JWforblog_005JohnnieFB

ISTE Blog of the Month – Feb 2009

Compiled/written by Johnnie Wendt/John Waugh

SLENZ Update, No 152, November 23, 2009

A TALE OF TWO WOMEN

Can avatar appearance  have  an

effect on  your Real  Life?

University of Texas Study

Exhibit 1 – can avatar appearance change your real life?

This is partially the tale of two women*. But it is also a story of how avatar appearance can affect one’s experience of  Second Life and  cross-over into Real Life.

I personally know a number of women, both in Second Life and in Real Life,  who have had the experience  I want to talk about.  There are many others who talk in places like  “Hey Girlfriend” about their considerable weight losses since entering Second Life. However, for reasons of anonymity I have combined some features of these women’s lives into the two women I’m discussing. They are  both in their 40s,  highly educated and have executive positions with the organisations they work with.

One, however, although her  Australian organisation is involved in  researching  business uses of virtual worlds, uses  Second Life almost exclusively for social networking, spending two to three hours a day on-line, time which she once spent as a couch potato  in front of the cable television. She now has  what she calls “real friends” from around the world in Second Life. She has been, what she would claim is ” fully immersed” in Second Life for about four years. Her experience there has run the gamut from role playing to building  and doing  most of the things she  could  and does in Real Life.  Her avatar is  slim and very attractive, although not of the barbie-doll favoured by many  users of  Second Life, and it wears high fashion clothes ranging from fairly skimpy to more conservative.  Although she obtains most of her clothing free, she has a staggering number of high-fashion, high quality items in her inventory.

The other, although she was  not press-ganged into visiting a virtual world,  chose  to become part of  Second Life as  part of her work three years ago, although skeptical of the benefits. Outside of  the “immersion”  required for her work  she seldom visits Second Life preferring to spend time  in the evenings working, sitting in front of television  with her husband. Her avatar reflects what she considers her real life; overweight and frumpy with few  attractive features.  Her clothing inventory consists  of a few  real life-style, work related but  serviceable items such as slacks and a sweaters, but nothing which could be even remotely be regarded as fashionable let alone fantasy.

Both were considerably overweight  when they started in virtual worlds.  One could say the first women perceived and still perceives her virtual life  as wish-fulfillment and fantasy, the second woman perceives her’s as  career-enhancing “drudgery.”

But the most interesting thing about these two women for me  – and this  is not a scientific study -  is that:

  • In four  years the first woman – the one with the slim, attractive avatar -  has lost about 100 lbs in weight, taken up gym three to four days a week,  started to learn  salsa and tango with her husband,  changed her wardrobe, and through her own efforts gained a number of promotion rungs at her work. Where she was  previously depressed about her future, she is now a livewire and  enthusiastic about her work. She has also long-term cut her calorie intake in half.
  • In the three years  since the  second woman entered Second Life – the one  with the overweight, unattractive avatar -  her life  has changed little. She still sits watching television most nights with her husband – he much prefers it that way – and although still ambitious feels  her career in a US academic institution  is  either  depressingly at a standstill, or at a cross roads.  Since joining  Second  Life  her  weight has ballooned – she wont disclose by how much -  she still gets little exercise and obviously has not cut her  calorie intake.
Exhibit 2 – can avatar appearance change your real life?

Of course, there may be many other reasons why these two women’s Second Life experiences may have led to vastly different Real Life  experiences but I was reminded of them by an article in  a fairly  recent issue of    ScienceDaily under the headline,  “Avatars Can Surreptitiously And Negatively Affect User In Video Games, Virtual Worlds.”

Quoting Jorge Peña, assistant professor in the College of Communication at the  University of Texas, at Austin,  the on-line magazine said that although often seen as an inconsequential feature of digital technologies, one’s self-representation, or avatar, in a virtual environment could affect a user’s thoughts. The study was co-written with Cornell University Professor Jeffrey T. Hancock and University of Texas at Austin graduate student Nicholas A. Merola.  It appeared in the December 2009 issue of Communication Research.

The study ” demonstrated that the subtext of an avatar’s appearance could simultaneously prime negative (or anti-social) thoughts and inhibit positive (or pro-social) thoughts inconsistent with the avatar’s appearance even though study participants remained unaware they had been primed,” the article said.

“In two separate experiments, research participants were randomly assigned a dark- or white-cloaked avatar, or to avatars wearing physician or Ku Klux Klan-like uniforms or a transparent avatar. The participants were assigned tasks including writing a story about a picture, or playing a video game on a virtual team and then coming to consensus on how to deal with infractions, ” Science Daily said.

“Consistently, participants represented by an avatar in a dark cloak or a KKK-like uniform demonstrated negative or anti-social behavior in team situations and in individual writing assignments.”

Previous studies, ScienceDaily said, had demonstrated these uniform types to have negative effects on people’s behaviors in face-to-face interactions. For example, Cornell researchers Mark Frank and Tom Gilovich have shown that dark uniforms influence professional sports teams to play more aggressively on the playing field and in the laboratory. Peña’s research has now demonstrated how these effects operate in desktop-based video games, and sheds light on the automatic cognitive processes that explain this effect.

“When you step into a virtual environment, you can potentially become ‘Mario’ or whatever other character you are portraying,” said Peña, who studies how humans think, behave and feel online. “Oftentimes, the connotations of our own virtual character will subtly remind us of common stereotypes, such as ‘bad guys wear black or dress up in hooded robes.’ This association may surreptitiously steer users to think and behave more antisocially, but also inhibit more pro-social thoughts and responses in a virtual environment.”

“By manipulating the appearance of the avatar, you can augment the probability of people thinking and behaving in predictable ways without raising suspicion,” said Peña. “Thus, you can automatically make a virtual encounter more competitive or cooperative by simply changing the connotations of one’s avatar.”

Reading this I wondered about the two women I referred to above.    Has one, the American, inadvertently reinforced the depressingly, negative  image she has of herself by making her avatar appearance worse than  she actually appears in Real Life? And has the other, the Australian,  done the reverse to achieve striking Real Life benefits?

It’s obviously another question for virtual world scientists.
But on the other hand, in my experience,  it doesn’t have quite the same effect on some males.  I haven’t become the 6ft 7in  All American Don Juan that my avatar suggests I  could be and my wishful thinking suggests I should be. My real life  personna and appearance  has remained. I’m still just a little nerd who is boringly ordinary.

I, however, don’t doubt there are men in Second Life who have lost weight too.

* Some details have been altered to protect their identities.

SLENZ Update, No 151, November 20, 2009

SLENZ PROJECT: Useful lessons

Team debriefed on  unit tour,

presentation techniques …

Learning lesson: part of the Gronstedt ‘Train for Success Group’s tour.

It’s very easy to be wise with hindsight.

That is  not to take anything away from the  outstanding performance of  Otago Polytech tutor and SLENZ Project’s lead educator (Midwifery) Sarah Stewart’s (SL: Petal Stransky) before what she admits now was an unexpectedly large crowd of “experts” for  her early morning (NZ time) presentation and tour of the project’s birthing unit on the SLENZ Project island of Kowhai last week.

Your’s truely, also admits he was a little unprepared as a “helper” being  “invited” to demonstrate his “incompetence” (grin) in the early New Zealand morning after a self-inflicted heavy night of Second Life roleplaying.

Stewart also must be forgiven for her late notice of the Gronstedt ‘Train for Success Group’s tour, because it  had been moved up a week on short notice, following the postponement of another planned presentation. It did not help that  Stewart understandably did not realise the group’s  importance – in an education sense in the world of Second Life – until a few  hours before the meeting, and that she had previously only presented “virtually” to very small groups.

Stewart herself  has commented  usefully on the experience on her blog under the heading,  Learning a few painful lesson about presenting in Second Life

The debriefing at the normal Monday  SLENZ team meeting, however, raised some other important points – albeit many probably not new – which may be useful to others presenting their projects to  tour groups, particularly those composed of  virtual world  aficionados.

The highlights of the debriefing, including additional thoughts I have had since:

  • One must qualify “tour parties” before presentations so that one has an understanding of who they are and what their needs and desires are.
  • At least two people are normally needed for a  successful presentation of this nature  – on voice and monitoring chat, and in an IM link between presenter and helper.  The helper/facilitator should have enough knowledge of the project and the site to be able to answer questions, in text chat if necessary, rather than interrupting the flow of the presenter. It would help if  the helper is given a copy of the briefing paper before the event.
  • The TP area or meetup/holding area where the major voice briefing is being held should be far enough away from the  unit to be toured to prevent contention between  voice  – the tour leader presenting and the helper answering questions -  when the  audience is split into  smaller groups to tour a facility.  If there is a potential for conflict the helper should only answer questions in text chat. If there are two or more parties being shown the facility at the same time, all tour leader briefing should be done in text chat. If there is contention this can cause problems for video/audio recording  and is distracting for the presenter.
  • In facilities  where  the tour has to be conducted in  “tight spaces”  the roof should be able to be lifted off the facility so all the tour members can cam in, especially if they cannot fit inside the space without difficulty.  The  SLENZ birthing unit has this facility  but neither the presenter nor the  helper knew how to activate it.  On tight sites, with   the audience split into a number of tour groups it is also  potentially  worthwhile having the ability to rez a duplicate facility (if the prims are available) so that simultaneous tours out of  voice range of each other can take place.
  • There is a need for an agreed presentation format which both the presenter and the helper/faciliator are able to refer to during the presentation as well as  succinct presentation briefing notecards the audience can pick up  from a notecard-giver on the site and which the presenter alerts them to.
  • If the presentation is to be in voice rather than text the presenter or helper must ask everyone to use headsets or to turn off their talk button because of  feedback echo problems from  both that and from the use of  computer speakers.  The presenter should also use a headset for voice.
  • The presenter and  the helper  involved in the presentation should check voice levels immediately before the event and also make sure they are linked in a private IM window … so they can text to each other privately during the presentation if necessary. (Practice with this  in  presentation mode might be necessary so that the presenter is not distracted by the text). The helper should IM anyone generating echo  and ask them politely to turn off their talk button.
  • The helper must have both sim knowledge and sim land  rights to ensure he  or she can  deal with griefers – this tour attracted one -  and other sim problems which might arise, without disturbing the presenter.

SLENZ Update, No 150, November 17, 2009

The potential: “Daddy, Miss America wont share her toys.”

Obama vision could be crippled

by rich, greedy US institutions

… and commercial interests who want an arm  and two legs.

Birthunitdemo131109_0021. Sharing knowledge – The Gronstedt Group begins tour  of the SLENZ birthing unit.

The more time I spend in Second Life and  other virtual worlds the more I become convinced  that  SLENZ  joint leader Dr Clare Atkins (SL: Arwenna Stardust) is right: Collaboration and sharing is the key to success in  world education in virtual worlds.

But its not just collaboration within the United States, or New Zealand. It’s collaboration around the world.

The rich, big universities of North America and Europe might be able to afford to go  it alone, but for the smaller and the often poorer tertiary institutions of  the United States,  countries like  New Zealand, and Third World countries – if they even have reliable, affordable Broadband services – don’t have the luxury of NOT collaborating and sharing,  both at an institutional level and at an academic level.

The creation of complex builds, huds, animations and all the other paraphernalia of teaching successfully in a virtual  world, as well as aquiring the skills/knowhow to use them  can cost megabucks: to not share them under OpenSource and Creative Commons license with institutions and academics around the world would seem to be me to be both profligate and selfish. It also could regarded by some , particularly when sold at a high price or with an exorbitant  license fee attached, as both  neo-colonialist and  greedy capitalism of the kind that brought about the most recent crash of world markets.

Second Life behind the firewall

The collaboration thoughts, although first ennunciated  for me by  Dr  Atkins, were brought to mind more recently by  five things: the move by the Lindens, admitted an avowedly commercial organisation,  to  promote Second Life behind the firewall, previously Nebraska, to  commercial, Government and educational institutions at US$55,000 a pop, a princely sum for many cash-strapped institutions around the world;  President Obama’s Cairo vision, proclaimed in June;  a visit by the KiwiEd group to the University of Western Australia, Second  Life site; a Train for Success Gronstedt Group  35-avatar tour of the SLENZ Project’s virtual birthing unit on the Second Life island of Kowhai; and  finally, but not least,  the one-hour keynote address on copyright  by  Harvard University  Professor of Law Lawrence Lessig to  EDUCAUSE09 in Denver earlier this month.

Lessig-certificate-of-entitlement-700x524

2. Sharing the knowledge: Lessig’s certificate of entitlement.

Obama told  the world,  “We will match promising Muslim students with internships in America and create a new online network … ” something  which  Second Life arguably has been  doing for sometime with  the collaboration already  occurring between individual academics and many smaller institutions creating an “online network, facilitating collaboration across geographic and cultural boundaries.”

The problem with his vision is that  US commercial – and often Government -  interests  have almost always  worked against  facilitating collaboration and sharing across geographic  and cultural boundaries. Look at Microsoft software. Look at Apple and ITunes licensing. Look at software regionalisation. Look at the record industry. Look at the book industry, where rich English language publishers in the UK and the US split the world into at least two markets.  Look at the way copyright law has moved into  education – and science.

But its not a new phenomenon. Look at banana republics, created out of Boston,  as a rather ironical and destructive facilitation of collaboration across geographic and cultural boundaries.

Triumphs of reason

On the other hand there are triumphs of reason over idiocy. Look at the rise of the ubiquitous PC, compared to the Apple computer, even though using a proprietary Operating System  the rise from the “underground” of  Moodle, compared to say Blackboard; the slow advance of bilateral free trade agreements, even if not the much desired mutilateral  free trade agreements, instead of the trade siege mentality,  which  affected most of the world in the 1930s (and still threatens); the growing popularity of Linux compared to proprietary Operating Systems; and finally the astounding growth of  Wikipedia compared to Encarta or Britannia.

Despite my misgivings I have been heartened over the years by the surprising degree of co-operation and collaboration that has been happening in virtual worlds. That is despite the actions of  those  few Scrooge McDuck-like educational institutions which have purely commercial interests at heart and appear to run closed shop operations, sharing with none.

I was even more cheered recently by a visit to the University of Western Australia when I found that  university, which is in the forefront  of Australian virtual world education, was entering into bi-lateral  virtual “free trade” and/or “free exchange”  agreements with  the likes of Stanford University and others. This mirrors the agreements put in place  by  Scott Diener (SL: Professor Noarlunga) at the University of Auckland with the University of Boise; and Judy Cockeram (SL: Judy-Arx Scribe) and  her work with architects around the world;  and those “handshake”   agreements  or informal sharing arrangements put in place by a myriad of other relatively smaller institutions who have already recognised the benefits of world-wide collaboration.

3.Sharing the knowledge – KiwiEd group tours University of Wester Australia site.

And then there is the SLENZ Project, which 18 months ago adopted as its ruling credo,  complete transparency, with OpenSource under Creative Commons license for all its virtual educational products, developments and knowledge in the hope that others would be able to build on the team’s work. Even though the adoption of this credo was probably due more to the persistence and bloody-mindedness of a then non-Second Life “immersed” and relatively sceptical SLENZ Learning Designer Leigh Blackall than anything else, it has worked and is working.

One has to  agree now that Blackall was right, even though  there is obviously a place for fair payment to commercial (virtual world creators, builders, developers etc) interests, something Linden Labs has recognised  with its protection of its own virtual world product lines (and  unfortunately those created and developed by its residents, even if Creative Commons, full permissions and OpenSource) behind  the walls of Second Life.

Linden Labs is not alone, however, in usurping user/creator rights.  The way  they have covered the issue in their rather draconian and very American Terms of Service is little different from other major US on-line social networking services: if you put it up on their service, they own it.

Virtual World Free Trade/Exchange Pact?

This is despite, or perhaps in spite of “renegades” like the  onetime Arcadia Asylum, making all her magnificent “builds” available to “anyone to use anywhere,  how they like, even blowing it up.”

Like  the tyrants behind the old Iron Curtain the Lindens realise that keeping  control of their residents’ creations inside  their world (and keeping them there), guarantees that they will have to stay there unless they want to pour their creativity, time and work down the drain and start a new virtual life elsewhere.

This leads  me to the thought that President Obama, although paying lip service to “collaboration across geographic and cultural boundaries,” needs to put his Government’s money  where his mouth is and promote a world-wide free trade/exchange agreement for  virtual world education if not for virtual worlds themselves, guaranteeing rights of both personal ownership of  individual products when created or bought in a real world sense,  but also opening up US educational institution virtual knowledge and creativity for the rest of the world to freely add to, and build on.

The President  has the vision  for a better on-line world – which could lead to greater understanding between peoples through education.

If he does nothing except talk. Nothing will happen.

And, I believe, we will find the major educational institutions moving more behind their Ivy Walls – if they are not already there – and American educational institutions (and others in UK, Germany, Brazil etc) adopting  a siege mentality   even though  virtual worlds (all virtual worlds, whether emanating out of the US or China or anywhere else) will only fulfill their true potential of levelling the playing field for all educationally if they are free and open to all.

That is something America can do for the world – all worlds.

SLENZ Update, No 149, November 7, 2009

ATKINS ADVICE TO POLYTECHS/UNIVERSITIES

Collaboration is key to making

virtual education work in NZ

Nurse educators  ‘convinced’ of value -

the question is, how best to use it.

IMG_1151NZ nurse educators at the Wellington SLENZ meeting.

Collaboration between tertiary educational institutions in the implementation  of  virtual world education scenarios is the key to making them economic, effective and successful in a country as small as New Zealand.

This is the view of  of the joint leader of the SLENZ Project, Dr Clare Atkins,  who has worked for 16 months on three education pilot education projects funded by the Tertiary Education Commission of New Zealand to determine the benefits or otherwise of education in virtual worlds and how the benefits, if any, can be harnessed successfully by New Zealand educators.

Dr Atkins expressed her view at a meeting attended by eight leading nurse educators from a number of polytechs  in Wellington last week.

“It makes sense  to collaborate,” Atkins said. “It would be crazy to try to do things separately when you can share  and collaborate.”

She suggested that New Zealand’s Polytechs and/or Universities could band together inexpensively to increase New Zealand’s educational usage of  and presence in Second Life, around the  virtual island “archipelago” already created by the Nelson-Marlborough Insitute of Technology (NMIT), the SLENZ Project, and The University of Auckland. Virtual land for education could be made available economically within this hub area, she said.Jacoby, Jean

Atkins noted  that whereas a Second Life build from scratch, such as that of  the SLENZ Project’s midwifery pilot could cost up to NZ$30,000, collaboration by institutions both in New Zealand and overseas – and the sharing of already created facilities – could reduce on-ground, virtual world costs for individual collaborating  institutions to several hundred dollars a year, if enough were involved.

“There is no point to reinventing the wheel,” she said. “Second Life is  notable for the way educators share and collaborate.”

The one-day meeting,   sponsored by the SLENZ Project followed expressions of  interest from nurse educators who had viewed or attended presentations on the SLENZ Project’s Midwifery and Foundation Learning pilot programmes.  The nurse educators attending represented  among others, UCOL, Manukau Institute of Technology, NMIT and Whitireia Community Polytechnic. The  national co-ordinator of  nursing education in the tertiary sector, Kathryn Holloway, also attended.

Besides Atkins, the meeting also included presenations by other SLENZ Project members,  and a Second Life nursing training presentation by Second Life’s Gladys Wybrow, of  The University of Auckland.

The meeting, less than a week later,  has led to the establishment of a  “collaborative” New Zealand Polytech nurse educator project to explore and develop the potential of Second Life in Nurse Education.

The project,  Nurse Education in Second Life NZ,  based on a ning created by Jean Jacoby (pictured), an instructional designer, at the UCOL School of Nursing Palmerston North, already has  20 members.

Jacoby, who has taken on a co-ordinating role, said in a dispatch after the meeting,  “It seemed to me that none of us needs to be convinced of the value of exploring Second Life; rather we are looking for practical ways to do so.

Two main approaches

“There seemed to be two main approaches identified at the meeting,” she added. “Looking for existing builds that we can adapt or use as they are”  and/or “Identifying a small, practical project to build from scratch, for which we could potentially get funding.”

The nursing group is currently in the early stages of discussing a proposal to set up a verbal health assessment scenario, with the nurse getting the information from the patient.

According to Susie le Page, also of UCOL,  this suggested Second Life application could be applied across a number of nursing areas, including midwifery, mental health and the medical/ surgical community.

Meanwhile commenting on the meeting the SLENZ Project’s lead educator for Otago Polytech’s Midwifery pilot on Kowhai in Second Life, Sarah Stewart (SL: Petal Stransky) offered advice, based on her Second Life experience, to the  nurse educators.

Stewart said nurse educators contemplating using Second Life should:  find a Second Life mentor and learn as much as you can about how Second Life works; network with other nurse and health professionals using SL using online communication tools such as blogs, YouTube, Slideshare and of course, Second Life; develop learning activities in Second Life that require little or no development to keep things as inexpensive and easy as possible; work alongside your educational institution to ensure you have full access to Second Life; collaborate with each other using virtual tools such as wiki, Google Docs, Skype and Second Life.

At the same time as the nurse educator meeting SLENZ Project joint leader Terry Neal (SL: Tere Tinkel) and  Foundation Learning pilot lead educator, MIT’s Merle Lemon (SL: Briarmelle Quintessa) briefed representatives of the Open Polytechnic, UCOL, CPIT and Wairakei Polytech at another venue, delivering  a similar message to that of Atkins.

EVENT -Kiwi educators

Sunday 8 November 7 pm (NZ Time) – meet on Koru shortly before  7pm: This week Kiwi Educators have been invited to tour the University of Western Australia sim. Our guide will be Jayjay Zifanwe, owner of the UWA sim. Highlights of the tour will be the main landing area, Sunken Gardens, Sky Theatre, Square Kilometer Array, Visualisation Research & the 3D Art & Design Challenge. This amazing SL campus is a pefect combination of realism and fantasy and well worth a visit. – Briarmelle Quintessa.

SLENZ Update, No 148, November 4, 2009

SLENZ PROJECT – final F2F

SLENZERs celebrate ‘completion’

of virtual world  work …

now  team awaits official evaluation

IMG_1116The SLENZ Project team … final face-to-face meeting and debriefing.

The SLENZ Project team celebrated its successes last week at a real life face-to-face meeting in Wellington, New Zealand.

The meeting, which  included a warts-and-all debriefing of all team members, was marked by an unanimity of views on project outcomes in a team which  has occasionally been rift by  differences of nuance and interpretation over the  16 months of its scheduled 18-month life span.

The NZ$500,000 Second Life/Real Life project, which was funded by the Tertiary Education Commission of New Zealand, has been designed  to determine  whether and how multi-user virtual environments (MUVEs) can benefit New Zealand education and, and if they are of benefit,  how the benefits can best be harvested.

Despite the fact the  formal evaluation  has not been completed  team members appeared in no doubt that most, if not all, of the  objectives of the three pilot programmes – Midwifery, Foundation (Bridging) Learning and Orientation – had been met.IMG_1127

The lead evaluator, Michael Winter (pictured right), of CORE Education,  who attended the meeting – although not pre-empting his formal evaluation, due before year end  -  seemed upbeat about  the project and said he  had been impressed with communication skills displayed by the team.  .

“I was really impressed with the level of communication and  the way people were working together,” he said. “It was a pretty tight ship in terms  of communication.

He added, however, that the project might have been somewhat hindered by a number of technical issues, including  bandwidth (Ed note: Possibly perculiar to New Zealand); institutional technology and firewall issues. He  added that there had been some resistance to what was perceived as “gaming” by some students;  and that there was a necessity for designing the e-learning experiences properly to  increase engagement. He also cautioned about an underlying concern about the “sleezier side of Second Life” which  the press has focused on.

Summing up her feelings about the project, joint project leader Dr Clare Atkins said, she was “incredibly proud of what we have done.

IMG_1121“I’ve learned some amazing lessons how not to do many things,” she said to laughter.

Despite the barriers to adoption of MUVEs for education in New Zealand,  Atkins said, she now  “absolutely believed”  that “the use of these types of environments and kinds of education are  going to change  the way everyone teaches, how they teach  and the way we think about teaching within 20 years.

“I believe its really important  not only to look for the next project,” she added, ” but also to offer everything (that we have learned) we can to others in education.”

In the debriefing team members  agreed the staged approach to the SLENZ Project had been one of the major keys to the success of the project.

“In fact,” Atkins said, ” I would recommend next time that we should go for even shorter stages – each with its own discrete documentation. For example we could perhaps have broken Midwifery Stage 1 down further into a) the build of the Birth Unit b) the ‘fitting out’ of the birth unit with information.”

Other things that  had worked well had included  the regular team meetings with voice in  Second Life and the face-to-face meetings for getting acquainted and determining agendas for further Project Stages.

Barriers or obstacles to development of the pilot programmes chosen for implementation, included, according to a list compiled from the discussions by  joint project leader, Terry Neal (pictured lower left):

  • Communication: Not having a one-stop shop for all documents from the start of the project. This was implemented when problems arose  after the project  had been launched.
  • Immersion: A lack of pre-project immersion by some tutors, team members. It was felt by some team members that for education to succeed in virtual worlds it is essential that promoters/champions/teachers and tutors be “immersed” in virtual worlds rather than just being “active” before launching into  educating students. This was coupled with a the lack of educator release time for immersion in world.
  • Learning Designer: The need for a Learning Designer or Educator  to be fully  “immersed” so that he/she could specify exactly what was needed based on their own knowledge.
  • Roleplaying Experience:  At launch a lack of MUVE roleplaying experience on the part of tutors, preventing them from having a complete understanding of what could and could not be done in a virtual environment.
  • Clarity: More clarity was needed around the setting of pilot  objectives/initial learning design specifications and the expected/required outcomes.

Things that were seen as an aid to project development included:

  • The use of “immersed” mentors/helpers for new tutors and students.
  • The employment of a professional MUVE builder/scripter rather than attempting to get teachers/tutors up to speed in this area. It was observed that teaching  should be left to teachers/facilitators, and building and facility development to MUVE building/scripting professionals.

Summing up the consensus feeling and her feelings at the debriefing, Neal said, she  thought the team could have done a lot worse, but it could have done a better job too.
Team members were all given a Taonga ( treasure) at the end of the session.

SLENZ Update, No 147, November 2, 2009

Kiwi ’speaks on ‘  Obama world vision panel

Machinima role recognises

Cockeram’s  SL/RL  standing …

The University of Auckland’s Judy Cockeram (SL: Judy-Arx Scribe) (picture, right)  has been recognised  as a leader in  virtual world architecture  by being selected  as one of  four real world architects – from the US, New Zealand and Egypt -  to “star” in a US State Department  machinima discussing  the Obama vision enunciated in Cairo and how it is already being implemented in  Second Life.

President Obama recently promised in his Cairo speech  an online network, facilitating collaboration across geographic and cultural boundaries, something that Draxtor Despres (RL: Bernard Drax), a real life winner of the international ” Every Human Has Rights” media award in France in 2008 and director/producer of the machinima, “Cross Cultural Collaboration In Second Life”,  argues SL has been  doing for some time.Cockeram,Judy1

The quotes by the four architects, along with  excerpts of their Second Life work,  were taken from a recent panel discussion in Second Life on Architectural Design and International Collaboration in a Virtual World (CNN Report).  The event was hosted by the US Department of State on Public Diplomacy Island.  Besides Cockeram, the panelists were:   Amr Attia (SL: Archi Vita) (picture left), architect, Urban Planner and professor of architecture and urban planning at Ain Shams University in Cairo, Egypt; Jon Brouchoud (SL: Keystone Bouchard) (picture, lower right), owner, The ARCH Network and Founder of Studio Wikitecture, based in Madison, Wisconsin; and David Denton (SL: DB Bailey), Architect and Urban Planner located in Marina del Rey, Los Angeles, California.

Cockeram, a senior tutor in architecture, with the School of Architecture and Planning, at the University of Auckland, was speaking  from experience when she told the  Second Life audience drawn from more than  12 countries, that working and learning together in a virtual world “generates empathy” across cultures.Amr Attia

Cockeram first entered Second Life after hearing a presentation by The University of Auckland’s Dr Scott Diener in November last year, which “rang true” for her because  of her experience of having students entering university with good modeling  and drawing skills but little hands-on digital experience, even though members of the so-called “digital native” generation.

The first project Cockeram and her students engaged with  involved support from the US-based  virtual community of practice for nonprofits to explore the opportunities and benefits of Second Life, the  NPC  ( Non- Profit Commons) organisation.

“Right from the start the experience of Second life has been about reaching out and getting away from the introspective, ego-driven architect, “  Cockeram explained. “The work done in that first project looked at virtual office space and proposed things that were understandable but were not four walls and a flat ceiling.

“When you are building a wall together, rubbing shoulders with another’s  avatar it changes your decision-making. We tend to realise our similarities but we can observe differences and it generates an empathy for each other.”

“Working with such things as sculpties,” she added, “gives them a  different way of thinking about the surface of architecture.”

Second Life also led to  a big change to Cockeram’s  teaching methods.

“Previously I had always insisted on working with computers in the rich environment of  the studio,” she said. “With Second Life the much richer environment for students to respond to means that anywhere is a studio. Second life has led to them understand design decision-making from contextual information.

Today Cockeram has  more than 120 plus students from her classes participating in Second Life on The University of Auckland Second Life islands of Putahi and Kaiako.

And, although her Second Life student body is already cross-cultural with 45 percent Asian, 40 percent Pakeha (New Zealand-born Europeans) and Europeans,  and five percent Maori and Polynesian, Cockeram intends to continue extending the exchanges her students have to include more students and clients from Pakistan to America.

“I believe we are seeing an improvement in the quality of a students ability to lead with design rather than react because of what is easy in a computer package,” she said. ” The virtual world has not interfered with their design decision-making in the way some of the more complex design packages do for early learners in the field.

BrouchardJon

“Cutting edge … design”

Problems she has  overcome include  inappropriate student behaviour in-world  – a number “went absolutely nuts, with no idea how their behaviour was impacting on the rest of the class” at an initial  class with a guest lecturer;   identifying that a student’s work is his or hers, and that the student  in Second Life is the authentic student; and the problem of students leaving “unlabeled objects” littering the landscape. The first problem had been solved, she said,  by establishing  a similar ettiquette in-world to that prevailing on a real life campus, the second had been solved through  use of oral testing, and the third, through policing the issue and stressing the need for labeling in all worlds.

The “unlabeled object” problem has also led her to plan the creation of  an “unlabelled object” finder, which she hopes to include in a Toolbox she will be creating over the southern summer vacation.

Cockeram says that she does not think  that virtual worlds such as Second Life  should be seen only as developing early learner skills.

“Part of my summer  will be spent developing a collection of scripts so we can spend time developing some of the cutting edge of architectural design as well, ” she said.

Next year Cockeram plans  to take 10 to 12 fourth year students, 115  first years, and 115  second years  into Second Life.

SLENZ Update, No 146, October 27, 2009

Australasia’s first “complete” virtual school

South Island  schools  to take  trade

training to  the world – virtually

schoolscreengrabs_01A New Zealand Virtual School classroom developed by SmallWorlds.

A group of  South Island, New Zealand, secondary schools, with training partnerships and associations nationally,  is to establish Australasia’s first  virtual,  online school,  New Zealand Virtual School.

To open in 2011 it will  cater for Year 9 to 13 children and adults from across the country and around the world.

The group,  which is already running a “pilot” virtual aviation programme with students from across the country and as far away as Africa,  has been named by the Minister of Education, Ann Tolley, as one of five  successful applicants from a field of 113 to become  New Zealand’s first trade academies. The other successful trade academy applicants were: Northland College; the Wellington Institute of Technology; the Taratahi Agricultural Centre; and a partnership between the Waikato Institute of Technology and Cambridge High School.

The Catlins Area School’s bid in  conjunction with  South Otago High School, Tokomairo High School, Blue Mountain College and Telford Rural Polytechnic,  was the only application accepted from the South Island but it  will provide the only fully virtual, computer-based “trade academy” service throughout the country, using Skype, specifically-developed 3D graphics from New Zealand -based SmallWorlds – a  virtual world that runs inside a web browser; combining media, web content, and casual games, created by  Auckland’s  Outsmart - podcasts, video conferencing, specialised MMORPGs and other online features.

Others associated with the New Zealand Virtual School include 10  Industry Training Organisations (ITOs), among them AgITO, ESITO, ATTTO, JITO, MITO, Creative trades iTO, GlobalMet, InfraTrain NZ, and EXITO, as well as Enterprise Clutha and Air Fiordland.

New Zealand Virtual School  project  manager Allan Asbjorn Jon,  the Deputy Principal, eLearning and International Student Director at the Catlins Area School told the Southland Times “We now have the opportunity, here in Southland and Otago, to be at the forefront of the virtual movement in New Zealand. It could become a very big educational project in Australasia.

“We are trying to put together a platform to assist young people more towards trade training and trade careers with greater ease.”

Funding on per student basis

Noting that the project, which he has spent many months on, was still evolving Jon said that the governance, structure and  final funding  decisions would be made during discussions with the New Zealand Education Ministry  scheduled to take place on November 4. It is presumed funding would be on a per student basis.

Under the NZVS programme students will get three days virtual study and work placements  for up to two days a week so they can also learn “hands-on”. They will also be able to participate in “block camps” likely to be run at RNZAF bases in both the north and south islands. The RNZAF, according to Jon, has been very supportive of the project.

Jon said programmes were being developed across a wide range of subjects including aviation, tourism, travel and museum studies, joinery and glasswork, stonemasonry, painting and decorating, automotive, mining and drilling and civil engineering. Courses will also cover entire NCEA qualifications including  English and maths.

The virtual school (Facebook link here), he said, had the benefit of being able to cater for the needs of an individual – programmes could  be designed specifically for them.

Classes begin 2011

Although a pilot programme has been running with  about  70 students, enrolments for the new school will be opened  towards the end of next year with the first classes to  begin in early 2011.

Announcing the virtual school choice as a trade academy, Mrs Tolley said every student should have an education system which worked for them and met their needs: the New Zealand Virtual School based in the Catlins would help deliver that.

“Trades academies are part of the Government’s Youth Guarantee programme,” she said in a statement. “They’ll provide more career choices for 16- and 17-year-olds and give them greater opportunities to develop their knowledge, skills and talents through trades and technology programmes.”

Six other proposals from around the country are still to be developed with a view to them also becoming trades academies.

nzvs

The NZVS team: Front: Gavin Kidd, Principal, The Catlins Area School, Allan Asbjorn Jon,
Deputy Principal and Project Manager,  NZVS; Wayne Edgar, Principal,  Tokomairiro High
School; Nick Simpson, Principal,  South Otago High School; Back: Dave Evans, Aviation
Industry Training Advisor, ATTTO; and Kevin McSweeney, Principal, Blue Mountain College.

.

,

SLENZ Update, No 145, October 23, 2009

Online-gaming: a mind-altering strategy from Big Red Sheds?

Warehouse CIO  launches  “virtual games”

strategy to improve  Kiwi  life outcomes

There is  now a considerable and growing body of evidence that  on-line gaming   and the use of virtual worlds can  be mind altering, leading  to development of  different life skills, either good or bad, as typified by the Proteus Effect, first described by Dr Nick Yee, in  his PhD dissertation, and based on research into  World of Warcraft player psychologies.

Now the baton has been taken up in New Zealand by the Warehouse CIO Owen McCall (pictured left) who is the promoter of the the Life Game Project, which aims to use immersive games technology to “develop life skills and positive lifestyle choices” for New Zealanders aged five to 19.

McCall OwenCIO WarehouseHe has assembled a small group of companies and individuals based on their specific expertise, who are collaborating in getting and creating  the components needed to get educational life games out to children and youths in ‘under-served’ communities.

The life games will be designed to  teach youngsters how to cope with various issues they may have to face growing up in their community, including  physical abuse, exposure to alcoholism, drugs, gang pressure and/or some other problem where education may make the difference between a youth sinking or swimming in life.

Others involved in initial discussions of the  Life Game Project last month included: Aden Forrest, of Salesforce, John Blackham, of XSOL, David Gandar, of Delta Software and Parikshit Basrur, of First Mobile, Nicole Fougère,  of Litmos and a representative of the University of Auckland.

“Big, hairy, audacious goals”

Divina Paredes, writing in CIO New Zealand,  earlier this month, said the group had “big, hairy, audacious goals”  for completion by December, 2012. They included: Measurably impacting  the lives of 2000 Kiwis, their families and friends through the programme; establishing  50 effective games delivery operations; and developing two immersive games for the local communities and for sale globally.

In the short term, Paredes said, the group planned to have at least one such community  centre with six to 10 PCs set up before Christmas this year, in an under-served community.

McCall, who is also a coach for StepUp, a programme  that assists underprivileged teens, says the group chose to harness games technology on the premise that the more immersive and involving the technology, the better the learning experience and learning outcome would be.

“It really springs from a belief that most people will make good choices in their lives if they have the skills and the capabilities,” McCall told Paredes, as many online games were driven by participants’ decisions and their ability to complete specific quests or tasks. “You can teach them or allow them to learn and experience through the games what good choices and what skills and capabilities they require to be successful.”

McCall says his favourite example of helping society’s victims turn their lives around is the Delancey Street Foundation in the US, which has  helped substance abusers, ex-convicts and homeless persons through peer support and mentoring.

“Pretty amazing results…”

“Anything you can do to support that learning at anytime in someone’s life, you get some pretty amazing results,” he told Paredes

Fougère,  general manager of online learning company Litmos, described the initative as “ambitious” but added that the real issue  could be  internet coverage in the areas to be served,  an issue  for most Kiwis accessing virtual worlds anywhere outside of the main commercial centres.   She told  Paredes, however, that  the group also concluded during the initial meeting that putting the PCs in a community house would be preferable, as it would hopefully encourage social interaction and culture around the activities, and better security.Howard,Ian

It is not known whether the ubiquitous Sony Playstation – popular even in  underprivileged areas -  and its Home virtual world and/or other games consoles  were discussed as possible vehicles for the LPG games.

Ian Howard (pictured right) a consultant, facilitator and coach,  who has been appointed team lead for the LGP Project, said the LGP Group was  keen to provide LGP Supporters with satisfying bite-sized opportunities to participate with the LGP.

“As we move forward with various pilots and then into production, there will also be many opportunities for LGP Supporters to join a LGP Project Delivery Team as an Owner, a PM or ‘What can I do to help’ member,” he said. “These are the essential ‘customer facing’ people at the sharp end who will collaborate with the LGP Support Teams to facilitate, drive and support the delivery of the right LGP Games over the appropriate Infrastructure to specific Under-served Communities.”

SLENZ Update, No 144, October 14, 2009

The Virtual World campus

250+ US universities now  offer

degrees linked to ‘virtuality’

Video game/Virtual World design courses boom …

staftrs… and at the Australian Film, Television and Radio School too. (logo AFTRS)

The fact that more than 250 of the United States colleges and universities in 37 states are offering degree courses this school year, involving video-gaming and virtual world technology, demonstrates just how mainstream computer-based “virtuality” is becoming, at least in the developed Western World, if not quite yet in New Zealand

The figures are up 27 percent over the previous year, according to a recent report by Mara Rose Williams in The Kansas City Star, quoting the Entertainment Software Association, which monitors the US video gaming  industry

According to the  association’s Rich Taylor, video-game design is the fastest-growing industry in the United States. “A generation that has grown up playing video games is entering college. Schools are responding to that.”

At a time when students are graduating into a shrinking job market,  the video gaming industry is flourishing, Taylor told Williams.  Last year, games and game consoles reached US$22 billion in sales, he said, with 68 percent of people of all ages playing video games, with video game consoles in almost 50 percent of US households  and 95 percent of young people playing them. He added that more than 80,000 people today are employed by the video-game industry.

“Schools realizing that video-game design is a viable industry,” he told Williams, a statement which resonated with me when I visited a leading New Zealand University earlier this week, to find it didn’t have wireless on campus, and a session on Second Life on one computer on  the university’s Broadband system had to be booked three months in  advance.

The realisation of the necessity of moving into the virtual age in the US,  if not in New Zealand, was underscored last month with the report in Scientific Computing that   Northern Kentucky University, with a gift of US$6 million, had joined South Dakota State University and St. Paul College in Minnesota – miles from the virtual world hot seats of California and New York -  to create an US$7 million virtual world informatics center complete with a computer assisted virtual environment (CAVE). The facility, scheduled to open in fall 2011, will be named Griffin Hall.

Griffin Hall, designed to be a key real-world virtual-world research unit, will house NKU’s College of Informatics, which consists of three academic departments as well as an outreach unit, the Infrastructure Management Institute.

The US, however, is not the only place where there is considerable movement on the virtual world education front.

In Australia,  the Sydney-based Australia’s Film Radio and Television school has announced it will offer a Graduate Certificate in Video Games and Virtual Worlds next year. The course will concentrate on the development of original concepts for virtual stories, games, social worlds and innovative gameplay.studyataftrs

And with more than  80% of Higher Education institutes in the UK already  users of Virtual Worlds for educational purposes, Glasgow Caledonian University, in Scotland, announced some months ago it was  creating a 3D Web project with a “complete, integrated module” that would teach students everything they needed to know to get a 3D virtual world up and running. The skills will include hosting, managing and creating real estate, and user interactivity. The course will be taught in the realworld but also will be supplemented by elements in Second Life and will also use OpenSim.

The university is already active in Second Life with a number of its schools using the MUVE for such things as visualisation, clinical training, support, and training on a virtual x-ray machine in the Schools of Engineering and Computing, Nursery, Midwifery and Community Health, and Health and Social Care.

“In 10 years it will be as normal to navigate in and between virtual worlds as it is to open a Web site today,”  according to Ferdinand Francino, course designer, on the university Web site. “The new module will ensure our students are at the forefront of technology and are fully equipped with the skills they will need in future.”

Will we in New Zealand be ready for the day when:

Virtuality will permeate all corners of our life …

For instance “retail therapy” …

Well, this is one way  CISCO thinks virtual reality will develop.

SLENZ Update, No 143, October 8, 2009

THE SLENZ WORKSHOPS AT

Teaching and Learning/eFest 2009 -2

MUVEing towards collaboration – the benefits and pitfalls of working as a collaborative teaching in a Multi-user Virtual Environment,” and “In-world, meets the real world – the trials and tribulations of bringing Second Life to an ITP,” presented by Merle Lemon, lead educator in foundation learning, and lecturer at Manukau Institute of Technology and Oriel Kelly, manager of MIT’s Learning Environment Support Technology Centre.

SL foundation learning students

“do better” than f2f learners

Real Life assessment finding
IMG_0836Merle Lemon is her SL alter ego on screen at Teaching and Learning/eFest 2009

Foundation Learning students who used the SLENZ pilot foundation learning programme in Second Life to hone their interview skills  did  better in real life assessment interviews than  those students  who had not been through Second Life, according to SLENZ lead educator and senior Manukau Institute of Technology lecturer Merle Lemon (SL: Briamelle Quintessa).

The  result came from  all foundation learning classes in interview techniques – both from those students who  used Second Life and those in face-to-face classes – being assessed in real life interviews by an assessor who did not know who had attended which classes.

Although Lemon is the first to admit the test was “not scientific” and that the results “might have  been confounded by individual class teacher ability” the results point to the benefits of  a properly- designed  virtual world  learning programme used by itself or as a valuable  adjunct to face-to-face learning.

The result, even if anecdotal in nature, was across the board with students four  the  four SL classes  doing better in the real life interview assessment  than those from six face-to-face-only classes.

Lemon reported the result as an aside to virtual world teaching workshops she conducted  at last week’s annual, national Teaching and Learning/eFest 2009  tertiary education conference  at UCOL in Palmerston North, New Zealand.

IMG_0838Introducing “MUVEing towards collaboration – the benefits and pitfalls of working as a collaborative teaching team in a Multiuser Virtual Environment”,  Lemon  paid tribute to the SLENZ team and  to the support she received from her foundation learning pilot members and fellow educators -  MIT’s Tania Hogan (SL: Tania Hogan) and  Maryanne Wright (SL:Nugget Mixemup); NorthTec’s  Martin Bryers (SL: Motini Manimbo), Vicki Pemberton (SL: Sky Zeitman) and  Clinton Ashill (SL: Clat Adder), as well as Oriel Kelly (pictured right),  manager of MIT’s Learning Environment Support Technology Centre and MIT’s IT support staff  “although they were somewhat reluctant at first.”
“We tried  to get the  educators into Second Life as quickly as possible after the project started,” Lemon said. ” We tried to keep everyone on the same page all the time and largely succeeded.

“But  we had to keep the lecturers motivated. They had to realise they were not going to be alone when they were going into SL.  For this we used mentors and we linked up for meetings together in SL and with other educators in SL. Volunteers from ISTE ( International Society for Technology in Education) and the University of Arizona helped out a lot in SL.”

Highest praise for ISTE, Jo Kay

On an international collaborative basis she paid tribute for outstanding help – I publish her list in the belief it may be a help to other educators -  to  Second Life’s MNC  (New Media Consortium), CCSL (Community Colleges of Second Life), Google Teacher Academy,Second Life Mentors, Second Life Education, and Second Ability Mentors (for the disabled).

She also found the  VWBPE (Virtual World Best Practices in Education  conference) run virtually in  February  this year as being invaluable both from a  learning and networking point of view and received help from  the Education Coffee House, Virtual Pioneers and Media Learning – Danish Visions, the Kiwi Educators group, and COM Educators in Second Life.

She reserved some of her highest praise for   The International Society for Technology in Education (ISTE) which she described as “the trusted source for professional development, knowledge generation, advocacy, and leadership for innovation” in in-world education and Australian Second Life educator and researcher Jo Kay, of Jokaydia, the Jokaydia annual Unconference , Jokaydia News and Info and   Jokaydia Educators-in Rez.

“Inadequacy,” “panic”

Lemon said among the difficulties experienced by her  team  were: wavering support and/or a lack of commitment;  exacerbated by feelings of  “inadequacy” and sometimes “panic”;  communication problems and the loss of some team members as the pilot progressed. There  also was a problem initially with student non-attendance and  a lack of computer literacy but this had been overcome with the establishment of a “buddy” system. This had sometimes turned into a problem of keeping track of students: “Make sure they are in your group and are on your friends list,” she said.

However, in the five classes taken into SL, there had only been one student who had “resisted” the idea, not for computer or virtual world issues, but because of “privacy” in connection with the other students.

In deciding to move learning into Second Life, Lemon said, educators, rather than  initially spending lots on their developments etc, without proper research,  should consider the existing resources within Second Life and  whether they could use these  resources, and what needed to be added to them to make them useful for a particular purpose.

She recommended, based on her experience, that the lead educator or “champion” of any on-going  education project in Second Life should  Motivate, Motivate, Motivate team members.  She noted that in the Second Life context “knowledge is power”.

She added that any  education team should  hold regular meetings in world and members should lock  themselves into the relevant Second Life groups. But, she added, team members must take time to have fun in SecondLife.

Technology issues

On Technical and Learning Technology Support Issues, Oriel Kelly, who presented  this paper with Lemon, said at MIT, they had  found,  that Second Life barely ran on a computer with an Intel Core 2 Duo; Motherboard: Intel DG35EC (G35 Express); CPU: Intel E8400 (2Ghz); Memory: 2GB (800mhz) RAM; GPU: NVIDIA GeForce 9500 GT. On the question of network and bandwidth,  latency was an issue  with computer lab  sessions needing 416kb/machine. Firewalls had also been problematic because Second Life’s  SIP (Session Initiation Protocol) is non-standard  and needed to be passed without being shredded by SIP aware firewalls or declared an  “illegal operation”.
On the question of access MIT  had had problems with  single IP NATs (network address translation) registering more than two avatars.
“We had a lot of technical problems, ” Lemon said,  adding that the major complaints from students had involved  technical issues.

Many of the problems, Lemon said, could be overcome by involving the technical staff in-world in the Second Life experience.

“Once in there and involved in the experiences they are sucked in,” she  half joked,  adding that previously the technical staff hadn’t been able to see why anyone would want to teach in-world.