Discussions started by Tia Carr Williams

As this is the closing day of our Serious Games/Virtual Worlds event, I would like to thank everyone who participated and everyone who contributed to making this a truly wonderful experience for me and Therese.

We both feel that we have learnt a good deal we didn't know before and met some wonderful new people through the experience.

Certainly, going to Reuters, London, as the guest of Ron Edwards, was a direct bonus from hosting this event and I have to report that it was a fantastic experience. A room filled with earnestly interested top drawer executives, all seeking the solution to a next generation educational environment or deliverable.

In particular, I want to give a shout to www.Guintilabs.com, www.learningguide.co.uk and www.datmedia.co.uk, all of whom have products that will revolutionise online learning. Guintilabs have a click and drag 3d environment creation capability and I encourage those who are interested in using Virtual World environments for a younger audience to check it out. Members of this forum may also be interested in www.movinglearning.com which is happening in both the UK and Holland during June and I will also be attending that event.

Clearly, from what I heard and learnt fron the Reuters event hosted by Ron was that everyone is seriously interested in new technologies as teaching tools which of course means that it begins in the classroom.

Does anyone have any closing thoughts about how they would want to go forward around this topic?

I would also invite anyone who wants to continue the conversation, to join us at www.amodus.org.uk  where we have a Serious Games group.

Much thanks also to Sylvia for inviting us to host and we hope everyone who joined us has found something beneficial to take away.

Tia

Dan,

I would like to thank you for the most interesting trip to CURA, even though I was about to leave for the airport to transit from US to UK for Ron Edward's event at Reuter's tomorrow on mobile futures, I found the environment very well designed. Although I did have one question, why did I need the feather to fly on the Holodeck?

 

Tia

Neal Stephenson's 1992 novel Snow Crash envisioned a futuristic virtual world called the metaverse in which characters controlled digital representations of themselves (known as avatars) in a shared online environment.Whether they take the form of games, social spaces, or educational environments, virtual worlds are now truly global in scope. The popularity of virtual worlds in Asia is phenomenal. From Thailand and Malaysia to Indonesia and the Philippines, the Asia Pacific region's on-line gaming market generated approximately $1.4 billion in annual revenues last year – a figure that is expected to reach $3.6 billion by the end of the decade. Much of this growth will be propelled by 180 million Chinese Internet users, the majority of whom will play on-line games.
 
China is just part of the story. Korea is an epicenter of innovation. For example, Cyworld, a South Korean Web community site, boasts one-third of the country’s population as its residents. India is already the region's third largest market for online games and participation in virtual worlds is sure to follow there as in other developing economies.
At the State of Play IV: Building the Global Metaverse, to be held August 19-21, 2007 in Singapore, Julian Dibbell (Play Money) will moderates a keynote discussion between Neal Stephenson (Snow Crash) and Cory Doctorow (Down and Out in the Magic Kingdom) about the future of virtual worlds. "Imagine a future where virtual reality and the real world blend together," said Edward Castronova, associate professor of telecommunications at Indiana University in Bloomington. "It is a real possibility, and it just takes an ordinary PC."

Online worlds like Second Life and There.com - not to mention online games like World of Warcraft, Lineage, and EverQuest -- are direct descendants of the metaverse vision.Mychilo S. Cline, in his book, Power, Madness, and Immortality: The Future of Virtual Reality, argues that virtual reality will lead to a number of important changes in human life and activity. He argues that:

Virtual reality will be integrated into daily life and activity and will be used in various human ways.
Techniques will be developed to influence human behavior, interpersonal communication, and cognition.
As we spend more and more time in virtual space, there will be a gradual “migration to virtual space,” resulting in important changes in economics, worldview, and culture. The design of virtual environments may be used to extend basic human rights into virtual space, to promote human freedom and well-being, and to promote social stability as we move from one stage in socio-political development to the next. Virtual worlds are already beginning to change higher education, according to several educators.

For example, more than 70 universities have built island campuses in Second Life, according to Stuart Sim, CTO and chief architect of Moodlerooms, which builds structures in virtual worlds and offers course management software. Sim said his company is currently developing tools to help universities better manage students and courses delivered in Second Life. That way, universities can have an application to control adding or removing a student avatar to the island campus, he said. The project is dubbed Sloodle.com.

Nicktropolis, which has been in development for the last 18 months, will be aimed at 6-14-year-olds; Nickelodeon execs expect the site to be especially popular with 9-12-year-olds, given the number of online games available, CNET writes. Nickelodeon says there will be no advertising on the site at launch - but that ads will be added later.Kids can choose and personalize their avatars, selecting clothes and hairstyle; build and furnish a 3-D room with accessories purchased with Nick points, which they collect by joining Nicktropolis and playing games; and explore the online world and visit with Nick characters such as SpongeBob Squarepants and Jimmy Neutron. Children will be coming to school already adept and adapted to the digital environment.
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How do we see the future for Virtual Worlds? How would you like to see them being integrated into education? What would you vision for the best use of Virtual Worlds?

Firstly, a big thankyou to everyone for their generous contributions to resources and threads for Serious Games week.

This week we will focus on Virtual Worlds, the proliferation that abounds, the themes and capabilities that will shape the future of education and training.

Initially, it would be appreciated if we could know what experience everyone has to date of VW, simulations and kindred environments or 3d creations to get a grasp of the general knowledge level, then we can build around that.

 

 

Tiaka Kobeshimi (aka moi meme) catching some rays in SL.

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Generation N thinks in fundamentally different ways from previous generations, who have not spent thousands of hours engaged in small-group digital competitions. Gaming in the science classroom has the potential to deeply engage students, while providing a natural forum for integrating technology with dynamic visual representations of the natural world. Teachers using an application created for online chat (ActiveWorlds) can design 3D simulations and upload them to the Internet without paying the high price or acquiring intense knowledge of computer programming or 3D wire-frame design. Games designed in this application won’t be as rich as costly commercial games, but the environments can be modified based on the skill level of the competitors (students) involved.Students today use virtual communities to discuss shared interests (communities of interest), to develop social relations (communities of relationships), and to explore new identities (communities of fantasy). ruckman and Riner found that text-based virtual worlds support constructivist learning through meaningful collaboration and interactivity. They proposed that 3D simulations, as well as allowing the visual learner to be immersed in a 3D setting, should have a text-based chat module.

Virtual reality research suggests that participation in a 3D environment also supports the constructivist paradigm of instruction and may bridge the gap between experiential learning and information representation.

(source article)

Preliminary Skills: Basic Literacy -- the ability to read and write Technical Skills -- the ability to operate core technologies and tools desired for specific projects.

Multimodal Literacy -- the ability to process information across multiple systems of representation.

Emerging Skills:

Play -- a process of exploration and experimentation.

Performance-- trying on and playing different identities.

Navigation -- the ability to move across the media landscape in a purposeful manner, choosing the media that best serves a specific purpose or need, or which might best provide the information needed to serve a particular task.

Resourcefulness -- the ability to identify and capitalize on existing resources.

Networking -- the ability to identify a community of others who share common goals and interests.

Negotiation -- the ability to communicate across differences as you move through a multicultural and global media landscape.

Synthesis -- pulling together information from multiple sources, evaluating its reliability and use value, constructing a new picture of the world.

Sampling -- mastering and transforming existing media content for the purposes of self and collective expression.

Collaboration -- sharing information, pooling knowledge, comparing notes, evaluating evidence, and solving large scale problem.

Teamwork -- the ability to identify specific functions for each member of the team based on their expertise and then to interact with the team members in an appropriate fashion.

Judgment -- the ability to make aesthetic and ethical evaluations of media practices and to reflect on your own choices and their consequences.

Discernment -- the ability to assess the accuracy and appropriateness of available information.

These skills each lie at the intersection between the self and others. These are cultural skills and not individual skills. The goal is communication and participation, not simply self-expression, and that requires an understanding of the impact of one's ideas on others. Any ethical framework we develop should emerge from this understanding that media may have been personalized in the early 1990s but it is now collaborative and communal in an era of networked and mobile communications technologies.