VWBPE 2014 Keynote: Philip Rosedale https://youtu.be/KyuS3jwrCu0 VWBPE 2014 Keynote: Philip Rosedale
The CEO of High Fidelity. Closing the Gap: Virtual Reality & Education at the VWBPE Central Auditorium. April 2014 #VWBPE
Learning From Online Worlds http://learningfromsocialworlds.wordpress.com/ Learning From Online Worlds; Teaching In Second Life was a research project at the London Knowledge Lab, Institute of Education, University of London. The project was funded by the Eduserv Foundation. The team worked part-time on the project from June 2007 to May 2008.
Can avatars change the way we think and act? http://phys.org/news186342108.html Can avatars change the way we think and act?
Researchers found that study participants who saw their own avatars running were more likely to exercise after they left the lab than participants who saw someone else's avatar exercising or saw themselves hanging out in a virtual room.
IBM Case Study Showcases Value of Meeting Inworld http://community.secondlife.com/t5/Inworld/bg-p/blog_inworld IBM Case Study Showcases Value of Meeting Inworld
Well, if you've ever needed real proof that working inworld works, here it is.
We released a joint IBM/Linden Lab case study entitled, "How Meeting In Second Life Transformed IBM’s Technology Elite Into Virtual World Believers."
It details two IBM Academy of Technology events that were held inworld that were not only extremely successful, but also saved hundreds of thousands of dollars in travel and meeting costs. Plus, the teams had the opportunity to meet colleagues across the globe, socialize, and network, too.
Using Second Life for Medical Education https://www.jmir.org/2010/1/e1/ Learning in a Virtual World: Experience With Using Second Life for Medical Education
The results of this pilot suggest that virtual worlds offer tremendous opportunity to provide a space for constructivist learning at its best and to enhance learning outcomes beyond that provided by traditionally designed CME courses.
eTeaching in Second Life https://eprints.soton.ac.uk/66169/ Learning archetypes as tool of Cybergogy for a 3D educational landscape: a structure for eTeaching in Second Life
This paper considers issues of validity and credibility of eTeaching using a 3D Virtual World as a delivery medium of eLearning pertaining to the transfer of authentic real life skills. It identifies the game like qualities perceived therein, recognising that these very attributes may, when experienced superficially, be a contributing factor to the potential educational demise of the platform.
It goes on to examine traditional educational theories in the light of the affordances of a virtual world seeking to adapt and apply them to the construction of a new conceptual framework of a pedagogy reflecting the affordances and understanding of on-line learning which incorporates the implementation of Learning Archetypes (models of activities) to maximise the essence of a virtual world, in as much as it is able to facilitate learning experiences delimited by physical world constraints.
Real Growth in The Virtual World https://allvirtual.me/2008/12/26/real-growth-in-the-virtual-world/ Real Growth in The Virtual World
With a recession stifling business activity across the globe, what economy is expected to generate growth in 2009? The virtual world economy, of course! I believe that with consumers affording less these days, they’ll naturally spend an increasing amount of time online (in social networks and virtual worlds) and in video games.
Consider the following chart from Linden Lab ....
Metaverse Roadmap http://www.metaverseroadmap.org/ Metaverse Roadmap
Key info you should know about the 3D and virtual future, now to 2025.
What happens when video games meet Web 2.0? When virtual worlds meet geospatial maps of the planet? When simulations get real and life and business go virtual? When you use a virtual Earth to navigate the physical Earth, and your avatar becomes your online agent? What happens is the metaverse.
Taking its name from the immersive virtual world imagined by Neal Stephenson in his visionary novel, Snow Crash, the Metaverse Roadmap (MVR) is the first public ten-year forecast and visioning survey of 3D Web technologies, applications, markets, and potential social impacts.
Areas of exploration include the convergence of Web applications with networked computer games and virtual worlds, the use of 3D creation and animation tools in virtual environments, digital mapping, artificial life, and the underlying trends in hardware, software, connectivity, business innovation and social adoption that will drive the transformation of the World Wide Web in the coming decade.
SL Research Group on Diigo https://groups.diigo.com/group/second-life-research SL Research Group on Diigo
The purpose of this group is to collect resources on educational uses of Second Life/Teen Second Life.
This group is a repository of materials discussing specific projects, approaches, and research on virtual worlds in education.