VLENZ Update, No 162, February 04, 2010

1. THIS AND THAT

Aussie court  loss for Media Moguls

may bring pirate ‘bloodbath’ closer

Are our “children” safe?

Is this what Hollywood wants to do to Downunder pirates now…

Well, it looks like   Hollywood’s attempts to beat the film and music pirates, at least Downunder (in Australia),  just got that much harder.

Asher Joel noted in  Sydney Morning Herald today that  the Australian ISP iiNet has slain  those who own the film industry in a judgment delivered  earlier in a landmark  Australian Federal Court piracy case.

“The decision has the potential to impact internet users and the internet industry profoundly as it sets a legal precedent surrounding how much ISPs are required to do to prevent customers from downloading movies and other content illegally,” Joel said in his report.

In a summary of  the 200-page judgment  delivered in the court, Justice Dennis Cowdroy said the evidence established that iiNet had done no more than to provide an internet service to its users.

“iiNet is not responsible if an iiNet user uses that system to bring about copyright infringement … the law recognises no positive obligation on any person to protect the copyright of another,” Justice Cowdroy found.

According to Moses, Neil Gane, executive director of the Australian Federation Against Copyright Theft, which brought the case on behalf of the Hollywood studios, arguably owned mainly by Media Moguls, said  AFACT would review the decision before deciding whether to appeal.

You should read the report and video here if you haven’t yet read it from the link above and look at the video here.

But whether  an appeal proceeds one  thing seems  certain  the studios are going to come gunning  for the individuals that use BitTorrent and other file-sharing applications, now they cannot get the ISPs.  Whether or not you support piracy you can expect the blood of  Mister and Master and Mrs and Miss Everyman on the floor.

That could mean all our kin, or at least some of them. Who doesn’t know somebody who  illegally downloads music or movies?

There is no doubt in my mind  that none of us will have the money or guts to fight the Media Moguls  once High Noon arrives. Perhaps it is up to us to see that our kith and kin desist from this illegal practise. But will we?

It’s also interesting that Australia, the onetime home of Rupert Murdoch, was chosen for this battle.

The studios involved included:  Village Roadshow, Universal Pictures, Warner Bros, Paramount Pictures, Sony Pictures Entertainment, 20th Century Fox and Disney, and the Australian Seven Network.

2. THIS AND THAT

ThinkBalm provides  worthwhile

new decision-making aid …

What immersive internet will you choose?

Although it came out a little while ago ThinkBalm’s Erica and Sam Driver’s latest opus, “The Enterprise Immersive Software Decision-Making Guide”, deserves a place on the hard drive of anyone contemplating moving an enterprise, business or educational  use  into a Virtual World. It’s a quick, easy  read, being only 29 pages long, but a lot of what the ThinkBalm principals say  makes sense, despite the fact that I have disagreed with some of their ideas in the past.

Erica Driver

Executive summaries are not everything, but the Drivers point out in this one  they have created their use case-based guide, No 4 in a series, for “trailblazers” in virtual worlds – and there are still plenty of those  still out there along with the naysayers who will use any stumble to pull them down – to aid them  in the enterprise immersive software selection process.

“We present “if/then” scenarios and highlight good-fit vendors for common situations,” say the Drivers,  who define  the immersive internet as “a collection of emerging technologies combined with a social culture that has roots in gaming and virtual worlds.”

“While immersive software can be applied in many ways, this report focuses on the most common use cases: meetings, conferences, and learning and training,” the Drivers say.

They note that the key question is, “What business problem(s) are you trying to solve?”  with all other  questions flowing from this one.

The report offers guidance on how to: 1) ask core business questions to frame the discussion, 2) choose a research-and-demo, do-it-yourself, or combination approach, 3) identify requirements based on your use case, and 4) filter your options based on important limiters.

Sam Driver

To develop the decision-making guide, ThinkBalm analysts held structured briefings with 19 enterprise immersive software vendors and conducted interviews with 15 Immersive Internet advocates and implementers.

As the result of these briefings and interviews they have  constructed a number of recommendations which they elaborate on.

These include: Build a list of use case-based requirements and rank their importance; Scan the full vendor landscape before making a decision; Take a use case-based, portfolio approach and select one or two preferred vendors; Look for reuse opportunities; Prepare for market churn in 2010;  Turn to services providers and system integrators for turnkey solutions; Get as much hands-on experience as possible before making a vendor choice.

To know the rest you will have to read their Report. Better still join their community in Second Life, in ReactionGrid  or on the Net

VLENZ Update, No 161, February 02, 2010

VLENZ PROJECT

Steering Committee named

for  new VLENZ Group

A new steering committee, which includes some of  New Zealand’s  leading virtual world researchers and educators,  has been named to head  the Virtual Life Education New Zealand (VLENZ) group, formed after the finish of SLENZ Project.

The  new leadership group is:  Dr Clare Atkins, of Nelson-Marlborough Institute of Technology, Terry Neal, of BlendedSolutions, Dr Scott Diener, of the University of Auckland, Merle Lemon, of Manakau Institute of Technology, and Aaron Griffiths, of Fxual Education Services.

Dr Atkins and Terry Neal (pictured top right and left) were joint leaders of the NZ$500,000 Government-funded SLENZ Project;  Dr Diener(pictured middle right), the Associate Director, IT Services (Academic & Collaborative Technologies) at the University of Auckland, has led the development of the University of Auckland’s  much-lauded medical simulation project in Second Life,  is active in many international groups related to the use of virtual worlds in higher education, and  is a key player in the New Zealand Virtual World Grid (NZVWG);   Lemon (bottom left),  an MIT lecturer, was a Lead Educator (Foundation (Bridging) Learning) for the SLENZ Project; Griffiths (bottom right) ,the founder of Fxual Education Services,  was the Lead developer for the SLENZ Project. Atkins and Griffiths initiated the SLENZ Project two years ago.

The VLENZ meeting early last week, which set up the steering committee, agreed  to the VLENZ name for the group,which will be a consortium of

individuals rather than institutions. It currently has 32 members drawn from education and virtual world research across New Zealand.

It will continue with this blog at slenz.wordpress.com, as well as becoming a sub-domain of the previously registered edumuve.ac.nz domain as vlenz.edumuve.ac.nz. It has a  Second Life Group  called VLENZ as well as a google group under the same name.

It is likely that the formal group will operate as a non-profit trust although this has not yet been finalised.

The group’s purpose and objectives are to be discussed  at meeting on the NMIT Second Life island of Koru at 10 am on Monday, Feb 8 (New Zealand time),  with the objective of finalising the  group’s  mission statement and initial goals.

VLENZ Update, No 160, January 20, 2010

A NEW START FOR 2010

NZ virtual world group off

the ground and running …

At the  NZVWG inaugural meeting: Arwenna Stardust, Rollo Kohimi
and Briarmelle Quintessa.

Fourteen  leaders in virtual world education in New Zealand attended the inaugural meeting earlier this week of  the New Zealand Virtual World Group (working name) on the NMIT island of Koru in Second Life.

The meeting, chaired by Dr Clare Atkins (SL: Arwenna Stardust), one of the joint leaders of the recently-completed SLENZ Project,  was attended by university, polytechnic and others with interested in New Zealand virtual world education.

Professor Noarlunga

Besides SLENZ Project  joint leader Terry Neal (SL: Tere Tinkel)   the University of Auckland’s Scott Diener (SL: Professor Noarlunga), and multi-media improv dance exponent, Mike Baker (SL: Rollo Kohime) the attendance also included educators from the United Kingdom and Tasmania.

The inaugural meeting, which was mainly an introductory session, set four items for discussion at the first working meeting which will be held at the KiwiEds’ meeting place on Koru at 10am New Zealand time next Monday.

Toddles Lightworker

The agenda items include:

  • Confirmation of the initial agreement that the  group should be  non-institutional  i.e.  a consortium of individuals committed to formal and informal educational initiatives in Virtual Worlds.
  • Group Structure: Determination of how the group should be structured and whether it should be informal or formal,not-for-profit, charitable  or commercial of something else and the roles which individuals could play in the group (positions) as well as tasks.
  • Steering Group:   Discussion of the possibility/necessity of establishing a  “Steering Group” and who should be on it.
  • Group Name:  Discussion and determination of a Group name.

    VonFaraway Meridoc

Besides those already listed among the  SL names   at the first meeting were: Toddles Lightworker (Weltec), CiderJack Applemore, Kattan Hurnung, Petal Stransky (Otago Polytec), Briarmelle Quintessa, (Manukau Institute of Technology) Work Quandry, VonFaraway Meridoc, Rusty Kemble, Anjil Kyoteri and Johnnie Wendt.

At the conclusion of the meeting Atkins confirmed that the formal evaluation of the New Zealand Government-funded SLENZ Project would be made available  shortly.

SLENZ Update, No 159, January 19, 2010

Now the summer holidays are over…

Back  to Broadband and the

virtual worlds …

‘Reality exists in all worlds’

One world: The reality of vacation land…

Sitting on a golden sand beach near Splitapple Rock, in Tasman Bay, New Zealand, being warmed by  the late afternoon summer sun, I wondered about virtual worlds and what they have to offer me  – or anyone else.

Being without Broadband for three weeks – and Second Life  for that period – made me  wonder whether immersion (should I say addiction) is all its cracked up to be.

First off I must say I didn’t have any withdrawal symptoms. I did, however, read nine fairly  big books; swam every morning; hiked for  a couple of hours over the hills and through the bush every day; listened to bird song throughout the daylight hours; drove  an open-car (Jensen-Healey) frequently and enjoyably on winding coastal roads;  went to bed at about 10pm and woke between 4 and 5am; and I had a lot  of conversations with fairly ordinary people about fairly innocuous things, most of which – like the books – I forget the detail of now.

It was a holiday in the same beautiful place I’ve been vacationing for 20 or more years. It’s a place I love.

I was totally immersed in  the reality of my environment – I have the brown skin and more tightly cinched belt to prove it – but the memories are little different from those I have got from the virtual world of Second Life. The memories now I am back at my desk  are like my memories of being 30 years continuously on the road as a working  journalist all over the world  – little different from scenes viewed in a television travelogue or out a tourist bus window.

Of course, being there I could feel the sun and wind, the sand under my feet, and smell the sea and the ‘honey’ smell in the native bush. I also could feel the strain in my lungs and my legs climbing a steep hill, or over rocks, and feel the initial coldness of the water on that first early morning swim. But that was the only real difference.

One world: The reality of virtuality

Sitting on that beach though I came to the conclusion that for most purposes virtual worlds provide a similar experience with fewer hassles than those of the real world. I know all – yes all my friends – will disagree with that statement,  or consider me demented, but I think it is true. There is no real  difference in the quality of the experience despite  what the naysayers, who claim virtual worlds are not real life,  might argue.

I wouldn’t change my holiday venue for all the world – and I don’t think I would ever want Broadband there – but  for times when I want to travel without spending five hours in a car, or  a similar number of hours on  an aircraft; at times when I want to talk to people about real things from around the world or even just banter, without the mind-numbing, lubricity of alcohol which many need to free their tongues in a real life environment; at times when long winter evenings, weather or other circumstances keep me indoors;  or at times when I choose to play in another real place I believe  interactive virtuality offers a real alternative to what people call “real life” unlike non-interactive television, or other non-interactive entertainment mediums.

But what  most people in the so-called real world – and especially in education and business – have missed is that  like the “real” world virtual worlds are all about people. They are not about scenery – even though I spend hours exploring the scenery of new and old simulations in virtual worlds –  or scripting, or buildings,  they are about people, real people, who really exist in virtual worlds, just as they really do in the so-called “real” world, despite their appearance as avatars and/or roleplayers.

Strangely that was the only thing  I missed on my real life holiday: being able to talk to the real friends I’ve made in virtual worlds over the last five years. Some I only talk  with infrequently,  others on a daily or weekly basis.  But even though most are from thousands of miles away and I will never feel the touch of their fingers in a handshake they are as real to me as anyone I have met in the real world.

And unlike my local real life tavern – in a small, provincial town in rural  New Zealand, where conversations range from the weather, Rugby, cricket, racing, beer, girls and Rugby and did I say Rugby, but “don’t get to heavy” – my conversations in Second Life with  both men and women  from all ethnic backgrounds cover  a world of ideas and dreams, from art to the universe, from medieval shipping to  teleportation, from history to present day politics, and from lifestyles to  other world cultures.

For me, and millions like me, virtual worlds provide a doorway out of the world we choose to inhabit, perhaps not permanently, but for a certain number of hours each week: I can step through my screen into a place where I can find people – perhaps in a reality  10,000 miles away – who think on the same wave length as me or who I can learn from, or who I can laugh with, and even  those who I can cry with.

For me reality exists in all worlds:  it’s just one world, whether virtual or not.

Perhaps for some reading this, that is sad.

However, for me with virtuality and Broadband I find I can live in one of the best places on earth, a million miles from anywhere, and still be anywhere in the world  when I want to be with the people I choose to mix with. That’s what Second Life has given me. The world.

It has opened another door for me.

Both worlds: it’s all about people.

SLENZ Update, No 158, December 23, 2009

THE SLENZ PROJECT

Yay! It’s a 2nd runner-up EDUBLOG

‘Oscar’ to  SLENZ  Project Team

‘Phenomenal’ result for team from Aotearoa/New Zealand

The SLENZ Project Team at work … the final 2009 meeting.  Key players, Terry Neal and
Aaron Griffiths at the head of the table, and Dr Clare Atkins, in black, left.

A chance meeting in Second Life three years ago between  Dr Clare Atkins (SL: Arwenna Stardust), of the Nelson-Marlborough Institute of Technology,  and  education-online tools developer and Second Life builder Aaron Griffiths (SL: Isa Goodman) came to a climax this week with  a second runner-up place for the SLENZ Project in  the prestigious, international EDUBLOG 2009 awards  in the “best educational use of a virtual world” category.

The placing  for the  the team from New Zealand was greeted with elation by SLENZ Project team members –  “the best Christmas present ever “- and seen by  independent educators, academics and  education institution administrators as “fantastic”, “phenomenal” and “unprecedented.”

The New Zealand team  won its second runner-up place in a competition which pitted it against 14 of the world’s best  “virtual world” education organisations. The winner of the title was  Virtual Graduation at the University of Edinburgh; the first runner-up, Virtual Round Table Conference; with the SLENZ Project sharing second runner-up status with  ISTE’s Second Life island.

‘Set a benchmark’

“I  think this is just phenomenal,” said Scott Diener, one of the world leaders in Second Life education and associate director, IT services, Academic Services, at The University of Auckland, in a message to the team. “The SLENZ team has truly set a benchmark against which other developments should measure.  I hope I can say ‘I am so proud of you’ without it sounding pretentious…because I am so proud of you.”

Tony Gray, the chief executive of the Nelson Marlborough Institute of Technology which hosted the SLENZ Project  initially  on its island of Koru in Second Life,  said in a message to Atkins on hearing  the news:  “This is a fantastic outcome and significantly achieved through your passion and commitment to the project. I am  very proud that NMIT should have first of all taken a lead and secondly that we can show a peer-reviewed achievement as a result.”

The SLENZ Project  grew out of that first meeting between Atkins and Griffths who both dreamed of seeing “students interacting with each other and their international peers, with the Second Life environment, with teachers, domain experts, inspirational speakers from all over the  “real” world”.  The project was funded by the New Zealand Government’s Tertiary Education Commission. It  has been completely developed under Creative Commons license with all builds freely available for use or acquisition by anyone with “full permissions.”

The EDUBLOG placings were chosen by public vote.

The SLENZ Project creations – 1. The Otago Polytechnic’s Birthing Unit during
a Jokaydia un-conference presentation

The SLENZ Project creations – 2. The Kowhai Island arrival pad.

The SLENZ Project creations – 3. Manukau Institute of Technology’s
Foundation (Bridging) Learning Pilot Programme

“I don’t think either of us ever really imagined that only three years later we would have been part of a team that had not only helped to realise that dream but had succeeded beyond our wildest hopes,” Atkins said today commenting  on the award to the NZ$500,00 project . It was designed to determine whether there were benefits from providing education in a virtual world and, if so, how those benefits could best be harnessed.

“The SLENZ project has been a very large part of my ‘real’ and ‘second’ life for the last two years and I sincerely hope that its successes will enable us to continue the work that it has begun,” Atkins, who is joint co-leader of the project, said. ” I think we have demonstrated, not only that the immersive and engaging experiences of multi-user virtual worlds have an enormous potential to enhance learning for all kinds and levels of tertiary students, but also that a small virtual team from New Zealand can create global-award winning experiences.
“Gaining this award is a recognition of the world-class work being done in Second Life by our educators, our designers and our developers and this is just the beginning,” she said. “I would like to thank those at the TEC who decided to take a bit of a gamble and fund the SLENZ project.

‘Brave decision’

“It was a brave decision to take in 2007 when education in this kind of environment was truly in its infancy but I believe that we have proved worthy of the trust that they displayed in us and that we have set the stage for some really exciting developments in the next few years.  The use of environments such as Second Life will change the way we teach and learn in the 21st century and I hope we have helped to sketch out the early plans of how this might be achieved.
Acknowledging the work of the development team, the Steering Group members,   SLENZ friends and support staff who enabled the project to run so smoothly,Terry Neal (co-Project Leader) “for keeping us all on track with such good humour” and  Tony Gray (CE, NMIT) for not only supporting the project but believing in it, she singled out Griffiths for “both  sharing the dream and for using his incredible 3D building and scripting talent to actualise it.”
Describing the award as “thrilling,” Project co-leader Terry Neal, of BlendedSolutions Ltd,  said, “From the very beginning  we wanted to share our journey so others could learn from what we  could do well and what we could do better. I’m proud of what we have achieved, but its nice to know others value it too.
“It has been a wonderful team effort. Each of us has contributed in a different way but no subset of the team could have achieved what the team has. I’m  also proud that even though we are in such a small country we can still foot it with the rest of the globe when it comes to what is happening in virtual worlds.
“But we really need to build on what we have achieved over the last 18 months and maintain the  momentum through the recently formed New Zealand Virtual World Group (NZVWG).”

‘Lil, happy dance’

Aaron Griffths Second Life alter ego, Isa Goodman, “smiled and did a lil, happy dance” inside Second Life, on hearing the news, according to Griffiths, the SLENZ Project’s lead developer.

Griffiths added, “This is a great achievement and I think all the team should be proud of what we have accomplished. It is wonderful to have peer recognition that we have done something right in our attempt to explore the educational possibilities of virtual worlds and I hope that New Zealand will not now drop the ball  as this award, I believe.  recognises, we are up there with the best.
“On a personal level I am very proud to have produced builds that have been received so well,” he said. “I believe it gives some credence to the methodologies used in them and in particular to the Foundation Studies build, which was deliberately designed to capture some of the elements of play that an environment like Second Life allows.

“It showed I think a possible pathway for developing learning that can engage and be fun and still have a positive outcome in terms of student achievement.”

The core SLENZ team members who worked on the project, besides Neal, Atkins and Griffiths, included from time to time, Merle Lemon, Sarah Stewart, Todd Cochrane, Leigh Blackall, Ben Salt, Henry Work and John Waugh.

The SLENZ Project’s final fling – the Koru Xmas Party 2009

SLENZ Update, No 157, December 22, 2009

ascilite 2009 – AUCKLAND, NZ

Virtual worlds might not be quite  there

but ASCILITE shows  the way forward

Second Life – ‘This will change everything…’ Scott Diener

The Auckland University-Boise State collaborative post-partum haemorrhage
nurse training scenario, presented by Scott Diener (Pix: Merle Lemon)


When Scott Diener (pictured right),  associate director, IT services, Academic Services, at The University of Auckland, first saw  the NTSC  internet browser Mosaic, he had an ephiphany. “This will change everything,” he thought. And it did. Without it there probably would be no WorldWideWeb as we know it today.

He had the same epiphany when he  first saw  and used  the virtual world of Second Life, he told educators and researchers from around the world who attended the  ascilite 2009 conference held in Auckland early in December: “This will change everything,” he thought, especially in higher education.

Arguing that  higher education had not changed since the 14th century and before – it still takes place in a protected environment with protected knowledge based on  the notion of scarcity with students, although the chosen few, often not engaged – he asked, rhetorically, “What if we had Global access to all knowledge?” And then after praising the Google goal of releasing  all books in all languages on the net but noting the futility of tertiary institutions repeating  the same basic courses with the same knowledge ad infinitum in the age of the Internet, he said,   “… we don’t need to redevelop education. We need to share.”

Sharing, he said was the only way  to solve the tertiary education needs of the world’s burgeoning population. The  provision of tertiary education even now  could not keep pace with the population trends. Today the world with 7 billion people needed to create 2500 universities the size of Auckland University (40,000 students)  every year, year on year to keep up with demand. Within 20 years, he said,  it would need another 200,000 universities, another 400 million university teachers and 40 million lecture theaters of the same size as the giant Owen G. Glenn Building auditorium at The University of Auckland, would be needed.

“It’s impossible,” he said, adding that the challenge was how  to provide education to the world differently.

The only practical solution, he suggested, was virtual education in virtual worlds such as Second Life and the 200 plus other virtual worlds or some derivative of them.

Describing the benefits of virtual worlds such as Second Life for tertiary education, Diener said,  their major difference  to other on-line learning methods, was that they provided a real sense of self and the suspension of disbelief, a sense of place and sense of emotion.

Virtual worlds which immersed students enabled educators to adopt problem-based learning approaches which worked, he said, adding the challenge was realise the benefits through the emergence of these constructivist pedagogies into main stream teaching.

He urged the  conference participants to focus on the emerging new spaces in virtual worlds, but not  to replicate  the architectural spaces they had in the real world into new virtual spaces.

“Don’t fall into the trap of shoveling the same old stuff into the new spaces,” he said.

Urging innovation in virtual worlds, he said, their uptake by mainstream tertiary institutions  could change everything in education as it was known today and provide  possibly the only answer to the world’s future tertiary education needs for all.

But, Diener warned, the educational benefits of virtual worlds could be  locked away from the rest of the world and in fact were being closed-up by some  large tertiary institutions which had already  “locked their builds down”  returning virtual worlds to the world of 14th Century education, when learning was only for the  privileged.

“Please don’t lock the systems down,” he said, noting  his UofA project and the New Zealand SLENZ Project builds were released under Creative Commons license.” Share them with others,” he said. ” Open them up to collaboration with others.”

Later in another presentation  Diener, along with in-world and real world collaborators from Boise State University, Idaho, and Wyoming, demonstrated the  University of Auckland’s  innovative Second Life presence and medical centre teaching system on the Second Life island of  Long White Cloud.

The post partum haemorrhage  simulation real-world presentation team.

SLENZ Update, No 156, December 13, 2009

SLENZ PROJECT

SLENZ in 14  international finalists

for top Edublog 2009 award

Your vote will count! Click Button TOP RIGHT and vote.

The SLENZ (Seoncd Life Education New Zealand) Project team has been  honoured by being named among the 14 finalists  for an EduBlog 2009 Award  in the category, “Best Educational Use of a Virtual World 2009.”

The award is among those which  “celebrate the best educational blogs on the web”.

Although the SLENZ Project originated from an isolated  small country – one might say at the end of the earth – the nomination shows  again that Kiwis can compete on  an even footing with the rest of the world when it comes to internet applications, such as virtual worlds, despite in-country broadband limitations and the “tyranny of distance.”

It demonstrates that virtual worlds can create a world  without borders:  that ordinary New Zealanders – anyone – can collaborate across time zones,  national borders, cultures, ethnicities and languages to provide benefits throughout the world.

Dr Clare Atkins (SL; Arwenna Stardust) (pictured right), the SLENZ Project co-leader said that she was  delighted, when told  of the SLENZ nomination in the final list.

She appealed to readers of  the SLENZ Update: “If you have enjoyed reading the SLENZ blog we are really pleased. We would love it if you felt a strong need to show your appreciation by voting for us.”

The other finalists include prestigious virtual world groups such as:  CANVAS (Children’s Art in the Virtual Arena of Scotland); DEN SL Blog; Edunation; ISTE’s Second Life island; Reaction Grid; School of Nursing, University of Kansas; SIGMS in Second Life;  Sloodle;  The International Schools Island (isi); The UC Davis Virtual Hallucination simulation; Virtual Graduation at the University of Edinburgh; Virtual Macbeth – Angela Thomas; Virtual Round Table Conference.

“For SLENZ to even be listed amongst these groups is absolutely wonderful, ”  SLENZ Update editor/writer, John Waugh (SL: Johnnie Wendt) said. “While I would love for the SLENZ Group to win the award  I am very conscious of the calibre of the other finalists – they are the best in the world from a myriad of educational uses and I have accessed them all.”

He  wished the other finalists luck  and concluded with a call for SLENZ Update readers and their friends to vote for  Second Life Education New Zealand at  Edublog.

The Second Life Education New Zealand Project was funded by the New Government’s Tertiary Education  Commission. It has been designed to determine the benefits of using virtual worlds for education and  how best these benefits can be captured.

The work of the team has been completely “transparent” with all documentation/discussions etc included on this site. The team’s builds and findings  have all be done under Creative Commons attribution, are all OpenSource, and freely available to all educators as “full perms” packages.

SLENZ Update, No 155, December 11, 2009

ascilite 2009

VW leaders establish  New Zealand

virtual worlds’ education group

The University of Auckland’s Dr Scott Diener presents at
ascilite 2009 ….  he is one of Australasia’s leaders in
virtual world tertiary education.

The New Zealand Virtual Worlds Group (NZVWG), an independent, not-for profit association for people interested in virtual worlds and their use for education in New Zealand  has grown out of the recent ascilite (Australian Society for Computers in Learning in Tertiary Education) 2009 conference held in Auckland, New Zealand.

The four-day conference, the leading Australasian forum on computers in education,  saw a number of presentations on the successful use of virtual worlds – particularly in Second Life – for learning,   including an impressive  keynote address by one of the Australasian leaders in virtual education, Dr Scott Diener (pictured above), of  The University of Auckland.

The conference in the Owen Glass Building at  The University of Auckland was attended by delegates from across the world and the leaders of virtual world education in New Zealand, Diener, Dr Clare Atkins, of NMIT (Nelson Marlborough Institute of Technology) and Terry Neal, of Blended Solutions.

The formation of the group followed a  symposium initiated by  the SLENZ Project team  about the future of Virtual World  education in New Zealand and what  could be done to promote and encourage it, which was  led SLENZ Project co- leader, Dr Clare Atkins (pictured right), and grew out of subsequent conversations between Atkins, Diener and and SLENZ Project co-leader Terry Neal (pictured left).

“The group has been set up  to further education in multi user virtual environments and virtual worlds in New Zealand,” Dr Atkins said. “We will be looking not only at teaching in MUVEs but also how other aspects of education including administration, libraries, marketing etc., can  benefit from virtual worlds.”

Initially  the group will operate from a Google Group which has been set up “to get the initial ideas flowing,”Atkins said, noting that,  as yet few, if any concrete decisions have been taken on anything except the pressing need for such an association.

Although the group has been formed by members of the SLENZ Project, which was funded by Tertiary Education New Zealand, it is independent from that project and also virtual world platform independent.

Issuing an invitation to New Zealand educators and others interested in virtual world technology and education, Atkins said, “”We would like to encourage  you to be part of these early discussions! We need everyone’s ideas, thoughts, comments etc.  We hope you feel like joining us.”

The two aspects of the creation of the group that the founding team was most set on, she said, were:

  • It should be independent and not for profit. Although institutions/organisations may choose to support the association in some way it would not be affiliated with any particular one.
  • It should encompass the broad spectrum of virtual worlds or MUVEs and interpret education in the broadest of terms – all sectors, all aspects.

To join one should go  here.

SLENZ Update, No 154, December 06, 2009

Where is education going in Virtual Worlds?

An earlier (2008) view of a Duke University  foray into virtual worlds
– just one of  the university’s many virtual projects

With the  Obama Administration  turning to the virtual world to extoll the virtues of a science education through expansion of the STEM Education Initiative and NASA also using virtual worlds to promote engineering education to the next generation of potential NASA employees it seems certain  that educators around the world will not be able to avoid the  MUVE issue although it is  apparent many would wish to.

It  also appears certain that Governments, if they wish to keep abreast of world education trends, can no longer allow their telcos to limit bandwidth or  to  obfuscate the issue of the need for consistent, high speed Broadband  – which New Zealand telcos dont deliver outside  the major centres –  if  all are to benefit from the growing acceptance of virtuality, in all its guises. In future education poverty might be determined by one’s access to Broadband, particularly in the sense of distance education,  as we move away from on-campus learning to virtual campus learning which is available to everyone.

Following President Obama’s announcement early in his term of  initiatives to encourage American students to pursue careers in science, technology, engineering and math (STEM), the White House now  appears to be moving into the Metaverse in an attempt to expand its  flagging science education initiative, according to  Max Burns (pictured left) of the Washington-based Pixels and Policy  blogs .

Quoting a  press release issued by Duke University, Durham, North Carolina,  in which  the Duke Center announced a partnership with the White House to promote the development of virtual learning worlds related to science and engineering  especially in middle and high school by linking into virtual worlds and the digital generation’s undoubted video-gaming experience, Burns said:

  • The third-annual Digital Media and Learning Competition will award $2 million in support to 21st Century learning lab designers  for learning environments and digital media-based experiences that allow young people to grapple with social challenges through STEM-based activities.
  • Digital media of any type (social networks, games, virtual worlds, mobile devices or others) may be used. Proposals are also encouraged for curricula or other experiences that link or connect to any game, especially but not limited to Sony’s LittleBigPlanet™ on PlayStation®3.

“Lifting American students from the middle to the top of the pack in STEM achievement over the next decade will not be attained by government alone,” said President Obama at the event in late November at which he announced the “Educate to Innovate” campaign. “I applaud the substantial commitments made today by the leaders of companies, universities, foundations, nonprofits and organizations representing millions of scientists, engineers and teachers from across the country.”

KZERO’s current virtual world universe – an ever-increasing population.

Moves cannot be seen in isolation

But the  White House moves cannot be seen in isolation.  The University of Texas has already  announced plans to put all its 16 campuses across the State online in the virtual world of Second Life; The prestigious Australian Film Radio and Television School, based in Sydney, has announced  a Graduate Certificate in Video Games and Virtual Worlds starting next year;  the University of California at Irvine has received a US$100,000 National Science Foundation grant to study World of Warcraft;  the creation of  an US Federal Consortium for Virtual Worlds by the Information Resource Management (IRM) College of the National Defense University, to ‘ prepare leaders to direct the information component of national power by leveraging information and information technology for strategic advantage’; Glasgow’s Caledonian University has become  the first university  in the UK to offer a complete, integrated module on 3D Internet Virtual Worlds, teaching students all components involved in this relatively new branch of internet design and multi media; the Immersive Education Initiative, a 1000-plus  member, non-profit international collaboration of universities, colleges, research institutes, consortia and companies that are working together to define and develop open standards, best practices,platforms, and communities of support for virtual reality and game-based learning and training systems, is growing apace; and closer to home  the New Zealand Tertiary Education Commission’s  NZ$500 000 SLENZ Project to determine the benefits of virtual education  is nearing completion with the formal evaluation process currently taking place;  The University of  Auckland, under the aegis of lecturer Scott Diener has set up a medical centre for training purposes in Second Life; and that university has also seen lecturer Judy Cockeram, gain international recognition for  her virtual architecture study programme which is schedule to accept more than 100 students in the New Year.

But these are not alone.  They  are among  the more than 500  universities and tertiary institutions now in Second Life and other virtual worlds. The launching of both learning and research programmes into  virtual worlds is continuing apace throughout the world, despite  some skepticism  from those who have never been immersed,  who are not  members of the digital generation or not digital migrants. Unfortunately for them virtual worlds, with 690 million participants worldwide, according to the UK-based research organisation KZero, will probably leave them behind as the flotsam and jetsam of  the virtual age.

Probably one of the best recent summations of just where  virtual education in the world is and where it is going   has been given  by Robin Teigland (pictured right), Work Associate Professor in the Center for Strategy and Competitiveness, at  the Stockholm School of Economics,  Stockholm, Sweden.

Her Powerpoint presentation to the Online Education Conference in Berlin on December 2 is well worth taking the time to look at.

And the US National Defense University initiative.

SLENZ Update, No 153, November 25, 2009

THE SLENZ  PROJECT:

Formal  in-world Maori Kaumatua’s

‘blessing’  for Foundation build

Is this a world first?

Historic moment: Kaumatua Matua Wati Ratana  in two places at once
– he also is in SL as  Matua (Teacher) Mistwood.*

For what is believed to be the first time in the history of Second Life,  and probably in the history of virtual worlds, a Maori Kaumatua (respected elder) has conducted a public ceremony of blessing in a virtual building with an avatar.

The ceremony was conducted by Manukau Institute of Technology Kaumatua Wati Ratana (SL: Matua Mistwood) on the Foundation Learning build on the SLENZ Project island of Kowhai. Arranged and facilitated by Manukau Institute of Technology lecturer and SLENZ Project lead educator, Merle Lemon (SL: Briarmelle Quintessa) the ceremony was attended by leading members of the SLENZ Project and other guests.

Ceremonies of this nature are part of the normal dedication  of New Zealand-Aotearoa public buildings both in New Zealand and abroad.

However, it is believed that this was the first time an event of this nature had been held in a virtual world.

The ceremony included an informal welcome, known as a whakatau, because a karanga (formal welcome to a marae) was not considered appropriate, according to Lemon.The cermemony commenced with a karakia (prayer) offered by Matua Mistwood. DaKesha Novaland (RL: Whaea Helen Rawiri) was present to support Matua Mistwood.

For the ceremony Mistwood wore a kiwi feather korowai (cloak) made especially for the occasion and donated by Second Life builder, Theo Republic, of Adelaide, Australia.

The official Maori  party with two helpers ( back to front): student helper,
Kaumatua Wati Ratana and Kuia Waea Helen Rawiri, and another helper.

The waiata (song) in support of Matua Mistwood was He aha te hau, a Ngati Whatua song, used to acknowledge the tangatawhenua (people of this place) from Manukau Institute of Technology. The responding waiata was Tutira Mai, in support of the whaikorero (formal speech),  delivered by Martin Bryers (SL: Martini Manimbo), of Northland Polytechnic (NorthTec)

After hongi (a traditional Maori greeting) were exchanged via HUDs worn by participants, Kaumatua Mistwood proceeded to enter the Foundation Learning build’s Whanau Room alone to pronounce the blessing.

He later blessed the “food” which was served in world to all guests at the conclusion of the ceremony.

“Despite  some small technical hitches, It was a really good experience,” Lemon said after the  function.  “We made history having an actual  Kaumatua come into  a Second Life build to  bless a room for students. To my knowledge it has never been done before in a virtual world.

“I really loved being able to bring a Kaumatua and a Kuia into Second Life, Their first impression was that it would be a wonderful  for the education of Maori students, particularly in Te Reo and literacy programmes.

“They even talked of building a 3d version of a full Maori marae in a virtual world like Second Life,” Lemon said.

The SLENZ Project  which has run two  pilot education programmes in Second Life is funded by the New Zealand Government’s  Tertiary Education Commission.

Kaumatua Matua Ratana greets participants with a traditional hongi.
*All pictures in this blog issue taken by Dave Snell, LTC.