The SLENZ Update – No 28, November 24, 2008

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YOU ARE INVITED

‘Open’ SLENZ workshop

New Zealand’s leading virtual world learning research group, Second Life Education New Zealand (SLENZ), has invited interested educators in both Second Life and “real life” to attend a one-day workshop in Wellington, New Zealand.

The open workshop will be held on Wellington Institute of Technology’s Wellington campus and in Second Life from 9am to 5pm on December 15 (NZ Time) as part of a three-day workshop to establish the  learning activities needed to achieve the SLENZ project objectives.

Registrations are required for the one-day event which will take place in both the real world and in Second Life on the Nelson-Marlborough Institute of Technology’s island of Koru  (http://slurl.com/secondlife/Koru/156/122/27). It is hoped to webcast part of the real world proceedings.

Announcing that the first day of the workshop would be open to the public, joint project leader Terry Neal said that places at the WelTec campus were limited to 50.  As a result registrants would be accepted on a first come, first served basis.

‘We are inviting others to the first day so that we can benefit from brainstorming possible activities  and therefore better raise awareness of the potential for Second Life to improve adult learning experiences.’ she said

The public workshop is the first to be held by SLENZ since it secured funding from the New Zealand Tertiary Education Commission to determine the benefits of virtual world education in New Zealand, particularly for adult learners.

The announcement of the workshop follows the selection of two pilot education projects: the Manukau Institute of Technology, with a foundation learning proposal, and Otago Polytechnic with a midwifery proposal. Both proposals include a number of partner institutions.

The lead educators for each project will detail their proposals to the workshop.

Guest speakers at the one-day workshop will include students already studying in Second Life. They will discuss their experiences live via Second Life with other students attending in person,. One of Australia’s leading Second Life educators, Joanna Kay (SL: JoKay) will detail and demonstrate   what other educationists are doing in Second Life.

A key part of the workshop will be a discussion of critical perspectives for education within virtual worlds. The SLENZ literature review will also be presented at the workshop.

In the afternoon participants will work together to come up with relevant project ideas for activities in Second Life  as well orienting project staff and students. Over the next two days, the project team will use these ideas as a basis for implementation of the two projects.

The one-day event is free.

Neal said that the team hopes the event will attract other foundation and midwifery educators as well as interested educators and e-learning staff.

For first come, first served free registration email: Susan.Jenkins@weltec.ac.nz

ekids don’t waste time

Dr Mizuko Ito discusses why time spent online is important for teen development

“It might surprise parents to learn that it is not a waste of time for their teens to hang out online,” according to Mizuko Ito, University of California, Irvine, researcher and the lead author of the most extensive US study to date on teens and their use of digital media.(http://www.macfound.org/site/c.lkLXJ8MQKrH/b.4773437/)

The study showed that America’s youth are developing important social and technical skills online, often in ways adults do not understand or value, she said. The study also has implication for adult learning as the youth of today are the adult learners of tomorrow.

“There are myths about kids spending time online – that it is dangerous or making them lazy,” she said. “But we found that spending time online is essential for young people to pick up the social and technical skills they need to be competent citizens in the digital age.”

Released mid November at the American Anthropological Association’s annual meeting in San Francisco, the study was supported by the John D. and Catherine T. MacArthur Foundation’s US$50-million digital media and learning initiative, which is exploring how digital media is changing how young people learn, play, socialise, and participate in civic life.

Together with the late Peter Lyman, of the University of California, Berkeley, and Michael Carter, of the Monterey Institute for Technology and Education, Ito led a team of 28 researchers and collaborators at the University of Southern California and the University of California, Berkeley. Over three years, they interviewed more than 800 young people and their parents, both one-on-one and in focus groups; spent more than 5000 hours observing teens on sites such as MySpace, Facebook, YouTube, and other networked communities; and conducted diary studies to document how, and to what end, young people engage with digital media.

The researchers identified two distinctive categories of teen engagement with digital media: friendship-driven and interest-driven.

While friendship-driven participation centered on “hanging out” with existing friends, interest-driven participation involved accessing online information and communities that may not be present in the local peer group. Significant findings included: –

There is a generation gap in how youth and adults view the value of online activity.

  • Adults tend to be in the dark about what youth are doing online, and often view online activity as risky or an unproductive distraction.
  • Youth understand the social value of online activity and are generally highly motivated to participate.

Youth are navigating complex social and technical worlds by participating online.

  • Young people are learning basic social and technical skills that they need to fully participate in contemporary society.
  • The social worlds that youth are negotiating have new kinds of dynamics, as online socialising is persistent, public, involves managing elaborate networks of friends and acquaintances, and is always on.

Young people are motivated to learn from their peers online.

  • The Internet provides new kinds of public spaces for youth to interact and receive feedback from one another.
  • Young people respect each other’s authority online and are more motivated to learn from each other than from adults.

Most youth are not taking full advantage of the learning opportunities of the Internet.

  • Most youth use the Internet socially, but other learning opportunities exist.
  • Youth can connect with people in different locations and of different ages who share their interests, making it possible to pursue interests that might not be popular or valued with their local peer groups.
  • “Geeked-out” learning opportunities are abundant – subjects like astronomy, creative writing, and foreign languages.

“This study creates a baseline for our understanding of how young people are participating with digital media and what that means for their learning,” said Connie Yowell, PhD, Director of Education at the MacArthur Foundation. “It concludes that learning today is becoming increasingly peer-based and networked, and this is important to consider as we begin to re-imagine education in the 21st century.”

Ito and her team of researchers found that participation in the digital age means more than being able to access serious online information and culture. Youth using new media often learn from their peers, and notions of expertise and authority are being redefined.

More information about the study and the MacArthur Foundation’s digital media and learning initiative can be found online at digitallearning.macfound.org.

The SLENZ Update – No 24, November 12, 2008

SL learning “fun”

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Second Life provides options for multi-modality in communication that “make learning fun – always a desired outcome,” according to two Finish researchers.
This was only one of the findings from their recently completed in-depth study of distance learning in Second Life, published recently in First Monday, the peer-reviewed journal of the University of Illinois (Chicago). http://www.uic.edu/htbin/cgiwrap/bin/ojs/index.php/fm/article/view/2178/2033
Reflecting other research Kim Holmberg and Isto Huvila (both have researcher/lecturer roles in Finland’s Department of Information Studies, Åbo Akademi) found that, although virtual learning is reshaping what happens in the classroom and will be a valuable add-on learning tool in the future,  Second Life and other virtual worlds can never fully replace in-class learning.
But they said, “To place Second Life, Web-based learning environments and face-to-face education in order according to which one is the best is hardly useful.

“According to the results of this study, the three learning environments compete very well with each other,” they said. “There are benefits in face-to-face education and in real physical presence that are difficult to achieve in other learning environments.
“Education in Second Life is closer to face-to-face education than traditional methods in distance education that are based on asynchronous communication and two-dimensional media. Second Life provides options for multimodality in communication (voice, chat, gestures, space) that make learning fun – always a desired outcome.”
The researchers said they were convinced that the concept of interreality – the integration of physical and virtual worlds – is “an advantage in distance education, if it can bring distance education closer to face-to-face education.”
Interestingly of the 30 students that participated in the study of a course in information studies – 28 female, two male – few had difficulty navigating through SL and most felt that it was superior to other Web-based learning environments.
Second Life was used as a platform to deliver lectures and as a place for organising group assignments and having discussions.
“One reason why the barrier to participation in Second Life was lower may be the fact that SL provides means for multimodal communication, even in-world,” the two researchers said.
“Students could use text-based chat inside SL to ask questions and participate and the teacher could answer and respond at a suitable time without interruption. It is possible to communicate through different channels at the same time, and students can use a channel that best suits them. Another possible explanation might be that the use of avatars gives students some level of anonymity with students ‘hiding’ behind their avatars.
But they added, provided that participating face-to-face education does not require too much travelling and learning outcomes are satisfactory, “Second Life does not necessarily provide any significant benefits, at least not when using it only as a platform for lectures and teamwork.
“When considering distance only as a physical measure of separation, Second Life provides a means to overcome it. The existence of multimodal and non-interfering means of communication and socialisation by using chat, instant messages and voice calls in personal and group interaction provides users a wider range of possibilities to communicate than in face-to-face sessions.”

Browser wars?

My belief that the creation of a universal generic browser (carrying assets) will be the key to the widespread adoption of virtual worlds received somewhat of a setback this week with Wagner James Au reporting in Newworldnotes, about a leading open source developer creating a non-SL compatible viewer.
Asking whether there was a fork ahead in the road to the Metaverse (http://nwn.blogs.com/nwn/2008/11/a-fork-in-the-m.html#more) he wrote about KirstenLee Cinquetti’s, development of the Openlife R16 viewer, (pictured, courtesy nwn) cinquettikirstenleewhich, although based on the original open source code of the SL viewer, only works with Openlife.
Au said the move was significant because the work by Cinquetti, previously renowned for her SL-compatible viewers, especially her dynamic lighting-enabled Shadowdraft viewer, could complicate attempts by Linden Lab, IBM, and other organisations to create full interoperability between Second Life and OpenSim servers as well as possibly lead to browser wars a la the early days of the net.

SL prize details

Every educator believes they are working not only for the good of their students but also for the good of the world and even the universe.
Well, Linden Labs has now allowed them – as well as every other Second Life resident – to compete in a “superlative achievement” award in what would appear to be a made for education prize opportunity (http://lindenlab.com/lindenprize)
Robin Linden and Everett Linden gave further details of the Linden Prize in SL this week. The prize will see one Second Life resident or team receive US$10,000 (paid in $L) for an innovative inworld project “that improves the way people work, learn and communicate in their daily lives outside of the virtual world.”
When originally announced four months ago by Mitch Kapor the prize was described as rewarding “superlative achievement” exemplifying the mission of “elevating the human condition” through using SL.
“We expect and want to create a wide funnel of people thinking, ‘Hey that might be me,'” said Everett Linden (Everett Harper in RL and Linden’s Director of Community Initiatives).
He said entries were expected from people in healthcare, people-creating communities with real impact, scientists with psychological studies, people with diplomacy projects, and architecture among other things.
“The key thing is that can you document tangible evidence of improving and having a good impact on people’s lives, and I say that broadly,” he said. “And it’s got to be compelling and high-quality, from compelling to aesthetics to technical to pure execution. It should really have a sense of being influential to creating future development across virtual worlds into the real world. ” Applications close January 15, 2009, with the winner and finalists announced no later than April 30, 2009.

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SL Community

For those of you who missed it previously Jennifer Ragan-Fore (SL:Kittygloom Cassady), SLEDcc Co-Chair, has again provided the slurl of the streaming pages and blogs of the successful “edu track” of the Second Life Community Convention in Tampa. http://sledcc.wikispaces.com/Audio+Visual+Archives; http://www.google.com/search?hl=en&q=blog+sledcc08&btnG=Search; Flickr uploads http://www.flickr.com/groups/sledcc08; RezEd discussions http://www.rezed.org/ ; and tweets http://twitter.com/sledcc .

Kemp on SL strength

Building community in Second Life is “really a matter of fostering user ownership and getting users involved,” says Jeremy Kemp, assistant director of San Jose State University’s SL Campus and wellknown virtual world guru. “That’s the strength of Second Life,” he said, “it’s a world created by users.”
And, in Second Life, according to Kemp, where a group of students meets at the same time online, there’s a sense of embodiment, a feeling of being in the classroom and a sense of presence.
“They get the feeling of being there,” says Kemp, and “they can see me in the classroom.”
Kemp expressed this view to Samantha Cleaver in an article in the ecommercetimes on Virtual Learning and the Avatar Generation – diverse issues in higher education, which looks at distance learning up close. http://www.ecommercetimes.com/story/web20/65082.html?wlc=1226309206&wlc=1226353422

Events

November 17, 1-5pm (SL time) “Real World Impacts from the Virtual World” including a “sneak preview” of John D. and Catherine T. MacArthur Foundation’s new sim “Foundations” should be of interest to educators and researchers. Interactive events covering how groups use virtual spaces like Second Life to build opportunities in preserving native peoples’ cultures, creating accessible spaces for people with disabilities, helping obese people make healthy life choices and teaching underprivileged youth about paleontology and science. Venues: (http://slurl.com/secondlife/Foundations/119/233/36) and the neighboring archipelago that includes the Network Culture Project, Justice Commons (http://slurl.com/secondlife/The%20Justice%20Commons/134/130/29) and Aloft Nonprofit Commons (http://slurl.com/secondlife/Aloft%20Nonprofit%20Commons/88/52/23/).

November 18, 2008, 7-8am (SL time) – Edward Lee Lamoureux (pictured at right), associate professor, Multimedia Program and Department of Communication, Bradley University) (SL:Professor Beliveau) participant in the recent lamoureuxInternational Distance Learning Day event. will share a portion of his IDLD talk with the Healthcare Education group (http://slurl.com/secondlife/Health%20Eduisland/174/144/25) Info on Lamoureux http://slane.bradley.edu/com/faculty/lamoureux/website2/

November 28-29, 2008 – Australasian Virtual Worlds Workshop 2008, EN 101, Swinburne University, Melbourne, Australia, and selected locations in SL. Keynote speakers include: Larry Johnson (CEO, NMC), Chris Collins (Director of Enterprise Business Systems, Linden Lab) and Bruce Joy (CEO, Vast Park) This workshop builds upon foundations established by the Second Life Discovery Day held in 2007 at Monash University, Australia. Registration for presenters and students is A$20 and for other participants A$50. In-world attendance slurls will be emailed following registration. http://avww.org/files/AVWW%20programme%20Panel%20and%20Presenters.pdf