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Bare bones presentation about why educational institutions should be exploring virtual worlds like Second Life. Can be expanded if more time is available
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University of Cincinnati Second Life Learning CommunityUniversity of Cincinnati Second Life Learning Community
Chris Collins Project Manager, UC Second LifeSecond Life Ambassador, Ohio Learning NetworkUCit Instructional & Research [email protected].
Chris Collins Project Manager, UC Second LifeSecond Life Ambassador, Ohio Learning NetworkUCit Instructional & Research [email protected].
KnowledgeWorks Foundation: Map of Future Forces Affecting EducationKnowledgeWorks Foundation: Map of Future Forces Affecting Education
http://www.kwfdn.org/map/index.aspxhttp://www.kwfdn.org/map/index.aspx
KnowledgeWorks Foundation: Map of Future Forces Affecting EducationKnowledgeWorks Foundation: Map of Future Forces Affecting Education
KnowledgeWorks Foundation: Map of Future Forces Affecting EducationKnowledgeWorks Foundation: Map of Future Forces Affecting Education
KnowledgeWorks Foundation: Map of Future Forces Affecting EducationKnowledgeWorks Foundation: Map of Future Forces Affecting Education
KnowledgeWorks Foundation: Map of Future Forces Affecting EducationKnowledgeWorks Foundation: Map of Future Forces Affecting Education
Trends Echoed in ResearchTrends Echoed in ResearchNew Media Consortium & EDUCAUSE,Horizon Report 2007New Media Consortium & EDUCAUSE,Horizon Report 2007
Trends Echoed in ResearchTrends Echoed in ResearchNew Media Consortium & EDUCAUSE,Horizon Report 2007New Media Consortium & EDUCAUSE,Horizon Report 2007
Virtual worlds convey a sense of presencelacking in other media.Virtual worlds convey a sense of presencelacking in other media.
Virtual worlds can be used to createvery effective learning spaces.Virtual worlds can be used to createvery effective learning spaces.
Virtual WorldsVirtual Worlds• 30+ virtual worlds now
exist, many targeted at children and tweens
• Over $1 billion invested in virtual worlds from 10/06 to 10/07
• Gartner predicts 80% of internet users will use virtual worlds by 2011
• 30+ virtual worlds now exist, many targeted at children and tweens
• Over $1 billion invested in virtual worlds from 10/06 to 10/07
• Gartner predicts 80% of internet users will use virtual worlds by 2011
Why Second Life?Why Second Life?
• Leading VW platform
• 75% International
• Critical mass of education institutions (200+)
• Leading VW platform
• 75% International
• Critical mass of education institutions (200+)
Why Second Life?Why Second Life?
• Leading VW platform
• 75% International
• Critical mass of education institutions (200+)
• Leading VW platform
• 75% International
• Critical mass of education institutions (200+)
Emergent BehaviorsEmergent Behaviors
• Buying and selling of virtual goods already a billion dollar industry.
• Business and industry using for meetings, prototyping, collaboration
• Explosion of creativity, content, and uses
• Buying and selling of virtual goods already a billion dollar industry.
• Business and industry using for meetings, prototyping, collaboration
• Explosion of creativity, content, and uses
US $ Exchanged on Lindex(in millions)
Emergent BehaviorsEmergent Behaviors
• Buying and selling of virtual goods already a billion dollar industry.
• Business and industry using for meetings, prototyping, collaboration
• Explosion of creativity, content, and uses
• Buying and selling of virtual goods already a billion dollar industry.
• Business and industry using for meetings, prototyping, collaboration
• Explosion of creativity, content, and uses
Emergent BehaviorsEmergent Behaviors
• Buying and selling of virtual goods already a billion dollar industry.
• Business and industry using for meetings, prototyping, collaboration
• Explosion of creativity, content, and uses
• Buying and selling of virtual goods already a billion dollar industry.
• Business and industry using for meetings, prototyping, collaboration
• Explosion of creativity, content, and uses
UC Second Life Learning Community: Public OfficeUC Second Life Learning Community: Public Office
• Over 2700 unique visitors in a 4 month period
• 164 visitors rang desk bell for assistance
• 68 requested information about distance learning opportunities
• Over 2700 unique visitors in a 4 month period
• 164 visitors rang desk bell for assistance
• 68 requested information about distance learning opportunities
UC Second Life Learning Community: 2007-08UC Second Life Learning Community: 2007-08
• Growth to 48 members
• 9 courses used the UCSLLC island
• 507 faculty, students, and staff participated or visited
• Growth to 48 members
• 9 courses used the UCSLLC island
• 507 faculty, students, and staff participated or visited
Partnerships: Ohio Learning NetworkPartnerships: Ohio Learning Network
• Second Life Ambassador
• Co-Moderate statewide SL listserv
• Second Life Ambassador
• Co-Moderate statewide SL listserv
•Featured workshops at Ohio Digital Commons for Education 2008•Featured workshops at Ohio Digital Commons for Education 2008
Partnerships: Siemens ProjectPartnerships: Siemens Project
• UCit & College of Engineering
• Write software to convert UGS PLM design files to Second Life models
• UCit & College of Engineering
• Write software to convert UGS PLM design files to Second Life models
• Siemens funding two graduate positions and an island• Siemens funding two graduate positions and an island
Partnerships: Local Partnerships DevelopingPartnerships: Local Partnerships Developing
• National Underground Railroad Freedom Center
• Cincinnati History Museum
• Cincinnati Art Museum
• Disabled American Veterans
• National Underground Railroad Freedom Center
• Cincinnati History Museum
• Cincinnati Art Museum
• Disabled American Veterans
Next Steps and QuestionsNext Steps and Questions
• Academic Technology Planning Committee
• Center for the Enhancement of Teaching & Learning
• Funding models• Student Code of Conduct policies?• Evaluate other virtual world platforms?
• Academic Technology Planning Committee
• Center for the Enhancement of Teaching & Learning
• Funding models• Student Code of Conduct policies?• Evaluate other virtual world platforms?
Citations• ECAR Study of Undergraduate Students and IT 2007:
http://www.educause.edu/ir/library/pdf/ers0706/rs/ERS0706w.pdf• Knowledge Works Foundation Map of Future Forces Affecting Education:
http://www.kwfdn.org/map/map.aspx• New Media Consortium & EDUCAUSE, Horizon Report 2007:
http://www.nmc.org/pdf/2007_Horizon_Report.pdf• Pew Teens and Social Media Report:
http://www.pewinternet.org/pdfs/PIP_Teens_Social_Media_Final.pdf• Gartner, 80% of Active Internet Users Will Have A “Second Life” in the Virtual World by the
End of 2011: http://www.gartner.com/it/page.jsp?id=503861• Virtual Worlds Management, $1 Billion Invested in Virtual World Companies Between
October 2006 and October 2007: http://www.virtualworldsmanagement.com/2007/index.html
• CNN Money, Second Life still living its first one: http://money.cnn.com/2007/12/20/technology/kirkpatrick_rosedale.fortune/
• TechCrunch, Virtual Goods: the next big business model: http://www.techcrunch.com/2007/06/20/virtual-goods-the-next-big-business-model/