22 March, 2007
University of Paisley, Paisley
Growing numbers of people now spend large parts of their leisure time inhabiting immersive on-line 3D virtual worlds, known variously as MMOs (Massively Multiplay Online), MMORPGs (MMO Role-Playing Games) and MUVEs (Multi-User Virtual Environments).
A growing number of academics and practitioners are realising that such environments also have strong potential as the Virtual Learning Environments of the future. This workshop aims to showcase the emerging theory and practice of teaching and learning in MUVEs - from studies of how users engage socially in virtual worlds to practice based case-studies of teaching and knowledge transfer and the emergent pedagogies of the 3D internet, and its relation to the web-based learning technologies of the present.
The role of learning within guilds
Carl Potts, University of Salford
The significance of community within MMORPGs. I share the view of Mulligan and Patrovsky that 'players come for the game and stay for the community'. My talk will explain briefly how players are organised with these communities using World of Warcraft as an example. It will focus on the role of learning and dissemination of knowledge within these communities, and potential for the development of transferable skills.
Putting the Real in surreal - How scientific simulations can be used in a virtual world
Mike Reddy, University of Wales, Newport
This presentation is not about how to reproduce the real experience of f2f or campus based learning. Rather, this discussion is about how to use situated simulations as a teaching tool in a wide variety of scientific disciplines: Games development students are using Second Life as an adaptable prototyping tool for 1st/3rd person games; Design students are engaging in product trials and aesthetic design, such as wearble technology; Science students are attempting to recreate scientifically plausible scenarios, such as our Nasa CoLab sponsored Mars terraforming simulation, Project Aria. The aim of this and future work is to enable students to get their virtual hands dirty. Building is the best way to learn.
Programming Playground
Mike Hobbs, Anglia Ruskin University
The explicit aim is to get second year computing students to design and implement interactive artefacts in Second Life to demonstrate simple programming concepts for use by novice programmers. The hidden agenda is to kindle a sense of discovery, ownership and fun in a subject that can seem abstract and remote.
Integrating Second Life into Design for Digital Media
Annabeth Robinson, Leeds College of Art and Design
How second life can help to directly support or simulate art / design progression of skills and profesionalism throughtout a 3 year degree program. Annabeth will also discuss virtual worlds from her perspective as a practicing artist in Second Life.
Developing visions of schome (the education system for the Information Age)
Peter Twining, Open University
Peter will briefly explain what schome is (not school - not home - schome - the education system for the Information Age), before going on to outline why and how we are using Second Life to enhance our thinking about schome. See http://www.schome.ac.uk/ for further info.
Virtual Learning Environments and Virtual Worlds: The Sloodle Project
Jeremy Kemp, San Jose State University
As mainstream educators slowly get to grips with the enhanced potential of using web-based virtual learning environment, others are forging ahead with 3D virtual environment. This presentation will outline where the web-based environments provide support for learning that may be lacking in richer 3D environment - and introduce the Sloodle project which aims to integrate the web-based and the 3D virtual learning environments.
Social Networking in Virtual Worlds
Aleks Krotoski, University of Surrey
Much has been made about the marketing potential of social networks in virtual worlds (the popularity of branded advertising in Second Life attests to that), yet how do participants learn from one another in casual and social contexts in online environments? This presentation explores what it means to be "close" in a dis-proximate space, and how the ethics of analysis must take into consideration the meanings of networks in these conceptual places.
Integrating Games Based Learning into the Classroom
Helen Routledge, TPLD
This session presents a case study on the educational game EDUTEAMS and shares Routledge's experiences of integrating the software into class times of 50-minutes or less with the effect of delivering understandable bit size chunks and visible learning gains among pupils as well as how the games are assessed by teachers along national curriculum guidelines. Both the pupil and teacher perspective will be discussed as well as the essential elements required to make effective use of games in the education system and the benefits of TPLD's approach. The ideal scenario will be explored and real life examples presented from schools around the UK that used this methodology.
Knowledge Transfer and Public Engagement in Virtual Worlds
Dave Taylor, National Physical Laboratory
Dave has been working on the use of Second Life for Scientific Communication and Technology Knowledge Transfer. He will describe Second Life's three emerging Knowledge-based continents: Info Islands, NMC Virtual Worlds and the SciLands where NPL are one of the founder members. He will also examine the extraordinary effectiveness of Second Life for facilitating collaboration between small and large organisations and the general public, and the benefits for technological knowledge transfer between researchers and industry.
You can find information about travel and accomodation at the following link: http://cis.paisley.ac.uk/livi-ci0/paisley-travel.html
More info at: http://www.ics.heacademy.ac.uk/events/displayevent.php?id=142
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