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.

The SLENZ Update – No 30, December 02, 2008

REGISTER NOW FOR SLENZ

OPEN WORKSHOP

December 15, from 9am to 5pm (New Zealand Time) (SL Time 2pm – 10 pm December 14) : New Zealand’s leading virtual world learning research group, Second Life Education New Zealand (SLENZ), has invited interested educators to attend a free, one-day workshop in real life on Wellington Institute of Technology’s Wellington campus and in Second Life on the Nelson-Marlborough Institute of Technology’s island of Koru (http://slurl.com/secondlife/Koru/156/122/27). Registration essential on first-come, first-served basis as numbers limited. For registration email: Susan.Jenkins@weltec.ac.nz

Virtual peace training

Virtual Peace: Turning Swords to Ploughshares (http://virtualpeace.org), a humanitarian/disaster assistance training simulation brings together digital learning technologies and international humanitarian assistance efforts. It has been funded by the MacArthur Foundation and HASTAC. Created by Duke University’s Tim Lenoir (full project team: http://virtualpeace.org/people.php) in collaboration with Virtual Heroes, Duke-UNC Rotary Center, Duke’s Computer Science Department, and Duke Information Science and Information Studies (ISIS) it allows students and educators to enter an immersive, multi-sensory game-based environment that simulates real disaster relief and conflict resolution conditions in order to learn first-hand the necessary tools for sensitive and timely crisis response.

Interestingly the simulation uses the avatars of real people and simulations of real places for what is a realistic training scenario based on reality. Learn more about Virtual Peace.

Species ‘change’?

cardenas

In an era when biotechnology has made it possible to alter the basics of what we eat, how we provide energy and even the makeup of our genetic structure, a graduate student at the University of California is to attempt to “smash” the species boundary, by living as a dragon for 365 hours – virtually

Pushing the limits of what it means to be human she  is exploring the intersections of biotechnology, art and virtual-reality in a fully immersive performance, “Becoming Dragon,” according to Tiffany Fox writing in net magazine, PhysOrg.com (http://www.physorg.com/news146932385.html)

To fulfill the final project requirement for her MFA in visual arts, the student Micha Cardenas (SL:Azdel Slade) (pictured above) (http://secondloop.wordpress.com/), a transgender person, will spend 365 consecutive hours immersed in Second Life, wearing a head-mounted device with a stereoscopic display that blocks all but the virtual world from her view, in a to-scale virtual model of the actual performance space (complete with the black leather couch that will serve as he RL bed). She will spend the entire duration of the performance in a laboratory at UCSD’s Center for Research and Computing in the Arts (CRCA) at the California Institute for Telecommunications and Information Technology (Calit2).

The performance began with a two-hour session on December 1 and will continue until December 17 (http://slurl.com/secondlife/Seventh%20Eye/186/12/35)

Cardenas’ movements are being mimed by way of a Vicon motion-capture system, which allows her avatar’s movements to correspond with her own in real-time. In essence, Cardenas will “become” the dragon, moving and even speaking as her avatar by way of a Pure Data patch called “Lila” that modulates her voice.

The project is also a means of questioning the one-year requirement for “real-life experience” that transgender people must fulfill in order to receive gender confirmation surgery (also known as sexual reassignment surgery).

“The general theme for my project is to explore the possibilities for transformation, to ask the question, ‘Is change really possible, or do you get what you’re given, and that’s it?'” Cardenas explained to Psyorg. “I’m asking if it’s possible to replace this real-life experience requirement with Second Life experience, but I’m also asking a question that is somewhat rhetorical or fantastical: Could you really become your second-life avatar?

Linden disappoints

There was some rather disappointing news for Kiwis and Okkers (New Zealanders and Australians)  at the Australasian Virtual Worlds Workshop 2008 Conference in Melbourne  last weekend

It came from Linden Lab’s Chris Collins, who, when asked about the delay in the proposed creation of an SL server farm in Australia, admitted that the “real soon now” of 18-months ago had stretched considerably, with no commitment given on when, if ever, this may occur (http://www.metaversejournal.com/2008/11/29/standalone-servers-soo/)

Looks like our lag performance, although in New Zealand mainly attributable to  the lack of foresight or investment by either Telecom or TelstraClear, will not be improving in the near future. Of course the New Zealand Government could use private enterprises such as NetFx ( the fastest commercial internet service in the country) to end the provincial internet problems cause by the two main players. Given the right funding NetFx could easily implement its optical cable system in provincial towns throughout the country as is currently being  done on a local government basis in places like Dannevirke.

But on the plus side he said that the 2009 beta of a standalone Second Life grid which will allow users to run their own grid was progressing.

Further reporting on the AVWW has been scheduled for the next few days by http://www.metaversejournal.com