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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.
Filed under: Education, Education in Second Life, Education in virtual worlds, Online identity, Second Life, Video Gaming, Virtual Worlds | Tagged: Communication Research, Cornell University, Jeffrey T. Hancock, Jorge Pena, Mark Frank, Nicholas A. Mercola, Obesity and Second Life, Obesity and virtual worlds, ScienceDaily, Second Life, Tom Gilovich, University of Texas | 2 Comments »
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.
Filed under: Education, Education in Second Life, Education in virtual worlds, SLENZ Project, Second Life, Sl Conferences, Virtual Worlds | Tagged: Birthing Unit, Gronstedt 'Train for Success Group, midwifery, Otago Polytech, Presenting in Second Life, Sarah Stewart, Second Life, Second Life Presenations, SLENZ Project, Virtual World Presentations | Leave a Comment »
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.
1. 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.

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.
Filed under: Education, Education in Second Life, Education in virtual worlds, SLENZ Project, Second Life, Virtual Worlds | Tagged: Apple, Arcadia Asylum, banana republic, behind-the-firewall, Blackboard, Britannia, Cairo vision, Collaboration in virtual worlds, Creative Commons, Dr Clare Atkins, Educause09, Encarta, Free Trade, Gronstedt Group, Harvard University, ITunes, Judy Cockeram, KiwiEd, Lawrence Lessig, Leigh Blackall, Linden Labs, Linux, Microsfot, Moodle, Muslims in virtual worlds, Nebraska, OpenSource, President Obama, Scott Diener, Second Life, SLENZ Project, Stanford University, Train for Success, University of Auckland, University of Boise, University of Western Australia, US State Department, Virtual World Free Trade/Exchange Pact, Virtual Worlds, Wikipedia | 3 Comments »
SLENZ Update, No 148, November 4, 2009
SLENZ PROJECT – final F2F
SLENZERs celebrate ‘completion’
of virtual world work …
now team awaits official evaluation
The 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.
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.
“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.
Filed under: Distance education, Education, Education in Second Life, Education in virtual worlds, SLENZ Project, Second Life | Tagged: Clare Atkins, CORE Education, Foundation learning, midwifery, SLENZ Project, Terry Neal, Tertiary Education Commision, Virtual Worlds | 3 Comments »
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.
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.
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.

“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.
Filed under: Architecture, Distance education, Education, Education in Second Life, Second Life, Sl Conferences, Virtual Worlds | Tagged: Ain Shams University, Amr Attia, ARCH Network, Archtecture, Asian, Bernard Drax, CNN Report, David Denton, Drax Despres, Draxtor Despres, European, Jon Brouchoud, Judy Cockeram, Judy-Arx Scribe, Kaiako, Non-Profit Commons, Obama, Pakeha, President Obama, Public Diplomacy island, Putahi, Scott Diener, Studio Wikitecture, The University of Auckland, US State Department | 1 Comment »
SLENZ Update, No 146, October 27, 2009
Australasia’s first “complete” virtual school
South Island schools to take trade
training to the world – virtually
A 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.

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.
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Filed under: Distance education, Education, Education in virtual worlds, Video Gaming, Virtual Worlds, Web 2.0 | Tagged: AgIto, Ann Tolley, ATTTO, Blue Bmoutain College, Caitlins Area School, Cambridge High School, CTITO, ESITO, EXITO, InfraTrain NZ, MITO, New Zealand Virtual School, NIIT GlobalNet, Northland College, NZ Education Ministry, Outsmart, RNZAF, Skype, SmallWorlds, South Otago High School, Southland Times, Taratahi Agricultural Centre, Telford Rural Polytechnic, Waikato Insitutte of Technology, Weltec, Youth Guarantee Programme | 5 Comments »
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.
He 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.
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.”
Filed under: Education, Education in virtual worlds, Video Gaming, Virtual Worlds | Tagged: Aden Forest, CIO New Zealand, David gandar, Delancey Street Foundation, Delta Software, Divina Paredes, First Moible, Ian Howard, John Blackham, LGP, Life Game Project, Nick Yee, Nicole Fougere, Owen McCall, Parkshit Basrur, Proteus Effect, Salesforce, StepUp, The Warehouse, University of Auckland, XSOL | Leave a Comment »
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 …
… 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.
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.
Filed under: Education, Education in Second Life, Education in virtual worlds, Video Gaming, Virtual Worlds | Tagged: AFTRS. Mara Williams, Australian Film, CISCO, Entertainment Software Association, Glasgow-Caledonian University, Griffin Hall, Kansas City Star, Northern Kentucky University, Rich Taylor, Scinetific Computing, Second Life, South Dakota State University, St Paul College, Television and Radio School, Video Gaming, Virtual education, Virtual World | 3 Comments »
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
Merle 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.
Introducing “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.
Filed under: Education, Education in Second Life, Education in virtual worlds, SLENZ Project, Second Life, Sl Conferences, Virtual Worlds | Tagged: CCSL, Com Educators in Second Life, Education Coffee House, Educause, Foundation learning, Google Teacher Academy, interview skills, ISTE, Jo Kay, Jokaydia, Kiwi educators, Manukau Institute of Technology, Media learning - Danish Visions, Merle Lemon, New Media consoritium, NMC, Oriel Kelly, Second Ability Mentors, Second Life Education, Second Life Mentors, teaching and Learning/eFest 2009, UCOL, University of Arizona, Virtual Pioneers, VWBPE | 1 Comment »


NZ nurse educators at the Wellington SLENZ meeting.