Unity I learned how to build in minutes. It was so simple. When I built my first world it took me a week (one and a half hours for 5 days)to create an underwater world with a submarine and GUI(pop up) questions. With the click of a button you can create anything from beautiful mountainstodeep-seatrenches.

Dae Miami: TellusmoreabouttheOceanographyworldyoubuilt,please.

MansFisherman: Unity is fantastic software to build in. I started out my world with just a flat plain and I used the terrain tool to create my sea floor features. I then used the particles to create cool effects such as smoke and flames for the volcano. All I had to do to get them is drag them into the scene and Boom they work. [NOTE: If you want to see Kristen’s ocean world, it is available at: http://www.evwllc.co/oceans/WebPlayer.html. ]

Dae Miami: Theyellow submarine inyour ocean worldwas verycool. Canyou tellushow youmade it?

MansFisherman: I used modeling software called 3ds max 7 to create my submarine. I started with primitive spheres and cones and manipulated them into the shape of a submarine. Honestly I only built the Submarine because I live The Beatles!!  After I built it and hooked it all together I imported it into Unity. Then I created yellow texture using Paint and imported the texture into Unity. I put that color on my sub and boom Yellow Submarine! After that we animated it. 

Dae Miami: Whatdoyoulikeaboutsecondlife?

MansFisherman: CLOTHING AND PETS!!!!! Next question. ;)

Dae Miami: Howdoyouthinkitcouldbeusedineducation?

MansFisherman: Second Life has a great advantage because you can build in world, and because of this you can be really creative. Also, Second Life has a huge community for collaboration and networking. Because of these creating an educational world would be easy and fun for students involved. I think it would best be used for college-aged students to collaborate online and possibly have online classes. If a world or sim were created where students could go to learn, like a virtual online school, students could learn in a whole new way and work together with other students to answer questions online in a school setting.

Hmm... Horse or Gryphon? How the World of Warcraft Can Be Used to Teach and Learn Effective Personal Finance Decision Making

TheWorldofWarcraft(WoW)isamassivelymultiplayeronlinerole-playing game(MMORPG)thattakesplacewithinanimmersivevirtual3Duniverse. Thesettingofthisuniverseisacreativeexpressionofvariousgenresof fiction,includingfantasy,horror,steampunk,andsciencefiction.

Playersassumetheroleofcharacteravatarswithinthegameworldand gameplayinvolvesquesting,battlingcreatures,andinteractingwithnonplayercharacters(NPCs),aswellaswithotherplayercharacters.Player characterscanalsopursueavarietyofprofessions,suchasherbalism,mining, blacksmithing,engineering,jewelcrafting,fishingandcooking.Asplayers engageinthesevariousactivitiesandinteractwithoneanotherovertime, theybecomemoredevelopedandarerewardedwithexperiencepoints, variousitems,andin-gamemoneyfortheirefforts,andallofthisactivity helpstocreatethefundamentalbasisforthegameworld’svirtualeconomy.

Intermsofscale,theWorldofWarcraftisoneofthelargestMMORPGswith over10millionreportedsubscribersworldwideandembodiesamature economywhichincludescommoditiesandmanufacturedgoods,aswellas retailandserviceactivity.ThoughthevirtualeconomyintheWorldof Warcraftisrelativelysimplewhencomparedtotheoneweinhabitinour everydaylives,itisstillcomplexandrobustenoughtobechallengingandto offerrichlearningopportunitiesintheareasofeconomicsandfinance, includingpersonalfinancemanagement.

Asisoftenthecaseformostofusinourdailylives,playersinthegameworld experiencealmostimmediatelythattheiravailableincomeresourcesare finiteandoftenoverstretchedbythecompetingdemandsplacedonthem.The mostcommondemandsinvolvethepurchaseofvariousgoodsneededto successfullymeetincreasinglymorechallengingquests,aswellastoadvance inchosenprofessions.Demandsonincomeandassetsarenotstrictlyneeds basedandcan,asindailylife,taketheformofaplayer’sownpersonaldesires forthingslikeparticularstylesoffashion,high-endbagsorcompanionpets.

Usingthisbasiccontextasastartingpoint,playerscanbeengagedinaguided learningexercisethatusestheircharacters’experienceswithinthegame worldasthebasisforreflectinguponanddiscussingthepersonalfinance aspectsoftheircharacters’livesineducationallyconstructiveways.For example,onebasicexercisecouldencourageplayerstoreflectuponthe amountoftimeandeffortittookfortheircharacterstoearntheassetsthey haveacquiredtothatpoint.Theplayerscouldthenbeaskedtowrestlewith thechallengingtaskofdefiningandprioritizingtheircharacters’values,as wellastheircharacters’variousshort,mediumandlong-termgoals.Inthis process,theycanbehelpedtounderstandhowthisframeworkcaneffectively guidethemtospendtheirresourcesinwaysthatarepersonallyrelevantand supportiveoftheirvaluesandgoals.

Theprocesscouldthenprogresswithplayersreceivingguidanceintheuseof varioustools,likethein-gameAuctionHouseortheAuctionHousefeatureof theWoWMobileArmoryapp,toengageincomparison-shoppingaboutthe goodstheyareseeking.Theycanbeshownhowtousetheinformation availabletothemtothinkcriticallyabouttheirpotentialpurchasedecisions, andtoexperienceandunderstandhowthisapproachandtheireffortmight helpthemtoaccomplishmorewiththeirlimitedresources.

Onespecificin-gamepurchasethatcanworkwellwiththistypeoflearning exerciseisthepurchaseofmounts.Withinthegame,mountsandthetraining associatedwithlearningtoridethemarerelativelyexpensive.Thepurchase ofamountcanprovideagreatopportunityforplayerstoexploretheir motivationsforthepurchaseandtothinkcriticallyaboutthepotentialcosts

andbenefits.Thepurchaseofahorse,forexample,couldbeimportanttothe playerforahostofdifferentreasons.Itcouldrepresentreachinganimportant personalmilestoneandcontributetotheplayer’ssenseofagencyandselfefficacy.Itcouldinfluencetheplayer’sgeneralgameplayexperience,thatis, herorhisin-gamequalityoflife.Investinginahorsecouldimprovethe player’searningsabilitybyprovidingmorerapidandflexibletransportation.

Ontheotherhand,itcouldalsorepresentatoocostlyorunnecessaryexpense inthefaceofalternative,publictransportationoptionsandmorepressing prioritiesthatwouldequallyaffecttheplayer’sfutureearnings.Aplayercould evenconsiderbypassingtheimmediatepurchaseofahorseinordertosave towardsamoreexpensiveandmorecapableflyingmount,suchasagryphon, asamorebeneficialandpersonallyrewardingoption.

Asidefromtherelativelymorefancifultransportationoptionsavailableto playerswithinthevirtualeconomyofthegameworld,alloftheseare examplesofthekindsofconsiderationsrelatedtocost,utilityandpersonal meaningthatpeoplewould,fromaneffectivepersonalfinancemanagement perspective,ideallyweighwhenconsideringtheirneedsanddesirestohave accesstotransportationintheirdailylives.

Playisafundamentalaspectofhowpeoplelearn.Thiscapacityforlearning throughplaydoesn’tendinchildhood,thoughtheformsofplayandgamesin adulthoodmaychangeaccordingtoevolvingsocialconventionsandthedesire formorechallenginggameplay.

Chessisaclassicexampleofagamethathastraditionallybeenusedtoteach andtodevelopaplayer’scapacityforproblemsolving,logic,forethought, strategicthinking,aswellasadegreeofsocialintelligence.Thisknowledge andtheaptitudesandexperiencesdevelopedduringgameplaycanthenbe usefultothelearnerastheyareappliedtochallengeswithinotherareasofthe learner’slife.

Immersivevirtualworldgames,liketheWorldofWarcraft,offerrelatively moresophisticatedgameplayenvironmentsandevenmorepotentially sophisticatedlearningopportunities.

Frommyexperience,exploringthegameplayenvironmentasaplayercoupled withadegreeofobjectivereflectioncanhelprevealthosevaluable opportunitiesforlearning,evenincludingopportunitiestolearnsomeofthe morechallengingandusefulskillsthatenableeffectivepersonalfinance management.

Jerry is a counselor, coach, and tutor of personal finances, who enjoys pondering the training and educational potential of gaming and immersive virtual worlds, especially over pizza and a glass of wine.

Kicking Off AvaCon Inc. 2013 Metaverse Cultural Series!

Thefirstinthe#MCS13seriestookplaceonMay11,2013,onthe SpotON3Dgrid.Thepresentation featureArmchairAuthor/hostAdele Wardwhointerviewedauthor, PatriciaAverbach,whosedebutnovel “PaintingBridges”wasreleased recently.Patriciaworkshoppedthis novelin+SecondLife,sovirtual worldshaveplayedanimportantpart inhersuccessasawriter.

Thiswasmyfirstvisitto SPOTON3DandIwasveryimpressed withtheTheater.Asyoucanseethere weremanypeoplewhoenjoyedthe presentation.Iwanttopersonally thankPatriciaAverbachforsending meacopyofherbook,“Painting Bridges.”Iwasoneofseveralpeople whoputmynameinthedrawingand wonabook! KudostoPatriciaonher debutnovel!Besuretocheckitout.

Also,besuretovisitSpotON3D.Youwillwanttomakesuretovisitthe TheaterintheItalianVillageontheSpotON3Dgrid at http://3Durl.com/map/spoton3d/Italian%20Village/48/33/26. Hereare twopicturesfromthefirstMetaverseCulturalSeriesevent.

TheMetaverseCulturalSeries2013isasetofeventsfeaturing performancesandlecturesthathighlightuniqueaspectsofmetaverseculture, takingplaceinmultiplevirtualworldspaces. Theseriesshowcases innovativeartists,thinkers,performers,andacademicswhoseworkisonthe forefrontofexploringwhatitmeanstowork,play,andliveintheemerging metaverse. Forinformationaboutfutureevents,visit http://www.avacon.org/blog/events/metaverse-cultural-series/.

Digital Storytelling: The Old is New Again

I will tell you something about stories, [he said] They aren’t just entertainment. Don’t be fooled. They are all we have, you see, all we have to fight off illness and death. You don’t have anything if you don’t have the stories…. --from “Ceremony” in Ceremony by

“Onceuponatime….”andanynumberofotherstorybeginningsmakeuswant tositandlistentostoriesofpeopleandcreatureswholearnlessonsorgoon questsordiscovertruthsinthelongagotime,oryesterday,today,or tomorrow.Asfarasweknow,wearetheprimarystorytellingcreatureson thisplanet.Indeed,wearehardwiredforstories.Storiesarehowwerelateto eachotherandmakemeaningofourworld.Storiesarehowwelearnand showourunderstanding.Storiesarehowwetalkwitheachotherandmake connectionswithnewacquaintancesandrenewbondswitholdfriendsand family.

Foratimenow,therehasbeeninterestinandexcitementabout“digital storytelling.”Earlyon,JoeLambertandDanaAtchleydevelopedseminal examples,which,asbecomesobviousintheCenterforDigitalStorytelling’s workshops,wherestoriesincludethestoryteller’svoiceoverastorymediated bythecomputer,aswellasimagesand/orvideo,musicand/orothersounds, transitions,andotherelements.Createdonacomputer,theendproductcan beshowntooneormany.Technologymakesitpossible.(Visit

http://www.storycenter.org formoreinformationand digitalstoryexamples.)

Anumberofyearsago,Ihad theprivilegeofmeetingEliza Jones,anAthabascanelderin theAlaskanvillageof Koyukuk.Elizaisa storyteller,andwetalked aboutwhatisgainedand whatislostbyadding technologytotraditionaloral storytelling.

Inaperson-to-person situation,thestorytellercan adjustherstorytothe audience,addorsubtract details,lengthenorshortenthetelling inshort,thestorytellerco-createsthe storywithheraudienceformaximumeffect.However,theaudienceisusually asomewhatsmallnumber,makingtheeventlimitedinscope.With technology videooraudiotapingthestoryandmakingitavailableviathe InternetoronCDorDVD,forexample manymorepeoplecanhearandlearn fromthestory,butitisimmutable.Ofcourse,anewversionemploying technologycouldimproveontheoriginal digitalstory,justasasubsequentperformance byastorytellercouldincorporateelementsof apreviousperson-to-persontelling.

Today’sstudentsare,forthemostpart,knowledgeableaboutandinterested intechnologytools.Wewanttoencouragetheuseofthesetoolsinthoughtful andmeaningfulways.Helpingstudentscreatedigitalstoriestoshowtheir learning whetherasafinalproductinproject-basedlearning,orasa creativeexpressioninthearts canenhanceteachingandlearningforallof us.Happily,therearemanypeoplewhohavethoughtaboutthisprocessand offerideas,information,andhelp.

Eliza Jones

Oneuniqueproject,KnightsofKnowledge http://knights-of-knowledge.com/poses interestingquestionsforprojectsthroughshort videosthatbeginastoryandaskaquestionto encouragestudentstodotheirownresearchand thinking.

RushtonHurley,whohascreatedandmade availableavideolibrarybyandforstudentsand teacherswww.nextvista.orgsuggeststhatwe startwithhavingstudentsviewawiderangeof videosproducedbyothersbeforetheybegin creatingtheirown. Thediscussionsthatcameoutofthisviewingexperience areinvaluable.

AttheMYHEROwebsitewww.myhero.com childrenandadultsfromaroundtheworldhave beencontributingherostoriesintheformoftext, video,andartforover15years.Atthesite,high schoolteacherJerrilynJacobssharesherlesson: “FilmAnalysisUsingtheMYHEROFilmCollection: IdentifyingGenre,Techniques,andMessage,”in whichstudentsworkinsmallgroupstoviewfilms fromavarietyofgenresattheMYHEROsite, discusswhattheysee,andsharetheiropinions withtheclass.OtherresourcesincludeaseriesoflessonsbyWendyMillette, DirectorofMYHERO’sMediaArtsEducationProgram,thathighlightthe differencesbetweennarrativeshorts,experimentalshorts,documentary shorts,andanimatedshorts.

Wewanttobecareful,however,tomakesurewe’renotaskingstudentsto makedigitalstoriesjustbecausewecan.Asalways,themeaningfuland effectiveuseoftechnologytoolsdictateswhenandhowweusethem. Successfuldigitalstoriesincludeemotionalcontentandmakeclearwhythe storyisimportanttotheteller whytheyaremovedtotellthestoryinthis wayatthistime. FortheCenterforDigitalStorytellingfolks,thisincludesthe storyteller’sownvoice.Manystudents(andadults)don’tlikethesoundof theirownvoicewhentheyhearitrecordedandplayedback.JoeLambertsays,

“Getoverit.Yourvoiceisyoursaloneandshowsthatyouarealiveonthe planet.”

Most important - Thestoryitselfisthemostimportantelementofthedigital presentation.Wecantalkaboutstoriesinmanyways.Forexample,theyhave abeginning,middle,andend.However,importantstoriesaremorethanthat. StorytellerElizabethEllisrepeatsanexample.Shesays,“Icantellyou‘the queendiedandthekingdied’andit’sastorywithabeginning,middle,and end,butitdoesn’tmeanmuch.However,ifIsay,‘thequeendied,andtheking diedofabrokenheart’somethingquitedifferenthastakenplaceandisbeing communicated.”

JasonOhlerandBrettDillinghamclarifytheconceptinaslightlydifferentway.

Westillexpectabeginning,middle inwhichthingshappenandchanges occur andanending.However,thinkingintermsoftheproblemthatis presentedanditssolutionfocusesontheunfoldingofthestory.Thechallenge istogetthelistener/reader/viewertocareaboutthepaththenarratortook toconfronttheproblemandreachthesolution.

Whenweaskstudentstodevelopadigitalstoryaroundtheirlearning,the mostcompellingdigitalstoriesmakeanemotionalconnectionbetween storytellerandaudience.Itmaybethatthestorytellerrevealswhatwas importanttohimorherintermsofthesubjectarea,oran“aha”momentthat occurredduringtheresearchorsynthesisofunderstandingthecontent.

Obviously,thiskindofapproachgoesbeyondmasteringhowimagesare insertedintoastory,orwhattransitionsarechosen.

Topromotesuccessinattaining21st Centuryskillssuchascreativity, curiosity,communication,andevencollaboration,digitalstorymakinghasa placeinthecurriculum.Withtheadventofthecommoncorestandardsand theNextGenerationScienceStandards,beingabletoshowunderstandingand knowledgeinavarietyofwaysismoreimportantthanever.Andwhen studentsdelvedeeplyintosubjectmatterandmakeittheirown,theirability toretainunderstandingisenhanced.Beingabletotellagoodstoryabouttheir learningprovidesallkindsofbenefits.

Technologytoolsprovideusameansto“maketheoldnew”ininteresting ways,aslongaswedon’tlosesightofthepurposesforstorytelling,honorour ownvoice,andrespecttheaudience andthestory.

Additionalinformationcanbefoundat:

Websites:

CenterforDigitalStorytelling: http://www.storycenter.org

KnightsofKnowledge:http://knights-of-knowledge.com/

TheMYHEROProject:http://www.myhero.com;seealsoMediaArts Education:http://myhero.com/go/films/mediaarts.asp

NextVistaforLearning:http://www.nextvista.org/

Raven’sStory:ElizaJones:http://jukebox.uaf.edu/RavenStory/htm/ej.htm

Books:

Ellis,Elizabeth. From Plot to Narrative,ParkhurstBrothersPublishers,Inc., 2012.

Gottschall,Jonathan. The Storytelling Animal: How Stories Make Us Human, HoughtonMifflinHarcourt,2012.

Haven,Kendall. Story Proof: The Science Behind the Startling Power of Story, LibrariesUnlimited,2007.

Lambert,Joe. Digital Storytelling: Capturing Lives, Creating Community 4th edition,Routledge,2013.

Ohler,Jason. Digital Storytelling in the Classroom: New Media Pathways to Learning, Literacy, and Creativity 2nd edition,CorwinPress,2013.

Silko,LeslieMarmon. Ceremony,PenguinBooks,2006.

Organizations:

ISTESpecialInterestGroup:DigitalStorytellingSIGDS, http://www.iste.org/connect/special-interest-groups/sigds or http://digitalstorytelling.iste.wikispaces.net/

NationalStorytellingNetwork,http://www.storynet.org

Besuretocheckouttheinteresting butterflyoffilmstripsfromRushton Hurley,“FlightsofCreativity”at www.nextvista.org.

SECOND LIFE: A VIRTUAL PLAYGROUND FOR THERAPISTS, CREATIVISTS, HEALERS, EDUCATORS, & EVERYONE ELSE

InthefallofOctober2007,Iwassittinginacaféwithafriendandher partneratanannualeventcalledFantasiaFairinProvincetown,Ma.Ihad beendoinggroupandindividualworkatthefairforovertwentyyearsatthat point.TheyweretellingmeaboutSecondLife(SL),avirtual3Dlocationon theweb.

A Composers and Artists Event where the composer improvises to an art build or the artist improvises to the composer's piece.

AssoonasIheardaboutSL,IgotexcitedandcurioussinceIsawits

potentialforcreativeprojectsofallkinds,fordoingteachingandtherapyin newways,formeetingpeoplefromallovertheworld,forfindingjustabout anyinterestgroupIcouldthinkof,andforhavingfun.However,Iwasa serioustechnophobe,afraidofthingsgoingwrongonmycomputer,trouble withrememberinghowtouseelectronicdeviceslikerecorders,and,in general,intimidatedbyanythingstructuralormechanicalwithmovingparts. Ifthissoundslikeyou,donotdespair.Amiracleoccurredforme;mycreative sidetrumpedmytechnophobia!

IwassoexcitedaboutthecreativepotentialofSLthatIwaswillingto learnwhatwasnecessarytofunctioninthisBraveNewWorld. Myfriend offeredtobemyguideandmentorandIwasoffandrunning wellnotquite! Itwasactuallyfunny learninghowtowalk alloveragain,howto fly(thrilling!),howto manipulateobjects, howtodressmy Avatar(thecharacter oneadoptsalong withanewname), anddozensofother piecesoftechnical know-howIneeded tobeasuccessful denizenofSL.

IstillfeellikeIamlearningeachtimeIenterSL.Ithasalsochangedmy leveloffearbackhome.Inownolongerpanicwhensomeequipmentisnot workingcorrectlyandcanoftenfindasolution,anewexperienceforme!

Jumptothepresent.IaminmythirdlocationinSL,asim(orsimulated landmark)calledPrismLila,anislandinhabitedbyadozenresidentseachof whomrentsaparceloflandandcanbuildonit.Therearethousandsofsuch islandsinSLandalsoamainland.Someofusareartists,someareteachersor therapists,somearebuildersandsomearefacilitatorsofprograms.

MygroupiscalledOctagon:CreativeExplorationwhereIofferallsorts

ofprogramsusingartsprocessesforpersonalgrowthandeducational ventures,employingmyskillsinGestaltandJungianmodalities.Here'showa sessionmightappeartoyou.

Agroupgathers maybefive,maybetwenty Iaskforavolunteerto doademoofacoachingprocess.(Icollaboratewithavirtualcoachtrainer fromDenmarkwhoperiodicallyasksfocusingquestions).Whenthevolunteer comesforward,Isetupsomeguidelinessuchasconfidentiality,willingnessto sharewithgroup,andbasicbuildingskills.Iinstructattendeestoshare questionsandcommentsinchatbarafterthedemoandtorestrictany analysisofthevolunteerbut,rather,focusonwhatitbroughtupforthem.I amonaheadsetsomyvoicecanbeheard.Iaskthevolunteertofocusona currentchallenge,feelwhatitevokesinthebodysittingathomeatthe computer,andthentobuildsomethingthatsymbolizesafeelingstate.

ItisnotdifficulttopullabasicgeometricshapeoutofaCreatewindow, putitontheground,stretchit,andgiveitacolorortexture....ThenIusually doGestaltwork:theybecometheobject,speaktothecreatorpartofthemand adialogueensueswhile,allthetime,Iaskthemtopayattentiontowhatis happeningintheirbodyatthecomputer.Theyusuallyfeelasenseofcontrol frombeingabletomanipulatetheseobjectsinrealtimeandchangethemas theirperception shifts. Using built sculptures to represent feeling states

Some remarkable insightsand changesoccur onthespotsuchasthewomanwhowasinthemiddleofapanicattackwhen shevolunteered.Shereportedthattheanxietydissolvedafteraboutten minutesofwork. Shesaidthishadneverhappenedtoherbeforewithher otherpanicattacks,evenwhenshewaswithahelper.

Ithinkthattheabilitytocreateandchangetheobjectasonegoesalong (e.g.,tobeinsideorontopofit,makeitsmaller,larger,translucent)produces asetofconditionsthathelpsthepersonbecomeawareandfeelinchargeof theirprocessbyshiftingperceptionandperspective.

IforeseeagreatuseofSecondLife,themostdevelopedoftheseworlds sofar,forhealing,therapy,teaching,etc.Myparticularinterestisin developingandusingcreativeprocessesavailablewiththistechnology, combinedwithvariousmodelsfromhumanisticexistentialpsychology.In additiontousingbuildingtools,Iusephotographs,paintings,music,theater exercises,andbodyawarenessastoolsforproblemsolving,community building,spiritualdevelopmentandbuildingculturalbridges.

Iameagertocollaboratewithotherpeopleandinstitutionsthatwantto dothistypeofexploring.IfyouwanttohavemoreofanintroductiontoSL thanIcangivehere,pleasegotoYouTubeandsearchforthemany introductorySecondLifevideos.Ifyouknowyouwanttoexperiencethis worldfirst-handandseewhatmightbepossibleforyoutodothereasa therapist,educatororgroupleader,gotohttp://www.secondlife.comandjoin forfree.OnceyouhaveanAvatarname,pleaseemailmeat: mailto:milena.marly1@gmail.comandIwilldomybesttohelpyouacclimate.

A version of this article first appeared in the Septermber2010 issue Online Therapy Institute's TILT Magazine~ Therapeutic Innovations in Light of Technology. http://www.onlinetherapymagazine.com

Forademonstrationoftheprocess,pleasewatchthisvideothatwasrecordedlastyearattheCESLconference (CounselorEducatorsinSecondLife): http://www.youtube.com/watch?v=Ggmm8tgYYMo

WeusuallymeetthelastMondayofeachmonthat1pmPacifictimeattheOctagonheadquartersinSecond Life, locatedathttp://maps.secondlife.com/secondlife/Prism%20Lila/37/33/23. Marlyconductsthesessionsin voice, andclientsareabletouseeithervoiceortextchattocommunicatewhiletheyareworkingwithMarly. Those who lackbasicbuildingskillsarestillencouragedtocomeandobservetheprocessasitunfolds.

Wecertainlyhopetoseeyouthere!

Dress Up the VWBPE in 2013!

TheVirtualWorldsBestPracticesinEducation(VWBPE)hasbeengoing strongforfiveyearsandisabouttodressupthestageforasixth. Thisyear’s conferencewilltakeplaceJuly24through27,andthethemeis Beyond the Stage. Itcontinuestobefreetoanyonewishingtoattend.

Askingeducatorstogobeyondthestageistoaskthemtoconsideratwhat pointperformanceartinterceptswiththecraft. Extendingthewayweview thestagealsoallowseducatorstoexaminehowthelearningprocessitselfisa story. Inthismanner,learningshouldhaveitsownmomentinthespotlight whetheritbetheresearcher,educator,student,innovator,gamer,or developer. Nooneshouldmissthisopportunity.(See http://www.vwbpe.org/conference)

VWBPEisfirstandforemostaconferenceforeducatorsbyeducators. However,asanexperience,VWBPEissomuchmore. Becausetheconference occursinthevirtualworldofSecondLife,thepossibilitiesextendbeyond merepresentation. Forone,theenvironmentispartoftheexperience. This year,theconferenceplannersambitiouslyextendthestagetofourpossible platforms: SecondLife,CloudParty,Unity/Jibe,andJokaydiaOpenSim. The mainstageremainsinSecondLife,though.

Images by iSkye Silverweb

Forthoseofyouwhomayneverhaveattendedandareconsideringwhyit mightbeworththeeffort,herearesomerathercompellingreasonsforjoining usthisyear.

The Varied Presentation Tracks

Essentially,theconferenceofferslecturepresentations,panels/roundtables, posters,andworkshops. Forstraightforwardpresentationsoftheoryand research,bestpractices,gamesandsimulations,toolsandproducts,or Machinima,theconferencewillofferpresentationsandpanels. Foramore immersiveexperience,theconferencealsooffershandsonworkshopsand show-stoppingthreedimensionalposterpresentations.

The Volunteers—Second to None!

Forthoseuncertainbyhowtonavigateavirtualworld,anarmyofvolunteers alsoensuresthesuccessoftheconference. Secondtonone,ourvolunteers willhelpyoufindyourway,resolvetechnicalissues,andevenhelpcreatethe immersiveexperience. Noonerivalstheheartsandtalentsofourvolunteers, whichmakeyourexperienceonethatyouwillwanttorepeat.

Images from 2012 VWBPE by iSkye Silverweb

The Pageantry of the Environment

Thethemeoftheconferenceismorethanjustprovidingacommonthreadby whichtoguidepresentersandkeynotespeakers. Italsoguidesthedesignof themassivestage(acrossseveralsims!)andthedressoftheparticipants. Thisconferencesendsyouintoanenvironmentthatmaynotbepossiblein reallife,butthatcomestovirtuallifeinapageantryofcolor,presentation,and design.

The Immersive Experience

Theconferenceofferstheopportunitytoimmerseinthevariousposters, Machinima,games,andsimulationsthatoccuraspartoftheconference. Art, creativity,andeducationjoinseamlesslytoproducemomentsofengagement thatallowtheparticipanttobepartoftheconferenceinmuchmoreactive ways.

The Entertainment

NoonecanpartylikeVWBPE! Socialeventsdotthelandscapeoftheprogram sothatopportunitiesforrelaxationandexcitementoccurateverydayofthe program,transitioningtheseriousconferencebreakoutsessions. Additionally,noattendeeshouldmisstheexcitingawardshowandafterparty onthelastdayoftheconference.

Finally,VirtualWorldsBestPracticesinEducationisagrassrootsmovement thathasnotlostmomentum. Regardlessofchanges,migrationsacrossgrids, anddifferingopinions,educationinvirtualworldsisstillverymuchapassion formanyacrossthemetaverse. Itiswhatdrawshundredsofvolunteersand presenterstoitscall,andthousandsofparticipantstologinforpartorallof theconference.

Thestageisset. Thespotlightwaits. Wehopeitwaitsforyou. Belowaresomeimportantlinksthatwillprovideyouwithessential informationabouttheconference:

1. Toregister(it’sfree!)fortheconference: http://vwbpe13.eventbrite.com/

2. Tobecomeasponsor: http://www.indiegogo.com/projects/vwbpeconference-2013

3. Tosubmitaproposal(June15deadline): http://www.vwbpe.org/presenters

4. Tovolunteer: http://www.vwbpe.org/blog/call-for-second-to-nonevolunteers

What’s Happening to Virtual Worlds?

Ramblings from Scott Merrick, LHGP Emeritus, ISTE SIGVE

Idon’tknow.Maybethatlittlesentencedefinesmylongexperiencewith 3Dvirtualworlds.Maybethatdrivesme:Notknowing,afterall,iswhywe seeklearning.Ibelievethissummer’sISTEConferencepresentsanurgent momentinthehistoryofvirtualworldsforeducation.

I’vebeeninthismilieu(Ialmostsaid“game”butseebelow)alongtime. Therehavebeenurgentmomentsbothvirtualandearthly.BackinAtlantaat NECC#28in2007--whichafternextyear’sAtlantaincarnationofNECC/ISTE willbethethirdtimeIwillhaveenjoyeditthere Iranoutatonepointand boughtlike20hamburgerslidersattheCNNSportsBartobringbacktofuel theworkweweredoingaroundSecondLifethere.

Hereareacouplesnapshots,courtesyofoldfriendKevinJarrett(then KJHaxinSecondLife)fromthat“HotTopicsLounge,”sixsummersago,in Atlanta,Georgia:

Lookattheexcitement!Theplacewasjammin’!Itseemedthatour potentialswerepeaking.InSanAntonioin2008,wevirtually(sic)tookover theconference,withSecondLifefeaturedintheopeningKeynoteandthe WelcomeParty,whichsawalivebandandacadreofusuponasidestage manipulatingbandmembers’avatarsin-world,mirroringtheliveband

performers,OneHorseShy(http://www.reverbnation.com/onehorseshy). Simultaneously,avatarlinedancersaroundtheglobedancedattherecreation oftheAustinCityLimitsstageplacedhighintheskyinSecondLife. The SecondLifePlaygroundatISTE#28wassuitablycrankin’,withlinesof attendeesbellyinguptohelpstationstogettheiravatars.

In2009,atISTEinthenation’scapital,weadmittedtoourselvesthatwe wereunique.Howcanagroupofimpassionededucators,inreal-life,who meetoftentosharelearning,teaching,andcollegialityasavatarsinavirtual world,notbeauniquegroup?

Discussionsmovedontowardthenotionofseparatingourselvesfrom theGamesSIG.SIGVEcameintobeingandgeareduptoreactappropriatelyto themanychangesthathadbefallenSecondLifeandtheproliferationof alternativeworlds OpenSimulator,ActiveWorldsEDU,BlueMars,tonamea few.TheVirtualEnvironmentsPlaygroundwasborn.It’sbeenthrivingatthe annualconferenceseversince,andthisyear,thoughreducedindurationfrom itsglorydayslengthof3daystoasinglehalf-dayevent,itwillshowcase what’shappeninginvirtualworlds.A3½hourGoogleHangoutwillbeshared androtateitsfocusonsixdiscreetlearningstationseachcontinuouslysharing adifferentvenueorvenuesinvirtualworlds.ThiswillbemirroredinSecond LifeandavailableliveandarchivedonYouTube.

Yousee,gamesareonething.Wearesomethingelse.Ifweconsiderthe spectrum,I’dadvancethenotionthatgamingmightbeasubsetofwhatwe are,nottheotherwayaround,asisoften,I,thinkwrongly,assumed.Weare 3DimensionalVirtualEnvironments.

EarlierarticlesinVEJhavedescribedourjourneyfromaSecondLife focusedtribetoanestablishedarmofthatinfluentialorganization.TheISTE NationalEducationalTechnologyStandards,NETS,arestandardsforthe educationalusesoftechnology.Thesearetheunderpinningsofstateand districttechnologystandardsand,truthbetold,arestrikinglyprescientofthe “deeperandwider”characterthathasbecometheCommonCore.Thisone, andtheVirtualEnvironmentsPlaygroundatISTE2013,hopestostimulate youtogiveyouravatarachanceatlife.

So.whatmakesthismilieusoenticing?Isitthefactthatyouravatarcan fly?Thatyoucanholdvoicediscussionswithotheravatars?Thatthevirtual

worldhasaneconomythatis readilylinkedtotheglobal economiesoftheworldin ordertoeasilytransferfunds inandoutoftheplatform?To us,theeducatorswho comprisetheSpecialInterest GroupforVirtual Environments(SIGVE)within ISTE,SecondLifehasbeen, well,aplace–aplacetomeet othersandtolearn. Lord,I rememberwhenLindenLab updatedtheSecondLifeprogramtoincludevoicechat.Somepeoplewere outragedthatthetextchatwhichhadfounded(andarchived)somany ramblingandinformationfilledeveningconversationswasnowdoomed. Whetheryouagreewiththatornot,itwascertainlyaseachange,oratleast wethoughtitwas.Thereweremanymoretocome.Iimaginethatmanystill awaitus.

Asthefirstdecadeofthecenturywounddown,educationalinstitutions flockedintoSecondLifeindroves,investingthousandsofdollarsinvirtual realestate,justlikecorporationsweredoing.Thereseemednoendtothe possibilities.Thencametherealseachanges:Intheearlysummerof2010, LindenLablaidoffapproximately30%ofitsstaff,includingeverysingle employeepreviouslydedicatedtotheserviceoftheeducationalcommunity. InOctoberof2010apianodroppedoutofawindowinthevirtualskywhen LindenLabdiscontinueddiscountsithadtraditionallyofferedtoeducation andnon-profits.Thoughtherehasbeentalkofthereturnofthesediscounts,it maybeacaseoftoolittle,toolate.

Overtime,itbecameclearthatLindenLabhadnointerestinnurturing theeducationalmarketorpursuingthepotentialswesoessentiallygrasped. Manyeducators,includingtheprolificanddynamicJoKayinAustralia,fledto OpenSimulator,preferringthesomewhatreducedfunctionalityofthat “SecondLife–ish”platformtotheaggressivepassivitythatSecondLifeoffered educators.HerrobustJokaydiaGrid(http://www.jokaydiagrid.com)isa thingofbeauty.

AgroupofIsraelisbroughtoutKitely(http://kitely.com),thecloudbased“virtualworldsondemand”platformthatjustkeepsbuildingnew featurestohelpsetitapartfromtheOpenSimcrowd. 3rd RockGrid,first featuredatISTE2009inWashington,D.C.,remainsonitsmodestgrowing trackasamostlysocialplatform.Thelistgoeson.Gettheskinnyatthisyear’s VirtualEnvironmentsPlaygroundatISTE2013inSanAntonio,Texasandat ISTESIGVEinSecondLife(http://tinyurl.com/istesigve).

Justthisweek,asI write,therehavebeennew developmentsworthyof note.IggyYo(JoeEssid), justnotedonMay1thathe wasleavingvirtualworlds afteralongandprosperousjourneywithhishighereducationstudents.Read hisblogpostforsomedeepinsights(seereferences)astowhy.Inpart,he shares:

I'll sum up what I've learned about utopian narratives and would-be transformative technologies here, based on not only the last 6 but the last 25 years of studying and writing professionally about technological change, especially that which generates legions of enthusiasts.

1. Look past the message to the messenger

2. Wait for results unless you are an entrepreneur or venture capitalist

3. Be a trailing-edger

4. Find community locally, not just online

5. Consider what students have in their hands

Indeed.Essidhascreatedavirtual“FalloftheHouseofUsher” recreationexperienceforstudentsandeducatorsstudyingEdgarAllenPoe (seehttps://sites.google.com/site/virtualpoe/).Hemaybeleaving,buthehas certainlyleftalegacy.

Mostrecently,IhopeyouhavebecomeawareofCloudParty (http://cloudparty.com),whichjustyesterdayannouncedaFirstAnniversary withArtbuildingcompetitioninitsownuniqueFacebook-groundedplatform (http://www.cloudparty.com/files/ArtContestRules.pdf?etr_eid=000003&etr _etype=email_newsoffers&etr_ts=1367880061).

Onceyouunderstandthatthisisacompetitionwitha$1000USDprize atstake,youshouldbegettingthemessage.GotFacebook?GetCloudParty. I’mnotsureit’sasmuchfunorasrobustorascommunity-buildingasis SecondLife,butwhoknows?Thoughit’samatteroffactthattheon-the-edges SIGVECommunityissomewhatphilosophicallybipolarwhenitcomestoeven consideringleavingSecondLife,itjustmayhappen.

TheimmensepopularityofVirtual EducationJournalitselfisshowingyou thatvirtualworldsarenotgoingaway. Maybewe’llseeIggyYoreturnoneday, butmostlikelyitwillnotbetoSecondLife.

References:

http://iggyo.blogspot.com/2013/05/leaving-las-vegas-6-years-invirtual.htmlInaStrangeLandblog,JoeEssid

http://www.isteconference.org/2012/about_us/conference_history.phpISTE ConferenceHistory

http://www.tiki-toki.com/timeline/entry/43981/Second-LifeControversies#vars!date=2011-11-09_16:52:24!SecondLifeControversies timeline

It’s May @ SIGVE Social

The

use of

the

twenty-first century program Uru by Cyan Worlds, Inc. to raise test scores in the Classroom: Report 1: College-bound Earth Science and Special Education Biology Test cases.

Science Department, Franklin County High School, 700 Tanyard Road, Rocky Mount, VA 24151

School of Natural Science and Mathematics, Ferrum College, Ferrum Virginia, 24088 wschmachtenberg@hotmail.com

ABSTRACT: Uru, written by Cyan Worlds, Inc. is a powerful twenty-first century program that can be used to make both minigames and more complex games for the classroom. I have used it in my high school classroom in Southwest Virginia to run multicultural lessons and virtual field trips. In this study, I analyze the ability of Uru to raise test scores on a state end-of-course test in Earth Science and a biochemistry unit test in Biology. Sixty-nine students were given the Virginia Earth Science test at the beginning of the year with no instruction. They were then split into two groups one that was allowed to use Uru for remediation, and the other could only study in a small group. They were then retested after thirty minutes. The college bound students showed about the same improvement with either using Uru or just studying in a small group. But the non-college bound class improved their scores on average fourteen points with Uru as compared to four points with studying in small groups. Some of the non-college bound students improved their scores by as much as thirty-two points. The Biology students also showed an improvement by as much as thirty-six points on the retest. Uru can be a useful tool in raising students grades in the classroom. It also has the potential to allow students to collaborate or compete with one another in other classrooms, schools, or even other countries.

INTRODUCTION

Computergameshavelongbeenconsideredausefultoolinimproving classroominstruction. RenaudandWagoner(2011)giveagoodsummaryof theuseofcomputergamesintheclassroomfromtheearly1980swithtitles suchas Oregon Trail tomoderndaygamessuchas Quest to Learn.Prensky (2005)arguesthattherearetrivialorminigamesthatareeasytocreateand takelessthananhourforstudentstocomplete. Theymotivatestudentsand helpquizthemoncontent.Healsoarguesthattherearecomplexgamesthat aremultiplayer,collaborative,challenging,andcompetitive.Thecomplex gamecanbeahistoricalsimulatorsuchas Age of Empires orgamesinvolving complexpuzzlessuchas Myst and Riven. In2005,TimRylands(See www.timrylands.comformoreinformation)wontheBectaICTinPractice Awardforhisworkinvolvingthegame Myst inanelementaryschoolinthe UnitedKingdom. Eventhough,Pretskyarguesthatcomplexgamesshouldbe multiplayer,surprisinglyhedoesnotincludetheonlinegame Uru.

Ihaveused Uru inmyclassroomforyearsasitcontainsallofthe elementsnecessarytoreinforcetwenty-firstcenturyskills.Wilson(2009) definestwenty-firstcenturyskillsasinvolvingteamwork,problemsolving, communication. Uru allowsyoutoformteamswithacontactor“buddy”list, ithascomplexpuzzlessomeofwhichcanonlybesolvedina3Denvironment withteamwork,andthereishighlyfilteredchatforonlinecommunication. Moul (Mystonline,UruLive)serversalsoallowvoicechatiftheavatarsarein closeproximity.Forteacherswhowishtohavesolutionstotheproblemsin UrutherearenumerouswalkthroughsontheInternetsuchas http://www.fisicx.com/uru/walkthrough.htm.

Therearemanyreasonswhy Uru shouldbeusedinschools. Uru was releasedin2003andrunsonoldercomputers.However,onoldermachines,it maybenecessarytoinstallaninexpensiveATIorNvidiacardtorunthe graphics.However,inmyopinionsuchanupgradeisworthitforthehigh qualitygraphicsin Uru.Thecomputersinthelabareayearoldandhave integratedIntelvideocardsinthem,andrun Uru withnoproblem. Uru hasno adultcontentsuchasnudity,violence,profanity,orsexualbehavior.Anygame mustbealignedwithcurrentschoolstandards.When Uru firstcameout,the demoprogramthatCyanWorldsreleasedhadeightoftheVirginiascience standardsalreadyintheprogramsuchasrocks,volcanoes,platetectonics, andcaves.Itispossibletoaddcontentfromothercurriculabecause Uru is verywelldocumentedontheinternetwithtutorialswrittenbyAndyLegate

at:http://dusty.homeunix.net/wiki/Creating_Agesandat www.guildofwriters.org,andiswellsupportedbythefancommunity.

Uru canbeusedtocreateminigamesaswellasmorecomplexgames. MarianneHellberg,anelementaryschoolteacherinSweden,andIhavebeen collaboratingforthepasttwoyears.Togetherwehavedesignedmany programscalled“ages”in Uru.Using Uru andSkype,wehavedone multiculturallessonsinwhichourstudentsgettomeeteachother. Wehave alsodonevirtualfieldtripsinVirginiaandSwedenwiththeDragon’stooth andKinnekulleages. Dragon’stoothisbasedonanactualmountainin VirginiaandKinnekulleisbasedonaquarryinSweden.Ourstudentscando virtualfossilcollectiontripsandanalyzedata. Schmachtenberg(2008) publishedaformulaforcalculatingthedistancebetweenplatesinthepast usingfossildata.Thosedatawereincorporatedintoanin-gamebookinthe WindRiveragein Uru. Studentscanusethosedatatosolveapuzzlein Uru andreconstructthedistancebetweenGermanyandtheUnitedStatesforthe LateCretaceous.ThereisasimilarpuzzleinthelatestversionofDragon’s toothage. Mycurrentresearchinterestisinseeingif Uru canraisegradesand scoresonstandardizedtests.

FranklinCountyHighSchoolistheschoolatwhichIhavetaughtforthe lasttwenty-fouryears.Theschoolhas2300students,withadiversestudent bodyincludingspecialeducation,collegeboundstudents,andgovernorschool students. Uru iswidelysupportedbytheadministration,centraloffice,and techservices.The Uru softwareIusedislocatedontheUAMserverinCanada, andclientsoftwarefor Uru islocatedintwocomputerlabson50computers atthehighschool. Uru isfamousforitsmazes,andmystudentsandIhave designedseveral.Ateachintersection,thereisaquestionwitheachanswer pointingtoadifferentcorridorinthemaze.Correctanswersquicklytakethe studentthroughthemaze,whereasincorrectanswerstakethestudentsto dead-ends.

TheDepartmentofEducationhasgivenuspermissiontoincludeactual releasetestquestionsinBiology,EarthScience,AlgebraIandII,andHistory andsothequestionsin Uru aretightlyalignedwiththeVirginiastate standards.Atthistimetherearenineteachersandhundredsofstudentswho arewillingtotakepartinastudytoseeif Uru canraisetestscores.Thereare alsostudentswhohelpdesignthemazesandenterquestioninto Uru. The questionsareformattedinto512x512pngfilesusingGimpsoftwareand

Paint,andthenUVmappedontopostersintheintersectionsofthecorridors inthe Uru mazes.(SeeFigure.1) StudentsusethefreeprogramBlender,butI alsohavealicensefor3dsmaxversion7andtheCyanplugintocreate educationalcontentin Uru.

Figure 1. Screencapture in the uru game showing how questions were put on posters at intersection points in a maze. Correct responses to the questions take students to the next question. Incorrect answers lead to a dead end.

SCENARIO 1: COLLEGE BOUND EARTH SCIENCE CLASSES

Duringtheschoolyearof2011to2012,thefiveweakeststudentsinmy collegeboundclassweregivenatestonenergy. Theywerethenputintoan Uru mazewiththesamequestions,andthenretested.Theaveragescores increasedfrom69Ftoan86B. KeithPennington,theDirectorofSecondary EducationforFranklinCountyPublicSchools,encouragedmetoincreasethe sizeofthestudyanduseacontrolgrouptoseehowmuch Uru canincrease testscores.Duringthesummerof2011,Ientered50releasetestquestions

fromthe2004end-of-courseEarthSciencetest.Allofmyfreshmenthentook thetestatthebeginningoftheyearwithnotraditionalinstruction. Halfof eachfreshmenclasswastakentothelabandallowedtouse Uru withthe samequestionsinthemazefor30minutes. Fromtheotherhalfoftheclass, twoofthehighestperformingstudentswereselected,designatedasstudent teachers,andgivenananswerkey.Theyweregiven30minutestoreview withtheotherstudentsinthegroupontheirown. Allfreshmenwerethen giventhereleasetestagainwiththefollowingresults:

The Period 2 Class. Theperiod2classconsistedof23students.As Figure2belowshowsthe Uru groupincreasedtheirscoreonthereleasetest by9percentagepointsasopposedtoanincreaseofonly3forthosethatwere allowedtostudyingroupsleadbyastudentteacherusingtraditionalmeans (triadgroup). Uru clearlyhelpedthisstudentincreasetheirtestscoresona statetestinscience.

Figure 2. Bar graph of test scores for students in my second period test on the 2004 release test in Earth Science.

The Period 3 Class. TherewasadifferentresultforthePeriod3Earth Sciencestudents(Figure3).Thetriadgroupofstudentsthathadjuststudied theanswerkeyimprovedtheiraverageonthepost-testby12percentage pointswhereasthe Uru groupincreasedtheirscoresbyanaverageof6 percentagepointsasshownonthegraphbelow.Thereweretwenty-six studentsareinthethirdperiodEarthScienceclass.

Figure 3. Bar graph showing improvement of scores for the third period class.

The Period 4 Class.

Thefourthperiodclasscontained20students(Figure4).The Uru group showedthegreatestincreaseofalltheclassesbyimprovingtheirscoresbyan averageof14percentagepointsascomparedtothetriadgroupthatonly increasedbyfourpercentagepoints(Seebargraphbelow). Inaddition,oneof thestudentsinthe uru groupincreasedhisscoreby32percentagepoints.All ofthestudentsinthe Uru groupachievedapassingscoreonthisstatetest, whereasonly7inthetriadgrouppassedafterstudying.

Afterthepost-tests,studentsweregivenasurveyabout Uru. Ninety-six percentofthestudentsinthesecondandthirdperiodclasseswouldrather use Uru fortestreviewthansmallgroupwork. Eightypercentofstudentsin thefourth periodsaidthey preferredusing Uru fortest review.

Figure 4. Graph of student scores in the fourth period class.

Someofthestudentscommentedthattheylikedtheonline competitionsinreviewingthequestions.Somefoundthatiftheyhitadead endinamazetheyrealizedtheyhadpickedthewronganswer. Ithinkitalso helpedforreviewthattherewereonlytwotothreechoicesinthemaze, whereasthepapertestshadfouranswers.

SCENARIO 2: SPECIAL EDUCATION BIOLOGY CLASSES

AftertheinitialstudywiththeEarthScienceclasses,DorianAlbanoand StacieThurman,twoBiologyteachersaskediftheirclassesconsistingof predominantlyspecialeducationinclusionstudentscouldparticipateinan attempttoraisetestscores.Theteachershadjustgivenatestinbiochemistry afterteachingthemtheinformation,andthemajorityofthestudentsfailed. Theinitialtestcontained46questions. TheBiologyteachersmadeanewtest onthesamematerialconsistingof25questionsthatwereputintoan Uru maze.Thepost-testalsoconsistedofthose25questions.

ThefirstperiodclassofBiologystudentsshowedthemostincrease betweenthepre-andpost-testsincreasingtheirscoresby10points.There were17studentsintheclass,and12improvedtheirscores,onebyasmuch as31points.Thethirdperiodhas16studentsinit.Theoverallgradeaverage droppedbyonepoint,howeversixstudentsshowedanincreasewithone studentincreasingthescoreby36points.Afterthepost-test,StacieThurman feltthestudentsweremoreinterestedinjustracingthroughthemaze withoutkeepingthecorrectanswersintheirhead.Thefourthclassof studentshad18studentsinit.Theytooshowedadropofonepointinthe classaverageoverall,but7ofthe18studentsshowedanincreaseintheirtest scoreswithonestudentincreasingby22points. Thelastclasswasthemost negativetothesoftware.Onestudentwasfoundnotactivelyparticipatingin Uru.Onestudentfeltthatnewergamesthatheplayedathomeweremuch betterthan Uru,andhedidnotactivelyusethesoftware.

CONCLUSION

Uru isapopulargameamongstudentsatmyschoolandcanbean effectivetooltoraisetestscoresintheclassroom.It,likeotherprograms

availabletoteachers,doesnothelpallstudents.AsWilson(2009)notes,well motivatedstudentsasinmythirdperiodEarthScienceclassdowellwithor withoutgames,whereasstudentswithanegativeattitudearenotlikelytobe helpedbyeducationalgamessuchassomeofthestudentsinthefourthperiod biologyclass.Therealpotentialvalueof Uru isthatitallowsstudentsto collaborateonlinetosolveproblemsorengageincompetitionswithstudents inotherclassrooms,schools,orevenothercountries. JohnVehmeier,the NetworkEngineerforourschoolsystem,hastoldmethatwehavenothad anysecurityorbandwidthissueswithusing Uru sincewehavestartedusing it,andhewelcomesotherschoolstojoinus.

Tenteachersinourschool,includinghistoryandscienceteachers, have expressedaninterestinusing Uru intheirclassessofar.Virginiawillalsobe changingitsstandardsnextyeartobemuchmorerigorous,andIamcurrently developing Uru puzzlestohelpmeettheneedsofthesenewstandards. Iplan toreleaseadditionalreportsasmoreteachersuse Uru.Ifyouhavequestions abouttheresearchthatisbeingdoneatFranklinCountyHighSchoolwith Uru orifyouareateacherandwouldlikeafreetrial Uru account,pleaseemailme at:wschmachtenberg@hotmail.com.Alltheworkthatisbeingdonewith Uru, isconductedwithaFCAL(Fancreatedagelicense)issuedbyCyanWorld,Inc. ThisworkisalsobeingdoneincollaborationwithIdoodlesoftware,Inc., whichhasthelegalrighttodistributeCyan’ssoftwaretoschools.Formore information,aboutusing Uru inyourschool,contactRobertSowahat www.idoodlesoftware.com.

REFERENCES

Prensky,Marc.2005.ComplexityMatters. http://www.marcprensky.com/writing/Prensky-Complexity_Matters.pdf

Renaud,C.andB.Wagoner.2011.TheGamificationofLearning.Principal Leadership.Pp.57-59.

Schmachtenberg.W.F.2008.Resolutionandlimitationsoffaunalsimilarityindices ofbiogeographicdatafortestingpredictedpaleogeographicreconstructionsandestimating intercontinentaldistances:AtestcaseofmodernandCretaceousbivalves. Palaeogeography,Palaeoclimatology,Palaeoecology.265:255-261.

Wilson,L.2009.BestPracticesforusinggamesandsimulationsintheclassroom. GuidelinesforK12Educators.SoftwareandInformationIndustryAssociation.Education Division.

http://www.siia.net/index.php?option=com_docman&task=doc_view&gid=610&tm pl=component&format=raw&Itemid=59

The Continuing Story of Uru in Schools: Further Research on The Use of Virtual Worlds in Education

Duringthe2011to2012schoolyear,Ireceivedpermissionfrom FranklinCountyPublicSchoolsinSouthwestVirginiatoconductresearchon theeffectivenessofusingthevirtualworldsoftwareUrubyCyanWorldsInc. Cyangavemepermissionaswelltoconducttheresearch.Theresultswere presentedattheonlineVWBPE(VirtualWorlds:BestPracticesInEducation) ConferenceinSecondLifeduringthespringof2012andarepresentedinthe accompanyingarticle.Threeotherpaperswerereleasedandcanbe downloadedforfreeat:https://sites.google.com/a/frco.k12.va.us/williamschmachtenberg/resources.

AttheVWBPEconference,educatorsexpressedthatalthoughtheyliked Uruanditspossibleusesintheclassroom;itwasdifficulttoloadon computersandcouldnotberunatallonamac.Theyconvincedmetoportmy contenttotheUnity3Dgameengine.Unity3disamoremoderngameengine thatallowscontenttobeportedtopcs,macs,andevenruninawebbrowser forfree.Istartedtocreatecontentduringthesummerof2012and encouragedmystudentstocreateinUnity3Daswellduringthe2012to2013 schoolyear. Onefreshmanatmyhighschoolcreatedavolcanoworldand thenaforestworld.KristenLearycreatedanoceanographyworldwitha whaleandsubmarine.Theprogramisdesignedtohelpstudentsreview seafloorfeaturessuchasmid-oceanridges,trenches,andriftvalleys. [See Interview with Kristen Leary in this issue of VEJ.]

KristenLeary,asenioratFranklinCountyHighSchool,demonstratesan oceanographyprogramshecreatedinUnity3D. Theinsetshowsascreen captureofherprogram.

Inpreparation,forstate sciencetesting,Icreated aprogramcalledScience IslandinUnity3dand loadeditonmywebsite. TheScienceIslandPre versionisdesignedto measurethestudent’s currentunderstanding oftopicsinEarth Science.Whentheyare finishedwiththe software,pressingthez keypullsupthe student’stotalgradeandalistingofwhichquestionswereanswered correctly.

StudentswerethenencouragedtotakeasecondversionofScience IslandcalledPost.Thisversiongivesfeedbacktothestudentiftheygeta questionwrong,sotheycanmasterthecontent. Italsorequiresthemto collectdataontheislandbeforetheyanswerthequestions.Hence,it incorporatesaninquirycomponentintotheprogram.

Preliminaryresultsfromscienceislandshowpromisewithstudents typicallyincreasingtheirtestscoresby25%andonestudentbyasmuchas 43%.

Ihavealsocreateda virtualrealitygeologyfieldtrip totheAppalachiansanda reconstructionofpartofthe Jamestownsettlementin Virginiafor1607.Ifyouare interestedinmobiledevice apps,youmayalsowantto checkoutthefossilanalyzer softwareonthatwebsitetoo.It runsonIPadsandtheNexus 10. [http://www.evwllc.co/]

Tostart,astudenttakesapictureofafossilandsomesimplemeasurements.

AnotherfreshmanatFranklinCountyHighSchooltakesapictureofa fossilforthefossilanalyzerprogramandthenmeasuredthelengthandwidth oftheshell.Sheusedastylustomeasuretheradiusoftheshellatfive-degree angles.Within5minutes,theappidentifiesthefossiltothegenusandspecies level,givestheareaoftheshell,andgivesthegeologicage.

Thefossilanalyzerappcurrentlyworkswith15speciesofcommonfossilsand thissummer,Iplantoexpandthedatabasetoincludemanymorefossils. The softwarecanbedownloadedtoanIPadandrunoffline.

TheAppalachianfieldtripandJamestownsoftwareandfossilanalyzer app,aswellasinstructionsforitsuse,samplefossilsimages,anddatacanbe downloadedfrom:http://www.evwllc.co/page1.html.

Moredetailsontheuseofthefossilanalyzerprogramwillbepublished thisSummerandintheFallof2013intheNewsletteroftheNewYork PaleontologicalSociety.

Dr. William Schmachtenberg (aka) Dae Miami in second life will be giving a presentation on Virtual Worlds in Education in Franklin County, VA on July 10, 2013 in rl and sl as part of a VSTE/RPDIT(Regional Professional Development for Instructional Technology) conference.

For more information about his work, you can email him at: William.schmachtenberg@frco.k12.va.us

Reflections of a student

As a student, largely I find that directly voicing the opinions of myself and my companion often makes little impact on the education system, either immediately or over time. However, students are an important resource for feedback; and the organization behind the VEJ clearly understands this and truly listens to the voice of students.

Locally, my friends and I have come to an agreement that education and games are not associated at all, let alone closely. This leads to a disconnection between the world we, as children, observe, and the world education attempts to shape around us. However, problem solving has created a connection for many students, as it is similar to itself in almost all situations, and this has become accepted by the education system.

How does this relate to gaming? A common goal in every game is to have a goal. This presents the gamer with a problem to be solved, which means that gaming

is just problem-solving designed to be fun and immersive. The player must cognitively interact with storyline, HUDs, GUIs, and objective completion. This encourages quick learning and adaptation based on environments and interactivity, both of which are extremely limited in a finite classroom, which is observed easily.

For example, in the popular MMORPG, World of Warcraft, the player must interact with other players, their inventory, skills, and abilities. As you can see, the heads-up display is extensive, as is the chat. The player must monitor health, manna, location, and allies’ location, making PvP, PvM, and PvE immersive, and focus is imperative.

But how do we ensure that games applied in the classroom have purpose, and are appropriate?

Many games today are not, focusing on mindless violence and inadequate entertainment. By simple observance of the game, one can understand its purpose and how it can be used as an appropriate and engaging learning activity in the classroom.

Thank you for your consideration of my ideas, the voice of students lies in the hands of the adults we reach here.

CREATING “USER IMAGINED CONTENT” THROUGH VIRTUAL ENVIRONMENTS

Eversincevirtualworldsasweknowthemhaveexisted,theoneswiththe greatestlongevityhavebeenthosethathaveofferedUserGeneratedContent (UGC)–whethertoasmalldegree(craftingitemsfrompre-maderaw materials)ortoamuchlargerextent(creatingcomplexobjectsfromvery basicgeometricshapesinthelikesofOpenSimandSecondLife).

UGCevencametobereferredtoinsomecirclesas'Web2.0',aterm describinghowonlinecontentsuchaswebsitesevolvedovertimetobeing staticwallsofinformationintoexperiencesthatcouldbeinteractedwithand addedto.

Everythinggoesincirclesthough,andwhatwasoldbecomesnewagain eventually. Flaredjeansaresuddenlytheheightoffashionagain,andthe

businesspracticesoftheEighties(themoremoralones,anyway)become relevantagain.

Astechnologyshrinksinphysicalsizeandclunkyinterfacesarestrippedaway tobereplacedbymoreintuitiveNaturalUserInterfacesandAugmented RealitysuchasGoogleGlassandOculusRift,thebarriersbetweenthereal worldanddigitalaredissolving:somuchsothatweareseeingthereturnof Human1.0–thepowerofimaginationor,toputitinamoremodernway, UserImaginedContent(UIC).

TheBuddhistandHindureligionsbelievestronglyinimaginedworldstaking onareal,tangibleexistence. TheirfaithcallsthemTulpas(1). InBuddhism theyaresomethingthatisbenign,whilstHinduismconsidersthemtohavethe potentialtobespirituallydangerous(2),becauseapersoncanbecomeso obsessedwithfantasyworldsthattheylosetouchwiththeirrealworldlife.

AlthoughIhaveextensivelyresearchedandwrittenaboutsuchfictional dimensions,aneducationjournalisnottheplaceformetaphysics. Instead,we willexploreinthisarticlehowUICcanbeutilizedinapurelyscientific, pedagogicalway.

ChildrencreateUICeverydaythroughplay. Theyandtheirfriendstakea basicstoryconceptfromtheirfavoriteentertainmentmedia–whetheritbe fromabook,televisionshow/movieortheinternet-andthentakeonarole fromthatentertainmentandallottheremainingunfilledcharacterrolesof theirpieceofimaginativetheatretoinvisiblecastmembers. Theyareusingtheirmindstopainttheirstage-playdirectlyontothecanvasof therealworld. Itdoesnotmatterthatotherscannotseewhattheyare painting;somehow,likerealactorsonastageorset,agroupofyoungfriends knowwhatishappeningintheirlive-actionrecreationwithouthavingto explainittoeachother,becausetheyknowthebasicrulesoftheoriginal mediathattheirplayisbasedonandcreatesomethingnewwithinthesafety ofthatguidingframework.

WhentheconceptofUICiswovenintoaschoolcurriculumthatfeatures virtualworldsthentheplaygroundcanbecomeanextensionoftheclassroom insteadofabreakfromit. Thisisbecauseavirtualenvironmentcanbeused toplanttheideathatthestudent'smentalimaginingscanbesuperimposed overtheirsurroundings,andthestudentsthentakethatprincipleoutdoors withthematbreak-timeandtestitforthemselves,butundertheirrules insteadoftheteacher's.

SohowcanvirtualenvironmentsbeusedfortheteachingofUICprinciples? Sadly,youtharenot quite asimaginativeastheyusedtobe. Anoverloadof informationhas,inmanycases,dulledtheabilitytousethemindtofillinthe gaps. Wheneverythingisprovidedon-tap,thereislessneedtoworkstuffout foryourself,becauseithasalreadybeendoneforyouwithpre-existing content. Thisisthedouble-edgedswordoftechnologicalprogress. Likethe startingtowninanonlinemassivelymultiplayergame,thestudentmayneed tobegivensubtledirectionthatsuggestshowtheyshouldbegin understandingtherulesofthatenvironment.

Justasapurportedphotographofaghostismorecredibleifthereisatleast somekindoffaintmistorshadowinthepicturefortheobserverofthatphoto toscrutinize,astudentmayneedsomekindofsemi-tangibleprompttobe presentinthevirtualrealmfortheireyestolockonto–likea'Where'sWaldo' find-the-hidden-guyimage-sothattheycanbeginprocessingwhatitmight beandthendrawfurtherconclusionsbasedonthatinitialassessment.

Askingsomeonetofindaboyinastripyhatandsweatermaybegoodtraining fortheeyesbutnotfortheimagination. Thestudentwouldnotneedto visualizeforthemselveswhatWaldolookslike,becauseWaldoalwayslooks likeWaldo:thisistheentirepointofthechallengeoffindinghim!

Ifwewanttoencouragealearnertoimaginenewelementsinascenebutat thesametimegivethemahelpfulstartingpoint,thenwecantakealeafoutof kidsstickerbooks,andrepresenttheinvisibleelementsinaUserGenerated Content-supportingvirtualenvironmentasshapedcut-outs!

Ifyoucreatealearninggamewith–tousetheaboveexample–thecut-outof asquirrel,thenthestudentknowsfromthesilhouettethatitisobviously meanttobeasquirrelbecausetheshapeissodistinctive,buteachindividual studentcanmentallyfillinthesilhouettewiththeirownvisionofwhatthat squirrelshouldlooklike. Thereisnorightorwrongdepictionofit. Ifthe studentcanvisualize some form ofsquirrel,thentheexercisehasbeena success,becausetheyhavebeencompelledtousetheirmindinawaythat doesnotfeelforcedtothem.

Whenastudentisaskedtousetechnologyintheclassroominthesameway thattheyusethattechnologyathome–whetheritbeavirtualworldorsocial networking-thenitcansuddenlybecomeuncool,becausetheteacheris turningsomethingthattheyenjoyintojustanotherworkexercise. And

besides,iftheteacherlikessomethingthattheylikethenitdoesn'tfeelquite sorevolutionary...

Learningisatitsmosteffectivewhenthestudentishavingsomuchfunthat theydonotevenrealizetheyarelearning! Thisistheprimaryreasonthata schoolexists–toimparttheoreticalknowledgethatcan–soonerorlater-be appliedtoreal-worldsituations. Bygivingstudentsthetoolstoharnesstheir imaginationandthensettingthemfree(literally,whenthebreakbellrings), thentheycanteachthemselvesthroughtheirplay.

Duringthatplay,theydrawonbothconsciousrecollectionand,toalesser extent,awealthofinformationlodgeddeepintheirunconsciouslong-term memorythattheirmindhasrecordedandfiledawayduringtheirlifetime.

Likethecreationofdreamsduringsleep,thoseconsciousandunconscious piecesofmemorycombinetogenerateanarrativethatisactedoutduring playwiththoughtsandwithphysicalbodylanguage(someaspectsofwhich areintended,andothersthatareinstinctiveauto-actions,suchasthe'hand flapping'actionthatsomeautisticpeopleexhibitwhenexcited).

Myfirstexperienceoftheconceptofoptimizingthebraintomakethemost efficientuseofalargevolumeofstoredmemorieswasasateenagerwhenI watchedtheGerryAndersonTVpuppetshow'Joe90'(3). Thebasicpremise wasthatahypnoticallypulsinggyroscopemachinecalledBIGRATwasused toinstallthememoriesandbrainpatternofaspecificadultintoanordinary childcalledJoeahesatinsidethegyroscope. Thememorieswerestoredin Joe'sspectacles(andlostfromhismindifheremovedthem),andenabledhim tocarryoutsecretagentmissionsandperformadultactionssuchasflyinga fighterjet.

Alittlelaterinlife,Ilearnedoftheexistenceofself-helptapesandCDsthat couldbeplayedthroughheadphoneswhilstapersonslept,loadingthe informationintotheirunconsciousandsomakingiteasiertorecallthat informationduringtheirwakinglifeiftheywereexposedtomemorycuesthat triggeredthepre-installeddataandpulledthememory(orashardofit)into theirconsciousmind.

Thislearningtechniqueoffersaclueforhowtraditionalbook-learningcanbe combinedwithvirtualityandthestudent'sbreak-timeplay. Insteadof memorizingatextbookbyrote,thestudentcouldbeaskedtoreadachapter butnotmemorizeitasiftheywerestudyingforatest(sincethemindhas alreadyunconsciouslyabsorbedeverythingthattheeyeswerelookingat duringreading).

Oncethestudentgetstoclassthentheycanlogontoavirtualenvironment andbegivenpromptsthroughcut-outshapesinthatenvironmentthatare designedinsuchawaythatthemindcantiethemtotheinformationthatit absorbedduringthebookreadingandbringthatinformationnaturallytothe surfaceoftheconsciousnessinan“Ohyeeahh,Igetit!”moment. Oncethey havegraspedthebasicsofaconceptfromtheirrealizationsduringthe classroomsessionthentheycanthenexploreitfurtherduringbreak-time play.

Whilstonecannot–andshouldnot–compelthestudenttoreflectonthat knowledgeduringtheirbreak,ifitispresentedtotheminawaythatis compellingenoughforittopowerfullyresonatewiththemthentheyarelikely towanttocontinueexploringitduringtheirout-of-classtimewithoutbeing asked. Andaseveryparentknows,itissomucheasiertogetakidtodo somethingiftheythinkthatit'stheirownidea!

Beingabletoengagebetterwithbooksthroughvirtualityandplayisaprocess whosebenefitsflowinbothdirections. Oncethestudentgetsatastefor readingthroughgentleenhancementoftheirliteracyviamethodsthatarefun andeasyforthemtograsp(becauseitreliesonthevisualsensesthatmodern kidsuseeverydayinsteadofdryacademicmemory-tests),theyarethenmore likelytosubsequentlyhavetheinteresttoembarkuponadeeperrelationship withbooks.

Oncetheyengagewithbooksthentheyarelikelytodeveloparelationship withtheauthors/artiststhatcreatedthemandsoseekoutotherworksby thosecreators,andthensearchforsimilarworksbyothercreators. Theycan thentakethatknowledgebacktotheclassroomandapplyittotheirlessons, includingthoseconductedinthevirtualenvironment. Andthentheygooffto breakandexplorethoseideassomemore.

Throughvirtualworlds,thestudentisencouragedtodeveloptheir imaginativefaculties. Iftheexperienceissufficientlywelldesignedthenthey continuethelessonintheplayground. Theygaintheconfidencetoconduct self-directedlearning(andmaybeasenseofsuperioritythattheyare exceeding theirpeers' knowledge) andtheytake theirnew skillsand ideasbackto thevirtual world,where theydevelop thoseideas further. It trulyisa virtuous circle.

SOURCES

1. WikipediaentryonTulpas. http://en.wikipedia.org/wiki/Tulpa

2. TulpasandHinduism. http://members.pioneer.net/~tkerns/waol-phiwebsite/lecsite/lec-tulpas.html

3. 'Joe90'Wikipediaentry. http://en.wikipedia.org/wiki/Joe_90

Facebook: http://www.facebook.com/fleet.goldenberg

Twitter: http://twitter.com/#!/rockinglearning

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http://sambiglyon.org/sites/default/fi les/Eduislands-Ad.jpg

CanwetalkaboutthestoryofMosesforasecondwithoutanyonebeing offendedbecauseofareligiousconnotation? Let’slookatthestoryashistory ifwemust,butplease,ifyoutakeaspiritualmeaningIsayletyourspiritmove you.

IhavethoughtalotaboutMosesrecentlyforsomereasonbecauseI thinkhisrichestoragsstoryspeaksvolumesaboutleadership. Ithinkmany ofusintheVirtualEnvironment/Educationgamehavethedeepconviction thatwecanharnessthepoweroftheseworldstodotheeducation establishmentamountainofgood.

Butsooftenwefindourselvesaloneamongourcolleagues,school districts,andevenprofessionallearninggroups. Wehaveprobablygotten strangelooks,chucklesatbest. Atworst,wemayhaveevenbeenconsidered quitemadorheavenforbid,someonehasheardsomebizarreSecondLife storyandthinkswearesomedeviantorVirtualEleanorRigby.

Manyofushavegivenupevenbringingitupinmixedcompanyforfear of“thelookofMisunderstanding”. Fromtimetotimeweseeaonce passionateVEcolleaguethrowinthetowelofvirtualworldstoreturntothe

brickandrigormortarof traditionalschooling,with the“atleastIgaveitatry” resolve.

Andforthoseofusstill here,westarttowonder, westarttoquestion,we starttoloseourfaithinthe amazingpossibilityof virtualenvironmentsfor highlyengaginglearning experiences. ButI haven’t. Notbyalongshot. Whyyouask?

BecauseIhaveseentheburningbush!Ihavestareddeeplyintoitsflame,and ithasspokentome. Ithasgivenmeresolve. Butmoreimportantlyithas givenmethecouragetomarchon,toleavemylittleEgyptofcertaintyand shelterforthenewpossibilitiesofpowerfullearning.

WherehaveIseenthisburningbush? InthestudentsIhavehadthe amazingfortunetoworkwiththispastyear.

WithhelpfromtheTechnologyandLearningGrantfromtheNewYork StateDepartmentofEducation,Ihavehadtheexperienceofworkingwith schoolsinNewYorkonourIslandsofEnlightenmentprojects. ThisselfhostedOpenSimenvironmentallowsstudentstoexplorehistoricaland sciencesimulationstolearn. Myroleistotraintheteachersandprovidein schoolsupportforstudents. Andhereiswherethemagichappens.

Thelookonthestudent’sfacesistrulyamazing. Throughtheirfearless exploration,theircreativebuilding,theiravatarappearancechanges. Here youseeasidetostudentsthatyouwon’tfindbyhandingthematextbookand aworksheet. Pleasedon’tmisunderstand;thereisaplacefortextbook reading. Thereisaplaceforspelling quizzesandtraditionallearning approaches. Butthereneedstobea placeforvirtualenvironmentsand theirabilitytotransformstudents learning.

Lettingstudentscreatebuildsis REALWORLDcompatible. Watchany homeimprovementshowandyouwill seeinteriordesignerstoconstruction workersusingvirtualsimulationsfortheircustomers. Lettingstudents interactinvirtualenvironmentrole-playcreatesamazingnewavenuesfor digitalstorytellingandjournaling. It’spowerful,itsrevolutionary...andIthink essentialfortoday’slearnerwhoishungryfordigitallearningopportunities.

AndsoIfindmyselfasMosesoncewas–anordinaryman,lookingto leadeducationoutofthedarkagesofeducationalmonochrome. Manywho can’topentheireyestowhimsyornewideas,orworse,thosethatareenvious ofthosethinkingoutsidethebox,won’tfollow. Iknow. ButIhaveclimbed themountain. Ihaveseentheotherside.

Butmostimportantly,Ihaveseentheburningpassionofstudents. I mustbelievethatthepassionmeansgoodthings. Wemustmoveon.

The Story of the VSTE Index of Educational Sims

VSTE Planning Meeting - Photo by Bluebarker Lowtide

SecondLifeisfullofeducationalsimulationsthatimmersetheuserin historyandscience,butfindingandsharingthemcanbedifficult.Thegoalof theVSTEIndexofEducationalSimsistostreamlinethatexperience.Thisisa collaborativeeffortthatbeganwithVSTE(VirginiaSocietyforTechnologyin Education),butcertainlydoesnotendthere.

IloveCyrusHush’sExpeditionCentralinSecondLife(SLURL: http://maps.secondlife.com/secondlife/VSTE%20Island/23/154/765).Cyrus hascuratededucationalsimsforseveralyearsnow,andhasavibrant collectionhighabovetheVSTEsim,arrangedinacylinder,withinwhich peoplecanexploresomeofthebestofSecondLife.Thelandmarkpostersare arrangedroughlybysubjectarea,butit’smostlyaplaceforexploration.

IhavefrequentlyreturnedtoExpeditionCentrallookingforsimsthat I’vevisited,onlytobefrustratedbythetimeittookmetofindthings.Asa librarian,Iappreciatetheserendipityoffindingsimilarthingstogether,butI alsolovebeingabletofindthingsquickly.ExpeditionCentralneededanindex.

Forsometimethistaskseemedtoointimidatingtoevenbegin.AsI begantoexplorethepotentialofGoogleDocs,though,itbecameapparentthat thiscouldbecrowdsourced ”manyhandsmakelightwork.”

Expedition Central in Second Life - Photo by Beth Ghostraven

I’vebecomeheavilyinvolvedwitheducationalgroupsinSecondLife (http://booklady9.edublogs.org/2013/03/15/professional-virtual-worldadventures/).VSTEhastheirownsiminSecondLife,withmeetingsand workshopseveryMondayevening.Recently,brainstormingideasfor workshops,Ihadaflash wecouldcollaborateonaspreadsheetofsims!

Itwaseasytosetupaspreadsheetandmakeiteditablebyanyonewith thelink.Infact,ifyou’dliketoaddtoit,feelfree!Here’sthelink: https://docs.google.com/spreadsheet/ccc?key=0AlH7cYnZLGmedHI4VE1KTz FKUzI5RlpkVkF0MUNyWXc&usp=sharing

IenteredthebasicinformationforthesimsinExpeditionCentral, hopingtoaddmorelater.

OnMonday,April22,wemetintheVSTEAuditoriuminSecondLife. KimHarrisondisplayedthedocumentonasimsowecouldallseeit,andI

brieflyexplainedthatweweregoingtoaddmoreinformationtothis spreadsheetsothatpeoplecanfindeducationalsimsthatmeettheirneeds,in SecondLifeoronothergrids.

Wehad23peopleallworkingonthisspreadsheetatthesametime.It wassocooltowatchthechangestakingplace I’veneverhadthatmuchfun lookingataspreadsheetbefore!

MarieBoozorganizedasecondsessionatVSTEonMonday,May6,titled HuntingEducationalSims.WesplitintoteamsandroamedSecondLife lookingformoresimstoadd,orupdatingexistinginformation.Thistimewe tookanadditionalstep:weaddedpicturesanddescriptionsofthesimstothe SecondLifeVSTEMembersNing (http://vsteonline.ning.com/group/secondlifevstemembers/forum/topics/hu nting-educational-sims-in-second-life).

Thisprocessprovedtobetime-consuming,butthepicturesgivea wonderfulvisualsidetotheinformation,andcanbeaccessedbypeoplewho haven’texperiencedSecondLifeyet.

What’snext?Inorderforthisprojecttobereallyuseful,itneedstobe anonlinedatabase,ratherthanaspreadsheet.Thiswouldenableustoinclude manytypesofinformation(pictures,SLurls,etc)inaneasilysortableformat. Italsoneedstobeupdatedfrequently,tostaycurrentandtoincludenewsims andvirtualworlds.Then,itneedstobepublicizedtothepeoplewhoneedto useit(eveniftheydon’tknowthatyet).

Again,thisseemsreallyoverwhelming,butatleastwe’vebeguntosort outthemanysimsthatareavailabletoeducators.

Ifyouhaveideas,feelfreetocontactmeatbooklady99999@gmail.com.

RL:BethO’Connell

SL:BethGhostraven

Regarding Online Education

Inrecentyears,thegrowthrateforonlinedegreeprogramshassoundly surpassedthatof“brick-and-mortar”institutions. Traditionaluniversities haveunderstandablyregardedthistrendwithacertainamountoftrepidation. Afewtraditionaleducatorshaveevendecriedtheonlineacademic environmentasbeingcoldandimpersonal;evensymptomaticofa“dumbing down”oftheeducationalsystem. Aficionadosmightbeinclinedtodefendthe onlineeducationalenvironmentbypointingouttheconvenienceand flexibilityofonlineclassesforworkingadults,aswellastheneedtomaximize educationalefficienciesinthefaceofongoingbudgetarycutbacks.

Bothsidesofthisdebatemaybemissingthelargerpoint,however. The suggestionthatonlineclasseshavetobequalitativelyinferiortotraditional classesinanywayissimplynottrue. Argumentsagainstthevalueofan onlineeducationmightincludeaccusationsthateducatorsandstudentsnever meetface-to-face,thattheintellectualdynamicsofclassroomdiscussionand debatearemissingandthatsubtlecuesofinterpersonalcommunication cannotbeexpressedinanonlineenvironment. Suchstatementsrelyon assumptions,however,andtheassumptionsmaynotbevalidormaynotbe validanymore. Indeed,giventhespeedatwhichtheWebisevolving,any limitationstoWeb-basedlearningthatmightstillexistcoulddisappear tomorrow.

Formanyeducators,assumptionsormisconceptionsaboutonline coursesprobablystemfrommemoriesofcorrespondencecourseswhereina studentreceivedapackageofreadingsandassignmentsthroughthemail. Oncecompleted,thestudentwouldmailitbacktoaninstructorforagrade. Whileconvenient,thismodelwasnotonlyimpersonalbutmadeitvery difficulttoreceivetimelyfeedbackonanassignment. However,ifagiven onlineclassisdestinedtobemerelyahigh-techvisionofthevenerable correspondencecourse,itisnotgoingtobebecauseofatechnological limitationbutratherbecauseofalimitationofvisiononthepartofeducators.

Onlineeducationis(andalwayshasbeen)goingthroughatransition. In manycasestheexpectationsoftraditionaleducatorsandthegeneralpublic arerootedinmemoriesofearliermodelsofdistanceeducation,orintheir owngeneralanxietiesabouttheonlineenvironment. However,these expectationsmaynotbesharedbytheirstudents,whomayhavedifferent experientialframeworksentirely. ModernMillennialshavehadthe opportunitytogrowupinanenvironmentofvideogames,video-chat,texting, email,socialnetworksandothertechnologies. Educatorsofanother generationmayhaveadoptedthesetechnologies,eitherreluctantlyor joyously,buttheymaynothavehadtheopportunitytolearnaschildrenhow tobeWebnatives. Tomanyofourstudents,however,theideaofonline collaborationseemsneithersterilenorimpersonalbutalreadyanecessary partoftheirlives.

AppleInc.recentlylaunchedanewseriesoftextbooksavailable throughtheiriTunesoutlet. Aswithmanyoftheirotherproducts,theytook aninnovativeapproach. Ratherthanfirstcreatingtheprintedtextandthen makingastaticdigitalcopy,Apple’sinnovationwastostartfromscratchand

toleveragethefullcapabilitiesofe-booktechnologyforeachtitle,delivering dynamicandinteractivemulti-mediaresourcesthatatraditionaltextbook,for allitstactilecharm,couldnotbeexpectedtomatch. Toachieveitsfullest potential,onlineeducationhastodevelopthesamewayandbebuiltfromthe grounduptomaximizethestudentexperiencewithmedia-richcontent, constant“check-ins”frominstructorsandmentors,andlotsofcollaborative, interactivegroupprojectstochallengethestudents’criticalthinkingskills.

Today,youcantakeavirtualtourofgreatmuseumswithGoogleArt Project. Youcandiveoutoftheskyandexploreanypointontheplanetwith GoogleEarth. Youcanhaveaface-to-faceconversationwithanyoneinthe worldusingSkypeandawebcam. Youcanhavelivelygroupmeetingsusing webinars. Youcannetworkwithfriendsandcolleaguesusingsocialnetworkingsites. Youcanenteravirtualworldasanavatarandsimulatea classroomenvironment,completewithanavatar-instructorandotheravatarstudents. Allofthisispossiblerightnow.

Muchlikeapieceofchalk,onlineeducationisjustatoolinthehandsof aneducator. Itcanbeusedeffectivelyorineffectively,appropriatelyor inappropriately. Itcanbeusedatthewrongtimesorforthewrongreasons. However,thechallengeandtheresponsibilityforachievinglearning objectiveslienotinthechalk,butinthehandwieldingit. Agivenonlineclass mightnotbeasgoodasagiventraditionalclass…oritmightbejustasgood… oritmightbefarsuperior. Thekeysforsuccessaredesign,implementation and,aswithallthings,effectivecommunication.

The Recipe of Storytelling: Step 1 of 3

Aswithanypartofanystoryornarrative,youhavethemaineight basicideas:setting,character,conflict,plot,action,climax,resolutionand conclusion.Thetherearesomespecialelementsinstorytellingthatnotmany knowaboutthatwillcertainlyimproveyourstoriesandseparateyoufromthe restoftheformulafictionoutthere.Let’scallthesethesecretingredientsto makingagreatstory.

***The photo was taken @ Alice Academy in Second Life, owned by ArthurConan Doyle.

Today’ssecretingredientis:EmpatheticCharacters.Youhaveyour normalcharactersjustastheheroandthevillain,aswellasyourstereotypes ofantiheroortrickster,butwhathappensmostofthetimesisthatthese characterslackanythingworthremembering.Howdowecreatesuch memorablecharacters?

Let’sexaminecharactersthatarememorableandhaveworldwide recognition.Notjustthedistinguishedlooksorsignaturesayings,thesetwo charactersstoodthetestoftimeandcamefromtwocompletelydifferent worlds.Thiswouldn’tgowithoutsaying,butthemorecomicalnoteishowwe areabletoremembermoreaboutfictionalcharactersthanwecanaboutthe realday-to-daypeopleweencounterallthetime.

OurexamplesareFrodoBagginsandLukeSkywalker–twovery differentcharacters,butbothmorememorablethanourownrelatives.Frodo Bagginsisahobbit,wholivesintheShireandhasthedutytodestroytheRing ofSauronatMountDoom.LukeSkywalkerwasafarmeronTatooinethat becomesaJediwhohelpstheRebellionwintheirwaragainsttheGalactic Alliance.Rightthere,injustonesentenceIwasabletosummarizethe character’sname,theiroriginandtheirroleintheirworld.Surethereisalot tobeexplained,butifyoucreatecharacterswithlessthanintriguingfeatures andbackstories,youmayhavetosendthembacktothedrawingboard.There isalottobesaidaboutwhatacharacterdoesandit’snotjusttobea characterinastory.

Thinkofyourcharacterasalivingandbreathingthing–theworlds theycomefromandthelawsthatareineffectthere.Yourcharacterhasa family. Theyhaveachildhood.Theyhavefriendsandmayhaveajoboutside oftheirquestormission.Theyhavefeelings.Theyhavethingstheywantand thingstheydesire.Likewise,therearecertainthingstheyneedandthereare certainthingsthatmotivatethemtobeattheirverybest.

Sohowdoyoubreakthesealldown?Whatpartsbecomemore importanttofocuson?Well,it’sacase-by-caseansweranditwillchangewith eachcharacterandeachstory.Theimportantthingisyouneedtoknowyour charactersinsideandout.

Composealistofnotonlytheirlikesanddislikes,butalsowhatthey liketowear,whatkindofmusictheylistentowhentheyareboredorperhaps

whattheydowhenit’srainingoutside.Asrandomasitsounds,beingableto answerasmanyquestionsaboutyourcharacterasyoucanwillhelpyoulearn moreandmoreaboutthemsotheycanbecomemoredevelopedandinvolved. And,sureitcangetoverwhelmingtodothisforeachcharacter.But,tostart youcanjuststicktoyourmaincharacters.

Characterscanbedescribedasroundorflat.Aroundcharacterisa characterthatismoreevolvedandchangeswithastory.Yourmain protagonistshouldbearoundcharacter.Goingfromalackofconfidencetoa fullcourageousherobytheendofthestoryisacommonroundcharacter progression.

Aflatcharacterisacharacterthatstaysrelativelythesameinboth behaviorandgoals.Theytendtobethesupportingcharactersbecausetheir hopesanddreamstendtobesomeoneelse’sthoughtheyaddtothedynamics ofyourcast.

Yourcastofcharactersis,ashardasitmightbetograsp,likeawell writtensoapopera.Youhaveyourcharactersthatareratherextreme;some emotionalbasketcasesandotherswhoarevengefulorcanneverhavetoo muchattention.

Charactersaremeanttoembodyandbeexaggerationsofeveryday people.Charactersaremeanttobeconnectedwithyourreadersonsomelevel regardlessofhowsuper-fantasticaltheymaybe.Youraudience,yourreaders, shouldfindsomethinginyourmaincharacterorcharactersthaturgethemto continuetoreadingsotheydesperatelydesirethemtosucceedandthus continuetobeengagedorwrappedintothestorysotheyreadfrombeginning toend.

Aseducators,it’sanever-endingbattlekeepingyourstudentsfocused onwhatyouareteachingwhentherearesomanyinterestingthingsoutthere. Fromcurrenttrends,popularitylevels,thenewestmusicandmore;your studentswouldratherstaygluedtotheirsmartphonesundertheirdesksthan whatisontheboardsorintheirbooks.

Well,let’stakeadifferentapproachtothismatter–awayfromschool andfrombooks.Let’strytolookatthisfromourownlives.Heck,moststories areabouteventsthathappeninacharacter’slife.Butit’sthejourney,the

actions,andadventuresthatleadustothepinnacleofacrisisintheirlifethat createsastory.

Thereissimplyyouandyourenvironment.Everythingelsebecomes fillerandimagery.So,howdowetellthisstorythatwillbecomeengagingand memorable?Howaboutthis?

A person is at a computer –orbetteryet,let’sbetrendier. A person is at a tablet, reading information on the Internet.

That’sacompletesentencebutcomparedtoourhalloffameheroes frombefore,it’shardlyworthremembering,nooffense.Iamsureyouarea fascinatingpersonsolet’stakealookatthat.Whatdoyoudo,thatiswell… interesting?

Hmm,wellyoucouldbeateacher.Somethingalittleless underappreciated…Oryouskydive?That’scool.Well,youmayhavedoneit oncebeforebutyouchickenedoutthelastminutebecauseyourfriendwas lateandyouwouldn’tdoitwithoutthem.Well,youalmostskydived.Butlet’s stretchthetruthabit.Exaggeratingabitisallaboutcharactercreationfora story.

Ournewsentencereads: A person, who is skydiving, is at her tablet reading information on the Internet. Alittlemoreexciting,butwecando better.Let’ssee,whatelsecanwedo?

Nowwouldbeagoodtimetoestablishyourenvironmentoryour setting.Well,it’sprobablythemiddleofthedayandyouareatyouroffice duringyourlunchbreakreadingthroughallthenewposts,emails,andfeeds. Youcan’tskydiveindoors,sooutsideyouareinarelativelysuburban environmentwithlotsoftallbuildingsandsomespotsofnaturewithtrees andbirdsandstuff…How,umm–what’sthewordIamlookingfor?Ohyes, mundaneandmonotonous!!! Readersarelookingtoescapefromthenormal andtheeveryday.

Let’sexaggerateagainandlet’sdecideonagenreforourstorywhile weareatit.Wecanworkwithacityscape. Howaboutpost-apocalyptic?Yes, astoryabouthopeandrebirthisalwaysaninterestingtale.Post-apocalyptic settingsorsurrealutopiansocietygenreshaveagreatappealtothose

wantingtochangeandembracesomethingnew.Tryingtore-buildandcreate somethingoutofamessorpushingthroughchaoshelpsyourreadersfeellike they,too,canovercomeandstartarevolutionintheirownlives.

Ourrevisedsentencereads: A survivor, who is skydiving through the ruins of their destroyed hometown, is at her tablet reading information on the Internet.

Muchmoreinteresting,butsomethingfeelsalittleoff.Wecanfixthat!

Thereisnowanestablishedgenreandthemeandthelastpartofthe sentencedoesn’tfitintoowell.Inaworldravagedbysomesortofdisaster,it isunlikelytheywouldhaveaworkingInternet.Whileweareatit,whatkind ofinformationwouldtheybereading?Wecanbespecificnowwithaset genreinplace.

Post-apocalypticworldshaveafocusonpracticalneedsaswellasa searchforsomethingmore.Whetherwedefinethat“more”asthesearchfora newhome,thesearchforbasicnecessitiesofsurvival,thesearchforhuman companionship,orevenallthreeatonce;howdaring!

Ourcurrentdraftofasentencereads: A survivor, who is skydiving through the ruins of their destroyed hometown, is using their device to locate heat sources of food or other survivors, but more importantly for the lost love that disappeared before the accident happened…

Oh,cliffhanger!Iwanttoknowwhathappensnext!Ialsowantto knowmoreaboutthe“accident!”Wasitzombierelated,aspaceexplosion,a worldwideearthquakeormaybesomethingelse?

Youdecidewhathappensnext?Howdoesitend?Isitahappyending? Dotheyfindtheirlostlove?Aretheremonstersorevilcharactersstandingin theirway?

Beingagoodstorytellerissomethingthatyoucando,too. Simplyby lookingatthingsoneway,andthenbylookingatthingsanotherway,youcan createyourownmemorablecharactersininterestingpredicaments.So,goon –giveitatry!

AN ISTE SIG FOR ASSESSMENT AND ANALYTICS?

Numberstellastory.Numbersshowusachievements,accomplishment andmastery.It’sadigitalstory.Alltheimagesyouseedigitallyaremadeupof 1and0.They’reabinarycodethatshowimages,picturesandtellastory. Thesenumberstellusouraccomplishment,letusknowwhenwesucceedand theyalsochallengeus!

Educatorsandstudentsspendalotofourtimegenerating,reviewing, andsharingdatawithourstudentsandcolleagues.Whatstorydoesthisdata tellus?Moreimportantlyhowcanitbeharnessedtohelpstudentssucceed? Thenewlyformedgroupwouldliketoinviteallwhoareinterestedtosignup forourproposedAssessmentandAnalyticsSIG(SIGAA)at

http://bit.ly/14J8A8U.Thegroupiscurrentlyintheprocessofapplyingto becomeaTopiclevelSIG.

Thepurposeofthisspecialinterestgroupistoinvestigate,applyand disseminateinformationasitrelatestothetopicofassessmentand analytics. Thegroupwillconcentrateonleveragingtheuseoftechnologyfor employingalternativewaystoassessstrategies,instruction,and programs. Accountabilityrequirementstendtofocusontraditional, standardizedmeasures;however,thisgroupwillfocusonmultiple, alternativeformsofassessmentandanalysisthatprovideevidenceof effectivenessaswellasprovidingacomfortwiththeuseofthesemeasuresfor accountabilitypurposes.ThisSIGproposestoidentifymethodsforassessing deeperlearningincludingproblemsolving,communication,andcollaboration aswellasbroaderassessmentofprogramsdesignedtomakechangesin educatorpracticeandstudentachievement.

Thegroup’spremiseisthatassessmentcanandshouldbemorethana singularstandardizedtest.Thegroupwillinvestigatetheuseofmultiple methodsofassessmentaswellastheuseofanalyticsforvalidandreliable analysisofdata. Memberswillinvestigatewaystoincorporateassessment andanalyticsintheirdailypracticetoinformtheirinstruction.Amajor componentofthisgroupwillbetodisseminatetothewiderISTEandglobal audienceviasynchronousandasynchronousmethodsincludingbutnot limitedtowebsites,socialnetworking,videostreamingandregularly scheduledonlineevents.

Potentialareasforstudywillincludebutnotbelimitedto:

 Gamemechanicsincludingleader-boarding,levelingandbadging

 Theuseofanalyticsanddatavisualization

 MeasurementofMastery

 VariedtypesofAssessment

 Assessmenttoolsforbothtraditionalandonlinelearning

 Datapresentationarchitecture

 Measurementvs.CompletionofAssignments/Achievements

 PredictiveandPrescriptiveAnalytics

 BenefitsofReal-TimeFeedbackvs.StandardizedScaleScores

Soifyouareinterestedpleasesignuphere!http://bit.ly/14J8A8U

Our First Learning and Teaching Experience with Second Life

Jugoslava Lulić (SL: Jugalulic)

Teacher of the Serbian language and literature in Tehnical school 9th May in Backa Palanka, Serbia

Katarina Veljković (SL: vkatarina)

Computer sciences and math teacher in Polytehnical school in Kragujevac, Serbia

Most of students in Serbia think that school is boring, and that learning is difficult. They often learn only what they have to, obtaining knowledge by reading from the textbooks and listening to teachers’ lectures, as the only resources. As teachers who work hard on their own professional development,inordertoimproveourteaching,webecomeawareofthe21st century demands and we are ready for the challenges of using various methods and tools forcommunication and collaboration with today’s digital generationofstudents.

The big idea we had was to overcome the gap between School and life beyond school walls. We wanted our students to experience some real life situations such as a job application, and test /develop the necessary life and careerskills.

We started to explore virtual worlds on request of a group of our students, experiencedgamers,whohadalreadyhadopenaccountsinSecondLife.They

presented, to us and to other teachers, Second Life basics on the webinar named School on the Web.

Figure 1. SecondLife-betweenthegameandreallife

Very soon, we found that this virtual world offers various educational opportunities and can be a powerful teaching tool, especially in connecting studentsfromdifferentschoolinthesamelearningadventure.

The first step for us, digital immigrants, was to create avatars, acquire basic Second Life skills, and finally to become Cyber teachers. The second step in ourvirtualteachingadventurewascreatingtheclassroominSecondLifeand importingSloodlemodulesintoit. Afterthatwestartedourcommonproject, with the intention of introducing students with job application in the real companies,anddevelopingtheirnecessarycareerskillsanddigitalliteracy.

The project involved the 4nd grade students from two different vocational schools placed in two geographically distant cities, but with common way of thinking,interests,andtheprofessionforwhichtheyhavebeenstudying. ThepurposeofthevirtualclassroomcreatedinSecondLifewas:

 Simulation of real experiences that are difficult /expensive or impossibletoperformintheclassroom

 Useful networking with the aim of creating mutual educational resourcesthatcould beusedbyotherstudentslateron

 Learninginalessformalway

 Developingdigitalliteracyamongthestudents

 To provide reuse of educational resources (the virtual space can be fitteddifferentlyfordifferentsituations)

 Monitoringstudents’work(Sloodle)

Preparation phase for Workshops in Second Life

It was necessary:

1. toopenpremiumaccountsinSecondLife(SajberUciteljica)

2. toinstallSloodle-moduleforconnectinge-learningplatform Moodle andSecondLife

3. toeditandmoderate locationinSecondLife(studentswhohave had previous experienceinSecondLifehelpedus)

WeputallnecessaryobjectsinourSecondLifelocation(CINDER DALE/87/178/72):

 Registration booth –Aftercreatinganavatar,studentshadtodo an Avatar identification (connecting avatars with Moodle) in

Figure 2. Very first step: Teachers agreements (Education’s location)

ordertomaketheresultsoftheiractivitiesinSecondLife(suchas tasks,tests,surveys,participateindiscussion)visibleforteachers.

Figure 3.Theregistrationprocess

4 Video-Theregistrationprocess

 Presenter – a slideshow tool which you can use to give presentations insidethevirtualworld. Eachslidecanbeeitheravideo,website,oran actual slide image. All slides must be first uploaded via Moodle Website.

Figure

Figure 5. Video-Creatingobjectstopostvideosandinteractiveboards.

 Quiz Chair – we used Quiz Chair for giving multiple choice quizzes to ourstudentsinSecondLife.OurquizchairwasconnectedtoourMoodle website. Whenastudent'savatarsitsonaquizchairinSecondLife,the quiz chair prompts the student to answer a question. If the student answers correctly, the quiz chair raises half a meter, and if the student answersincorrectly,thequizchairdescends.

Figure6.Video-HowtosolvethequizinSL

 PrimDrop - is used for submitting virtual assignments. The PrimDrop islinked to a Moodle assignment on our website, therefore, when an assignment is placed into the PrimDrop, it can be graded using the Moodle gradebook! The Moodle assignment that is linked can also be configuredsothattheteachergetsnotifiedbyemailwhenanassignment has been submitted. When the teacher views the Moodle assignment page,theywillbeabletoviewaSLURLwhichpointstothePrimDropof wheretheassignmentwassubmittedinSecondLife/orOpensim.After teleporting,theteachercanretrieveallsubmittedassignmentsfromthe PrimDropforreview.

4. tobuy somefurniturerequiredforrole-playing(jobinterview)

5. to create teaching materials, instructions and tasks for students, Sloodle objects, surveys and tests (at this stage, students create the Belbin questionnaire). We also created video tutorials and published them on YouTube (YouTube channel for the project: http://www.youtube.com/channel/UCH5e_MPEBb3z1EIfN385Ng?feature=watch and YouTube channel for the teachers: http://www.youtube.com/user/KatarinaVeljkovic76?feature=mhee).

Figure 7. Video – How to use PrimDrop
Figure 8. Creating objects in Second Life

Figure 9. Video – How to create an object in SL

Thenextstepwas realization oftheteachingprocessinSecondLifethroughtwo virtualworkshops.

The workshop "Talk with an employer"

The aim oftheworkshopwassimulationreallifesituationanddevelopingmedia literacyofstudents.

Studentsweredividedintoteamsandsimulatedthereallifesituationthroughroleplaying. Eachteamwasgiventhesameinstructionsandtasks,butallmemberswere freetochooseroleswithintheteam.

10. Screenshot tutorial for making gestures needed for the workshop

The assignment was:  to write the screenplay for the workshop

11. Video - Instructions for preparing for the role playing

Figure
Figure

 to simulate (role playing) different situations in a job interview

 torecordthosesituations, create media products (shortmovie)andupload themonYouTubechannel

 todiscusstheirexperiencesontheMoodle forum

Student’swork:

Video -Workshop"interviewwiththeemployer" (alltutorialsareinSerbian): http://www.youtube.com/channel/UCH5e_MPEBb-3z1EIfN385Ng?feature=watch

Figure 12. Video - Workshop "interview with the employer" - Situation 1 (Version 1)
Figure 13. Video - Workshop "interview with the employer" - Situation 1 (Version 2)
Figure 14. Video - Workshop "interview with the employer" - Situation 2
Figure 15. Video - Workshop "interview with the employer" - Situation 3
Figure 16. Video - Workshop "interview with the employer" - Situation 4

The Workshop "How to survive in a desert"

The aim ofthisworkshopwastoexerciseflexibilityandwillingnesstobehelpfulin makingnecessarycompromisestoaccomplishacommonteamgoal. Studentshadtosolvetheproblemandmakeimportantgroupdecisions. Theworkshopsteps:

 Descriptionofthesituationandthetask–watchingthemovieshownonthe slideshowtool

 Itemsranking–solvingtheproblemwithinthegroup

 Theexpertranking–watchingthesecondmovieshownonthepresenter

 Discussionandtakingimpressionsonthevirtualbulletinboard

Thestudentsdidsurveysandsolvedquizzesduringtheproject,andcreated productsthankstowhichwecouldmonitortheirprogressandevaluatetheresultsof theirwork.

Figure 17. Video - Workshop "interview with the employer" – Ideal situation

Assignment:

Figure18. Beginning of the workshop
Figure 19. Video - Workshop "How to Survive in the Desert"

Thesolution:

Figure 20. Watching the movie
Figure 21. Work on the assignment

22. Video - "Expert rating" Recorded workshop:

Figure

Conclusion

Dealingwithreallifeproblemsthroughworkshopsinvirtualworld,hasbeen truly aunique andamazingexperienceforour studentsandforus. Wehave successfullyimplementedthelessonsthankstocolleaguesfromallaroundthe world who have had the experience with teaching in Second Life and were willing to share it with us. We have also learned a lot thanks to MachinEVO 2013 an online course that taught us some valuable virtualworld techniques andgaveussomegreatideas(shootingeducationalfilmsinSecondLife),but mostly thanks to our students, who have been ready for unusual challenges, curious,willingtocooperateandunexpectedlypatient.

During this Second Life experiment we accomplished to fully engage our students and to awake their potential, to encourage their creativity and personalizelearning,whichisoftenmissingintraditionallyorganizedclasses. In the table below you can see our conclusions based on research and personalexperienceabouttheadvantagesanddisadvantagesofusingSecond Lifeinteachingprocess.

Figure 23. Video–Recordedworkshop"HowtoSurviveintheDesert" Evaluationoftheworkshop
Figure 24. Evaluation of workshop

Benefits Disadvantages

Communication

Communicative capabilities of this platform are constantly improving. Thanks to rich communication tools (audio, chat, gestures and movements) we can communicate with people from around the world and enhance socialandculturalexchange. We can use teleport to visit, together with our students, different places during one class (for example, replicas of real cities, where students can interact with native speakers and learn the language) to attend various lectures, web meetings, theater performancesetc. Through these communication tools and other built-in mechanisms for online interaction (web links, videos and audio files, multimedia events) communication possibilitiesarelimitless

Collaboration

Second Life allows you to connect and work together teachers and students from different schools and different parts of the world.

It’spossibletowork withexpertsin various fields, without technical, financial, geographical,andevenphysicallimitations. The possibility of construction of common 3D objects with each other in real time in one place, giving a great potential for creatingandknowledgebuilding.

Interactivity

UsingSecondLifeachievedbettereffectthan usingothertools,becausewecanusevideos, presentations, images at the same time and in one place (all the participants are "immersed" into virtual world). Teachers can easily make connections between activitiesinvirtualworldandtherealworld, byusinginformationalresources:interactive bulletin board for posting comments,

Time

Usingtheseplatformsrequiresalotoftimeand work. Second Life is not an environment in whichyoucanjuststopbyandtryit-ifwewant to use its resources for learning; we need to invest much more time than for other online tools.

Price

SecondLifeisafree platform, butifwewantto create our own learning materials that will be linked to the LMS Moodle, we must have a premiumaccount($70peryear).

Skills transfer

Theproblemmightbethetransferofskillsfrom virtual to the real world. The teacher has to thinktwiceaboutwhatskillsandknowledgecan developbyusingvirtualworld’sexperience,and whether the same effect can be achieved in teachingintherealworld.Wealsomustkeepin mind that not all students like to create avatars and some of them dislike this kind of communication.

various Web applications such as Excel, OneNotethatstudentscanfilloutdirectlyto asecondLifeetc.

Support for teachers

Second Life users’ communities were ready tohelp, andyoucaneasilyfindasolutionof almost every problem you have. There is a large number of training camps and destinationswhereyoucangetsupportfrom experts, and also a growing number of coursesforteachers.

Learning support

Second Life allows us to use a large number of e-learning tools. Using the built-in mechanism such as Sloodle, it is possible to connectSecondLifetootherformalplatform for learning - such as Moodle, in order to monitorandvalorizedstudents’activities.

Simulation

As a "rough" simulation of real world, (gravity, weather (meteorological) change…), Second Life providing endless opportunitiesforexperimentationinnatural sciences (e.g., simulation of splitting atoms andotherphenomena invisibletothe naked eye).

We can also simulate social processes by putting students in a problem situation or throughroleplaying.

Creativity

Second Life is one of the most popular platformsforcreatingvirtualworlds.Allthat is because everything was created by the users themselves. Mostof items that we can touch in this virtual world were programmed to give written or spoken information. Some items may be downloaded (purchased) for a certain

Recommendation:SecondLifeclassesshouldbe organized informally - to avoid reminding them oflessonsintheclassroom.

Students safety

The teachers who decide to use Second Life in teaching should keep in mind safety of their studentsontheInternet.

They must have a high level of digital literacy, because students will often require them to help,adviseandassistin.

Technical requirements

If you want to use Second Life, you need to possess strong computer with a good graphics card, have fast internet connection and good microphone.

Language

Using Second Life requires at least basic knowledgeofEnglish.

Motivation

Many institutions of higher education use virtualworldsforeducationalpurposes,butthe number of high schools that recognize immersive learning opportunities also increases.

The majority of students support this kind of learning,becauseitremindsthemofgamesand having fun, but the big question is the

amountofvirtualmoneyorforfree. Teachers and students can create and program (through scripting) their own facilities. They also can create media products: e.g. photos, movies, etc., and incorporate them into objects that are createdorplacedonchannelslikeYouTube.

Research

There is a large number of buildings, campgrounds, educational institutions, art galleries, virtual offices and events that we can visit with one click on the teleport button. Many locations offers to us unique experience through observation and researchof extraordinary worksof art, such as, for example, the Sistine Chapel, where there are hundreds of high quality photos thatareimportedasatexturewhencreating objects.SecondLifeprovidesanopportunity to explore different historical epochs through replicas of buildings from the past, the dress code, objectsand so on. There are entireonlinelibraryprovidedwhereyoucan find useful resources for students and teachers.

Exploring locations in Second Life, we can see and well-designed cities, waterfalls, clubs, underwater structure. We just need good lesson plan combined with some skills andthewhole(teaching)worldisours.

Resources

willingness and motivation of teachers (in case they have required knowledge and skills) for this step. But all teachers should keep in mind that the XXI century, requires from them, not only from students, readiness for life-long learning.

Videotutorialsforstudentsandteachers(alltutorialsareinSerbian)

YouTubechannelforteachers: http://www.youtube.com/user/KatarinaVeljkovic76?feature=mhee

YouTubechannelforstudents: http://www.youtube.com/channel/UCH5e_MPEBb-3z1EIfN385Ng?feature=watch http://www.youtube.com/watch?v=A1bbh73fxEg&list=HL1366654802&feature=mh_lolz

CONGRATULATIONS! 2013 Reader’s Choice Award Winners!

OnSundayJune16,2013wewereveryexcitedtoannouncethe2013 VEJReader’sChoiceAwardWinnersandunveilthecoverofthisissueofVEJat theISTESIGVEPre-ConferenceExtravaganzainSecondLife.Asyoucansee fromfewpicturesonthefollowingpagesandattheflickrwebsite http://www.flickr.com/groups/sigve/ –WHATAPARTY!

Ifyoumissedtheredcarpetandtheawardsshowyoucanwatchthe livestreamat http://www.livestream.com/sigve/video?clipId=pla_0647a1e0d87c-4cbf-9c55-00266068ae20

Roxie Neiro Interviews Dai Miami on the red carpet.

Aspecialthankstoallofourreadersandcontributors.Weappreciateall ofyou–yourhelpandsupportwithwritingarticles,yourwillingnesstoshare whatyouaredoingandwhatyouarelearninginvirtualenvironments–whetheritisinJokaydia,Kitely,Minecraft,SpotON3D,3rd Rock,Worldof Warcraft,SecondLife,andmanyotheropensims.

VEJwouldnotbeVEJ–outofthisworld,withoutallofyouhelpingto makeitthatway.Ahugethankstoallofourreaderswhonotonlyare devouringeverymorsel,butalsoaretweeting,posting,talking,andsharing

thearticlesandthejournalwithothers.Pleasekeepupthegreatworkand helpusspreadthejoyoflearningfoundineveryissueofVEJaroundtheworld andacrossthemetaverse!

Thispastyear,VEJhasgoneinternational!Ithasbeenfuntowatchthe statisticseachweektoseewhoisreadingVEJ.So,thankyouforreadingVEJ

Roxie Neiro Interviews Fleet Gold

andevenmore,thankyouforsharingtheimportantworkwearealldoingin virtualenvironments.

WewouldalsoliketothankBluebarkerLowtideandSerenaOffcourse fortransformingISTESIGVEintothisbeautifultheaterforthePre-conference Extravaganzaceremony.AbigthanksalsogoestoSerenaOffcoursefortaking pictures,SpiffWhitfieldforbeingourMasterofCeremoniestoday,andFront RangeforgraciouslyhostingtheLightningProductionsStevieNicksTribute BandConcertat4:00pmslttoday!Thankyouall!

SeveralweeksagoourVEJreadersnominatedtheirfavorites–from favoritesimtofavoriteplacetohang,tofavoriteplacestoshop–and everythingin-between.

Wetookthosenominationsandopenedupthevotingforoneweek.We cantellyouthatoneofthehottestcontestedcategorieswasthe“Favorite EducationalGamingGuild”–but,likealloftheVEJReader’sChoiceCategories,

everyonenominatedisawinner!Whatyoudoisimportant,andeveryoneof ournomineesandwinnersshouldcelebratetheiraccomplishments,their learning,andtheirachievements.

ThisalsomarksthefirstyearforVEJtohonoranindividualthat epitomizesthetraitsofateachingandlearningnottetheredtoaclassroom. AnEdovatorisaninnovativeandcreativeindividualwhoisthequintessential educatortransformingthefieldofeducationandmakingadifferenceinthe livesofthosetouchedbytheirwork.ThisfirstVEJEdovatoroftheYearisKae Novak.

Congratulationsagaintoournomineesandwinners.Maywepresentthe winners![drumroll]

The 2013 VEJ Reader’s Choice Award Winners

FrontRange

Favorite

EducationalSim Reader’sChoice Awards

Jokaydia FavoriteNew VirtualWorld Reader’sChoice Awards

Caledeonia–Steampunk FavoriteTheme Build Reader’sChoice Awards

GamesMOOC

BestVirtual LearningActivity Reader’sChoice Awards

WoodsongZapatero FavoriteMusician Reader’sChoice Awards

InevitableInstructor Playlist

FavoriteMachinima Reader’sChoice Awards

WorldofWarcraft AuctionHouse FavoritePlaceTo Shop

Reader’sChoice Awards

#gamemooc CommunicationHub Reader’sChoice Awards

http://gridjumper.net BestVirtualBlog Reader’sChoice Awards

FrontRange FavoriteMuseumor EducationBuild Reader’sChoice Awards “GameOn:Interview withKavonZenovka” FavoriteVEJArticle Reader’sChoice Awards

WorldofWarcraft

FavoriteOnline3D VirtualGame Reader’sChoice Awards

Shaomai’sHouseof FashionCouture

FavoriteSLFashion Designer Reader’sChoice Awards

KavonZenovka AvatarMentorof theYear Reader’sChoice Awards

GotGame?Let’s Play!

FavoriteVEJIssue Reader’sChoice Awards

WorldofWarcraft

FavoriteVirtual World/Game Reader’sChoice Awards

CaledonKintyre BestArchitectural Design Reader’sChoice Awards

InevitableBetrayal Guild

FavoriteEducational GamingGuild Reader’sChoice Awards

WorldofWarcraft FavoriteVirtual WorldEnvironment Reader’sChoice Awards

InevitableBetrayal Guild

FavoritePlaceto “Hang” Reader’sChoice Awards

GamesMOOC EducationalEvent 2012 Reader’sChoice Awards

KaeNovak EdovatoroftheYear

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