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Project LIVE: Learning in a Virtual Environment

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... offer a training course on getting started in second life ... campus in Second Life ... faculty and staff and students with active Second Life avatars ... – PowerPoint PPT presentation

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Title: Project LIVE: Learning in a Virtual Environment


1
Project LIVE Learning in a Virtual Environment
  • An Exploration of Second Life
  • Monroe Community College

2
Who are We?
  • Jeff Bartkovich Bart Jefferson
  • VP, Educational Technology Services, MCC
  • Terry Keys Crash Thibaud
  • Director of Instructional Technologies, MCC
  • Larry Dugan Marcius Dowding
  • Coordinator of Learning Environments, FLCC

3
Who are you?
  • Faculty
  • Instructional Technologist
  • Administrators
  • Librarians
  • Others

4
Agenda
  • Introductions
  • Project LIVE Overview
  • What has happened
  • What we have learned
  • Where are we going
  • Questions

5
How Experienced Are You in SL?
  • How many of you have Avatars?
  • For how long?
  • More than a week?
  • More than a month?
  • More than 6 months?
  • A Year or more?
  • Has anyone used SL in a class?
  • Does anyone here own land?
  • Does your college own land?
  • Did anyone attend the Second Life Community
    Convention 2007 ? (check out the proceedings!)

6
Project LIVE Overview
7
Our Assumption
  • Project LIVE assumes unabashedly that it is
    important, appropriate and imperative that SUNY
    enter the virtual world and experiment with its
    potential for academic, instructional, research,
    and operational purposes.

8
Project LIVE
  • Providing intercampus multi-disciplinary
    conferences to examine the application of virtual
    environments for instructional delivery,
    professional development, and social networking.

9
General Goals
  • Create a SUNY campus in Second Life as a
    laboratory to explore virtual environments
    technology
  • Demonstrate applications of virtual environments
    in various discipline-specific projects
  • Discuss the pedagogical implications and
    potential of virtual environments for learning

10
General Goals
  • Discuss the training implications and potential
    of virtual environments for professional
    development
  • Discuss the interactive implications and
    potential of virtual environments for social
    networking
  • Discuss the ramifications of virtual environments
    for academic, student and technology support
    services

11
Program Objectives
  • Sharing best practices and specific application
    related to the use of virtual environments
  • Developing and managing avatars
  • Exploring the instructional and operational
    values of Second Life as a virtual environment
    beyond the SUNY campus

12
Possible Projects
  • Conduct and evaluate
  • Integration in an online course
  • Integration in a hybrid course
  • Host an administrative meeting in SL
  • Host a professional meeting with non-SUNY campus
    representatives on the campus

13
Possible Projects (cont.)
  • Conduct and evaluate
  • Conduct a career counseling professional meeting
  • Host an open campus meeting to evaluate Project
    LIVE activities and discuss next steps
  • In the real world, offer webinars to introduce
    the SUNY community to the virtual SUNY campus
  • In the real world, offer a training course on
    getting started in second life
  • Submit conference presentation proposals based on
    project LIVE to SUNY conferences

14
Specific Deliverables Include
  • A SUNY virtual campus in Second Life
  • The SUNY conference on virtual environments
    proceedings document
  • Archived content of presentations at the virtual
    SUNY conference center
  • Up to eighty SUNY faculty and staff and students
    with active Second Life avatars
  • One page abstracts of observations conducted at
    the virtual SUNY campus concerning how learning
    happens in the virtual environment or results of
    test applications

15
Deliverables (cont.)
  • After attendance at either of the two
    conferences, participants will be able to
  • Use their avatar to interact in the virtual
    environment
  • Identify possible instructional, professional
    development or social networking applications for
    the virtual SUNY campus
  • Discuss the pedagogical implication of virtual
    environments
  • Demonstrate and orient faculty and staff on their
    home campus to Second Life
  • Conduct tours in the virtual SUNY campus

16
What has happened so far
17
What Really Happened
  • The May Conference sold out in three days with
    50 participants from 20 SUNY institutions
  • Monroe Community College Island purchased
  • Plots of land were assigned to every
    participants campus to use for the next 6 months
  • Weekly meetings were held throughout the six
    month period
  • New participants joined
  • We shared, learned, persisted and grew

18
Welcome to MCC Island
19
MCC Island
  • Hosts 20 campuses
  • MCC Music Library
  • Buffalo State Virtual Fashion Exhibit
  • Cortland Castle
  • Oneonta Music Theater
  • Moraine Valley CC Martin Luther King Exhibit
  • World University Exchange

20
What we have learned
21
Strengths
  • Collaboration across campuses
  • Perception of "closeness"
  • Student/Teacher enthusiasm
  • New energy in pedagogy
  • Development of new pedagogies
  • Constructivism in 3d environments
  • Marketing

22
Weakness
  • Technology barriers
  • Griefing
  • Learning curve
  • Classroom management challenges
  • Student perception of game vs. learning
    environment

23
Options for Designing an Island
  • Recreate your campus (Vassar College)
  • Recreate a symbol of your campus
  • Donut Model
  • Classroom spaces
  • Minimalist approach

24
Construction/Management
  • Learning curve for construction needed for
    differentiation between courses
  • Acceptable Use Policy (AUP) critical, even if
    mirror to campus AUP
  • Consistency in policy from Linden Labs

25
Where are we going now?
26
Future Directions
  • Escalation project SUNY VRLive
  • Student support systems
  • Instructional design specialists
  • Instructional technology specialist
  • Concierge/Docent services
  • Special Client for SL education?

27
Top 5 Predictions
  • In 5 years
  • All major learning management systems will
    integrate with a virtual world
  • 75 of community colleges will have a virtual
    presence
  • Virtual worlds will be an integral component in
    online learning programs
  • College business transactions (applying,
    registering, buying books, etc.) will be a
    service offered in-world
  • People wont tell you to get a First Life when
    you talk about Second Life it will become just
    another place to go to work or play

28
What about League Live?
  • Create an avatar
  • Join the group Friends of the League
  • Visit us at Monroe CC 2
  • Cooperate on a League Island
  • Sign up today
  • send me an e-mail _at_ tkeys_at_monroecc.edu

29
Questions!
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