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Identities within Virtual Worlds
    and Future Metaverses:
Implications for our Existence in
          Online Spaces
• The implications of the change to
  digital learning
• Will it be accepted by the society?
Future
Is digital learning
 already in used?
‘There are ‘over 700 educational institutions from
    all over the world are in Second Life today’
                 (Linden Lab, 2011)


‘Dozens of highly successful projects are proving
that Second Life can be as effective as traditional
 classrooms and for many students it’s an even
  more effective learning environment’ (Linden
                   Lab, 2011) .
Loyalist college:
  Virtual World Simulation Training Prepares Real
Guards on the US-Canadian Border: Loyalist College
                   in Second Life
  „Before September 11, 2001, Customs and Immigration students at
 Loyalist College spent three weeks tailing professional border guards
 to experience the daily routine of their future job.
   However, In a post-911 environment however, this was no longer
 allowed. Training suffered until the Director of Educational
 Technology at Loyalist College catalyzed a virtual border crossing
 simulation in Second Life for Loyalist students‟. (second life, 2011)

 scores from a
56% success in
 2007, to 95%            Over 650
 at the end of       students and 8
     2008                faculty to
                     explore Second
                      Life for mixed
                        purposes.
„The New Media Consortium (NMC)
is a non-profit consortium of
learning-focused organizations
founded in 1993. it has nearly 300
members, including most of the top
colleges and universities in the
world, museums, research centers,
foundations, and other forward-
thinking organizations. Since 2006
the NMC has used Second Life as
another medium to achieve their
mission - to encourage the use of
emerging technologies in support of
teaching, learning, research, and
creative expression – with
remarkable results‟. (second life,
2009)
The open university:
Providing Geographically Dispersed Students &
 Faculty A Place to Meet and Learn Together:
• ‘Today's challenging

                             Advantages
  environment:
  Economic pressures
  from budget cuts and
  the rising cost of
  education continue to
  mount. While students
  are forced to pay higher
  tuition fees, share
  resources, and even
  drop classes, educators
  are obligated to
  creatively “do more with
  less” by designing
  curricula that
  accommodates
  economic constraints‟
  (Linden Lab, 2011)
• ‘Virtual worlds enable real life learning:




                                              And most
They can also
                                              importantly,
work with
                                              ‘You feel like
students from   It amplifies
                               You can        you’re there. We
various areas   learning via
                               prototype      call it a sense of
which broaden   presentatio
                               real life      “presence”’.
their           ns, chat,
                               productions.   (Linden Lab,
imaginations.   calls.                        2011)
Ken Hudson,
Managing Director,
Virtual World Design
Center, Loyalist College
says
It may not           Ontology
be relevant
for all
subjects




Students might
display
cyberdisinhibition
as i experienced     Addiction
on Unity 3d.         (Vine,2010)
Bennetsen (2006) observed the two dominant modes in which activities take
 place within virtual worlds, in his case Second Life. He refers to these two
    modes as Immersion and Augmentation ( Bennetsen, 2006, p. 102)



         Augmentationist                         Immersionist
References
•   Bennetsen, H. (2006) augmentation vs immersion. Available AT:
    HTTP://SLCREATIVITY.Org/WIKI/INDEX.Php?Title=augmentation_vs_immersion (ACCESSED: 10TH DECEMBER 2011)
•   Greenfield, S. (2011) modern technology is changing the way our brains work, says neuroscientist. Available AT:
    HTTP://WWW.Dailymail.Co.Uk/SCIENCETECH/ARTICLE-565207/MODERN-TECHNOLOGY-CHANGING-WAY-BRAINS-
    WORK-SAYS-NEUROSCIENTIST.Html#ixzz1gfb8ba3y (ACCESSED: 10TH DECEMBER 2011)
•   Linden LAB (2011) SECOND LIFE EDUCATION: THE VIRTUAL LEARNING ADVANTAGE. Available AT: HTTP://LECS-
    STATIC-SECONDLIFE-COM.S3.Amazonaws.Com/WORK/SL-EDU-BROCHURE-010411.Pdf (ACCESSED: 9TH DECEMBER
    2011)
•   Prensky, M (2001) ‘DIGITAL NATIVES, DIGITAL IMMIGRANTS’ ON THE HORIZON 9 (5) [ONLINE] AVAILABLE AT:
    HTTP://WWW.Marcprensky.Com/WRITING/PRENSKY%20-
    %20DIGITAL%20NATIVES,%20DIGITAL%20IMMIGRANTS%20-%20PART1.Pdf (ACCESSED: 9TH DECEMBER 2011)
•   Second LIFE (2009) CASE STUDY: THE NEW MEDIA CONSORTIUM. Available AT:
    HTTP://WIKI.Secondlife.Com/WIKI/CASE_STUDY:_THE_NEW_MEDIA_CONSORTIUM_(NMC) (ACCESSED: 9TH
    DECEMBER 2011)
•    SECOND LIFE (2009) CASE STUDY: THE OPEN UNIVERSITY. Availability AT:
    HTTP://WIKI.Secondlife.Com/WIKI/CASE_STUDY:_THE_OPEN_UNIVERSITY (ACCESSED: 9TH DECEMBER 2011)
•   Second LIFE (2011) CASE STUDY: LOYALIST COLLEGE. Available AT:
    HTTP://WIKI.Secondlife.Com/WIKI/CASE_STUDY:_LOYALIST_COLLEGE (ACCESSED: 9TH DECEMBER 2011)
•   Second LIFE (2011) SECOND LIFE EDUCATION/ RESOURCES. Available AT:
    HTTP://WIKI.Secondlife.Com/WIKI/SECOND_LIFE_EDUCATION/RESOURCES (ACCESSED: 9TH DECEMBER 2011)
•   Vine, J (2010) BBC’S PANORAMA- VIDEOGAMES ADDICTION? Available AT:
    HTTP://WWW.Youtube.Com/WATCH?V=r83287n6kfg (ACCESSED:10TH DECEMBER 2011)

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CE502

  • 1. Identities within Virtual Worlds and Future Metaverses: Implications for our Existence in Online Spaces
  • 2. • The implications of the change to digital learning • Will it be accepted by the society?
  • 4.
  • 5. Is digital learning already in used?
  • 6.
  • 7. ‘There are ‘over 700 educational institutions from all over the world are in Second Life today’ (Linden Lab, 2011) ‘Dozens of highly successful projects are proving that Second Life can be as effective as traditional classrooms and for many students it’s an even more effective learning environment’ (Linden Lab, 2011) .
  • 8. Loyalist college: Virtual World Simulation Training Prepares Real Guards on the US-Canadian Border: Loyalist College in Second Life „Before September 11, 2001, Customs and Immigration students at Loyalist College spent three weeks tailing professional border guards to experience the daily routine of their future job. However, In a post-911 environment however, this was no longer allowed. Training suffered until the Director of Educational Technology at Loyalist College catalyzed a virtual border crossing simulation in Second Life for Loyalist students‟. (second life, 2011) scores from a 56% success in 2007, to 95% Over 650 at the end of students and 8 2008 faculty to explore Second Life for mixed purposes.
  • 9. „The New Media Consortium (NMC) is a non-profit consortium of learning-focused organizations founded in 1993. it has nearly 300 members, including most of the top colleges and universities in the world, museums, research centers, foundations, and other forward- thinking organizations. Since 2006 the NMC has used Second Life as another medium to achieve their mission - to encourage the use of emerging technologies in support of teaching, learning, research, and creative expression – with remarkable results‟. (second life, 2009)
  • 10. The open university: Providing Geographically Dispersed Students & Faculty A Place to Meet and Learn Together:
  • 11. • ‘Today's challenging Advantages environment: Economic pressures from budget cuts and the rising cost of education continue to mount. While students are forced to pay higher tuition fees, share resources, and even drop classes, educators are obligated to creatively “do more with less” by designing curricula that accommodates economic constraints‟ (Linden Lab, 2011)
  • 12. • ‘Virtual worlds enable real life learning: And most They can also importantly, work with ‘You feel like students from It amplifies You can you’re there. We various areas learning via prototype call it a sense of which broaden presentatio real life “presence”’. their ns, chat, productions. (Linden Lab, imaginations. calls. 2011)
  • 13. Ken Hudson, Managing Director, Virtual World Design Center, Loyalist College says
  • 14.
  • 15.
  • 16. It may not Ontology be relevant for all subjects Students might display cyberdisinhibition as i experienced Addiction on Unity 3d. (Vine,2010)
  • 17. Bennetsen (2006) observed the two dominant modes in which activities take place within virtual worlds, in his case Second Life. He refers to these two modes as Immersion and Augmentation ( Bennetsen, 2006, p. 102) Augmentationist Immersionist
  • 18.
  • 19. References • Bennetsen, H. (2006) augmentation vs immersion. Available AT: HTTP://SLCREATIVITY.Org/WIKI/INDEX.Php?Title=augmentation_vs_immersion (ACCESSED: 10TH DECEMBER 2011) • Greenfield, S. (2011) modern technology is changing the way our brains work, says neuroscientist. Available AT: HTTP://WWW.Dailymail.Co.Uk/SCIENCETECH/ARTICLE-565207/MODERN-TECHNOLOGY-CHANGING-WAY-BRAINS- WORK-SAYS-NEUROSCIENTIST.Html#ixzz1gfb8ba3y (ACCESSED: 10TH DECEMBER 2011) • Linden LAB (2011) SECOND LIFE EDUCATION: THE VIRTUAL LEARNING ADVANTAGE. Available AT: HTTP://LECS- STATIC-SECONDLIFE-COM.S3.Amazonaws.Com/WORK/SL-EDU-BROCHURE-010411.Pdf (ACCESSED: 9TH DECEMBER 2011) • Prensky, M (2001) ‘DIGITAL NATIVES, DIGITAL IMMIGRANTS’ ON THE HORIZON 9 (5) [ONLINE] AVAILABLE AT: HTTP://WWW.Marcprensky.Com/WRITING/PRENSKY%20- %20DIGITAL%20NATIVES,%20DIGITAL%20IMMIGRANTS%20-%20PART1.Pdf (ACCESSED: 9TH DECEMBER 2011) • Second LIFE (2009) CASE STUDY: THE NEW MEDIA CONSORTIUM. Available AT: HTTP://WIKI.Secondlife.Com/WIKI/CASE_STUDY:_THE_NEW_MEDIA_CONSORTIUM_(NMC) (ACCESSED: 9TH DECEMBER 2011) • SECOND LIFE (2009) CASE STUDY: THE OPEN UNIVERSITY. Availability AT: HTTP://WIKI.Secondlife.Com/WIKI/CASE_STUDY:_THE_OPEN_UNIVERSITY (ACCESSED: 9TH DECEMBER 2011) • Second LIFE (2011) CASE STUDY: LOYALIST COLLEGE. Available AT: HTTP://WIKI.Secondlife.Com/WIKI/CASE_STUDY:_LOYALIST_COLLEGE (ACCESSED: 9TH DECEMBER 2011) • Second LIFE (2011) SECOND LIFE EDUCATION/ RESOURCES. Available AT: HTTP://WIKI.Secondlife.Com/WIKI/SECOND_LIFE_EDUCATION/RESOURCES (ACCESSED: 9TH DECEMBER 2011) • Vine, J (2010) BBC’S PANORAMA- VIDEOGAMES ADDICTION? Available AT: HTTP://WWW.Youtube.Com/WATCH?V=r83287n6kfg (ACCESSED:10TH DECEMBER 2011)

Notes de l'éditeur

  1. In this presentation, I will talk about:
  2. Marc Prensky finds that our students of this generation have changed.
  3. Relating to my point about whether students are being influenced by the media and technology.Greenfield says that .............
  4. Well, virtual worlds are already being used. Such as There are various educational institute on second life
  5. To prove this point, I will Pickout three successfull example, i will talk about 3 institutes on second life
  6. The students grades had rised and it enrouraged a lot more students to join second life.
  7. By helping more than 150 colleges and universities learn to make broad use of virtual spaces, including institutions like MIT, Harvard, Yale, Princeton, USC, Rice, and many others, the NMC has built the largest educational project in any virtual world. The NMC's not-for-profit project has recovered all its costs through virtual world operations and became completely self-sustaining in early 2007.’
  8. The OU campus in Second Life offers something completely new and invigorating for this varied and widely dispersed student body -
  9. Second Life’s persistent virtual environments enable students to work together synchronously and then return, individually or as a team’ (Linden Lab, 2011)
  10. Thus you can collaborate with the other educational environment. Such as the 700 institutions.
  11. By reducing the need for travel and meeting in a virtual classroom, schools can save millions of carbon pounds from entering our environment.
  12. Distractions on the internet. Philip Zhai argues that ‘virtual reality is equivalent to actual reality and we may end up leaving the real world behind and what this would mean to the human race’.
  13. Immersionist they rarely reveal their real life identities, not disclosing personal information within their profile and using text rather than voice to communicate’. Thus they might not agree. Augmentationist: ‘people’s real world identities tend to be known, and there is no sense of role-play, or adopting the conventions of a separate self-contained space’.