Want some publicity for your work? Virtual World Watch is in year 4 of tracking virtual world developments in UK Higher and Further Education. If you’re in the sector and doing “stuff” with virtual worlds, then your input would be appreciated.
Answer whichever of the 9 questions below you want to answer. Please send your submissions to john@virtualworldwatch.net by the end of this week; thank you.
Oh – and, as per the previous snapshot, 5 respondents who get their answers in by June 30th will be drawn out of a pickle jar and win £10 each.
+ + + + + The Questions + + + + +
Please do some or all of these – or ignore the lot and write something relevant instead.
1. What are you doing in virtual worlds? Teaching, learning, research, publicity, and/or anything else?
2. Going well? Not? Want to say why?
3. Money is tight. The ‘golden age’ of education money may be ending. How are you getting funded? How do you think your virtual world activities will be funded in the future?
4. Long distance travel is increasingly precarious. Ash, strikes and airlines going under ground flights. Travel is expensive (even in the UK with extortionate train fares) and takes up a lot of time. Virtual Worlds could, possibly, be used instead of many workshops, conferences, meetings et al. Your thoughts on this? And how do virtual worlds such as Second Life stack up against other event-replacing media such as Elluminate and Skype?
5. Second Life. Using just that, or considering other virtual worlds? If so, why?
6. Problems with universities blocking access to Second Life. Is anyone still having that, or are we over it now?
7. Handling large numbers of students in virtual worlds simultaneously i.e. more than 30. Do you have experience of this? How did it go?
8. What do you think of the new Second Life viewer, both the UI/usability changes and the new functionality it enables (e.g. media on a prim)?
9. Do you have a view on the new Second Life Terms of Service conditions and ownership rights which are creating a bit of a hoo-hah in some quarters? Do you think it will affect you? Does it matter in the grand scheme of things?
Thanks for your input – much appreciated.
An event tonight (15th June) in Second Life, as described by Dr GR Barker-Read, Head of Academic Quality and Standards, University of Leeds
* * * * *
Friendly Greetings!
You’re all invited to join me at 8pm UK time (12 noon SLT) today for a guided tour of the Edge of Life artificial life ecosystem on Education UK island. The creator of the life forms, Davide Byron, and his lovely shepherdess Venus Jervil will be on hand to explain what’s going, how it all works and where it’s leading to. This landmark will take you to the entrance gate: http://slurl.com/secondlife/Education%20UK/121/36/21 . BTW, the yellow plastic duck isn’t alive (yet) – it’s a lag sensor.
There’s a supporting website to look at if you have the time, although it’s not yet fully populated: http://sites.google.com/site/edgeoflifeproject/home .
This week Education UK is supporting the charity ‘Avon Walk for Breast Cancer 2010’ with a programme of live musicians and DJs in the Riviera Lounge. Tonight our guest DJ is Ned Heartsdale; he is Headliners Manager at the famous SL jazz club Phat Cat’s. Ned plays a wide range of music at various venues in SL and tonight he is going to treat us to Classic Rock, 60’s music and some romantic music too. Please feel free to join us and show your support for Avon Walk for Breast Cancer 2010. Bring your friends too!
Best,
Geoff
Children’s and young people’s digital literacies in virtual online spaces
Dissemination conference
Speakers: Peggy Sheehy; Rebecca Black; Constance Steinkuehler
When: Saturday 19 June; 2pm-4.30pm UK time (6am – 8.30 am SL time, for start times in other countries see http://tinyurl.com/39vvq6q )
Where: Infolit iSchool, Second Life:
http://slurl.com/secondlife/Infolit%20iSchool/169/173/22
This is the final meeting in a seminar series funded by the Economic and Social Science Research Council (ESRC). The aim of this seminar series is to consider the digital literacy practices which take place in virtual online spaces and to explore potentialities for literacy educators. In this final conference, speakers will consider the nature of literacy in virtual worlds and Massively Multiplayer Online Games (MMOGs)
* * * * *
The Second Life schedule is as follows (RL names)
6am Sheila Webber (Sheila Yoshikawa in SL), University of Sheffield, host in SL – introduction
6.10-6.50 Peggy Sheehy (Maggie Marat in SL), ‘I’m not good at Math but my avatar is’
7am – 7.40 Rebecca Black, University of California (Irvine)
7.50 – 8.20 Constance Steinkuehler, University of Wisconsin-Madison. “Virtual worlds at the nexus of a constellation of literacy practice.”
8.30 Wrap up from Julia Gillen, Lancaster University
Information on this event is at
http://www.lancs.ac.uk/fass/events/digital-literacies/events/conference.htm
and on the whole series at
http://www.lancs.ac.uk/fass/events/digital-literacies/index.htm
The irrepressible Kate Boardman, from Teesside University, provides her thoughts for snapshot #9. You can, too!
* * * * *
1. What are you doing in VWs? Teaching, learning, research, publicity, anything else?
We’ve never really done publicity, although that’s not my role, so I’ve never needed to. Had an interesting exchange with marketing over the fact they had no idea we were doing cool stuff, but I don’t think there’s any plan to move into publicity. I think a lot of what we are developing could be construed as research as we are constantly aware of developing in order to enhance the student experience and improve learning and teaching, so the scholarship in learning and teaching underpins most of what we do.
Are you asking what what, as in details? A few new things from previous snapshots. More development for Health, based around establishing shared scenarios for inter-professional learning. Will be tricky to pull off, but great vision to try. We seem to be good at developing for rated screenshots, so presumably Virtual World Watch will be monitoring our upcoming temporary mortuaries closely Business scenarios that have been floating free will hopefully turn into concrete (virtual concrete, well, you know what I mean) plans very soon and we also have some pressure-immersion projects for disaster management in design as well. There’s also been some funding secured for research on the factory environment which we’re looking forward to learning from.
We really need another island. Have finally begun looking at how to capture then archive some projects which were one-offs in order to reclaim the prims for reuse, whilst retaining the potential to re-rez if required. However, it has meant that we are also now beginning to implement some of our original ideas to create multi-agency and multi-occupancy spaces, in order to make each build work hard.
2. Going well? Not? Want to say why?
It could be going better, but to go better we’d need more input. At the moment, I have some frustration that people buy into the ideas, and want to develop, but are on tight timescales and can’t always continue to put time in. I think we’re beginning to see – if not a tipping point – the potential for a tipping point in some places, and that it would, in theory, be almost reachable. I have two hesitations about this. One is that even though there are an increasing number of machines on campus that can manage SL, I have decided that they’re possibly not really up to the kind of spec that encourages SL activity – that staff and students can see things rezzed around them and can move with confidence. I don’t envisage all machines being routinely of a standard that really facilitate fast and complex scenarios.
Secondly, although there is a [comparative] rush of people now there is a little time for development over the summer, I’m not sure whether there will be enough development in place to keep up the pace when the main member of staff currently supporting projects leaves the institution. There are technical staff who are beginning to engage and a new post about to be advertised, but the need for a champion until established is pretty clear. ‘Established’ isn’t very far away, and I hope that it’s enough to keep going. We are, obviously, about to have to engage with how/what we hand over responsibility for the university island and the developed content.
3. Money is tight. The ‘golden age’ of education money may be ending. How are you getting funded? How do you think your virtual world activities will be funded in the future?
We have done everything we’ve done on a skinny shoestring. The only funding we have used has been to buy and maintain the island – this was funded first under TQEF by our Centre for Learning & Quality Enhancement, and so far has successfully been kept in the budget. I don’t know how safe it will be next year. Realistically speaking, as the development of projects spreads around campus, it’s a pretty small amount of money compared to other softwares or activities on campus. Over the last eighteen months, a growing number of projects have successfully bid for central Learning & Teaching Innovation Fund monies with which to develop or study their intended activities. If this were to continue, island rent could be covered from these bids, but I don’t anticipate there being always money given to a Second Life project. The School of Health has also found some money to fund buying kit for a set of pilot scenarios and now looks to employ someone for a few months to develop some more cross-School activities, so there is definitely a move towards engagement financially as well as intellectually. Whether it will be enough? I hope so. I’m quite proud of what we’ve managed with very little budget. I wouldn’t actually like to look at my own personal transaction history to see how much I’ve spent during the last two years on work things, but I haven’t really noticed it. Whether it’s an acceptable amount when someone else has to pay it remains to be seen!
4. Long distance travel is increasingly precarious. Ash, strikes and airlines going under ground flights. Travel is expensive, even in the UK with extortionate train fares, and takes a lot of time. VWs could, possibly, be used instead of many workshops, conferences, meetings et al. Your thoughts on this? And how do vws such as SL stack up against other event replacing media such as Elluminate and Skype?
I finally realised the power of SL when attending a streamed conference event on the Eduserv island. The stream (sorry Andy) was pretty flaky back then, but the sense of presence was phenomenal. I’ve now attended and indeed presented at conferences around the world from my desk at home (at least once, I confess, in my pjs) and I think there’s a huge potential for sharing, bonding and networking. I wouldn’t say it completely replaces f2f meetings, but it is a real potential today, that should be just as much an option as doing a webex or video conference. I’m not a fan of video conferences, never have been, and although I do webexes regularly with Blackboard designers I kind of see that as a different type of event. Sharing content online in a webex/elluminate session is a very tailored event, and almost always has a particular focus to be presented/discussed, usually in voice above a presentation. As often pointed out there is a turn up, do then leave straight away thing with these.
Arriving at a virtual conference, hanging out with coffee in the back row gossiping on the back channel, incorporating a social aspect to nurture existing and new relationships is a very different thing. Complementary. Worth trying, even if you’re sceptical. Although clearly the electricity/power requirements are not carbon-free, I think very many more project meetings etc as well as conferences could be held inworld. There is a major professional development agenda that we are missing here. If you don’t believe me, believe one of my team!
5. Second Life. Using just that, or considering other vws? If so, why?
Just SL. No central IT support to install OpenSim – that hasn’t changed in all the snapshots I’ve written for and is unlikely to change in the near future. I have installed OpenSim at home (with mixed results, depending on whether I want to be in glorious isolation on my continents or open them to others but be myself locked out by my router ) so I could have a look, and the extra prim limit could really spoil a girl with a building fetish. However, until movement of ‘stuff’ between grids or the capacity to buy stuff in OS (or that I have triple the time to build everything I wanted) becomes commonplace, I can’t see that it’s in anyway a real alternative for us.
6. Problems with universities blocking access to SL. Is anyone still having that, or are we over it now?
No, that’s never been a problem for us. Although we have had a moment or two where the virtualised updating of software hasn’t worked and has been fine when tested and then not fine when members of staff went back in to hold a class… Mainly it’s access to decent PCs. There’s usable and usable, I’ve decided.
However, I have been to other institutions this academic year and found that although I can access the wireless on a campus, there is no access to SL, so I don’t think it’s completely gone yet!
7. Handling large numbers of students in virtual worlds simultaneously i.e. more than 30. Do you have experience of this? How did it go?
No, but having more than 10 staff at a time gets interesting. Talk about herding cats
I’ve had 20 or so a few times without too many problems.
8. What do you think of the new SL viewer, both the UI/usability and the new functionality it enables (ie media on a prim)?
Still getting my head round it. I know I should use it more and then it would be more intuitive still, but although I use it regularly with alts and although I know that they say stuff won’t be lost when upgrading, I’m somehow still illogically nervous of logging into viewer 2 with my main account and her ginormous inventory. Just in case… I never use the camera or movement controls, so I’d personally prefer option setting to select what I wanted in the navigation panel at the bottom – didn’t realise just how often I used the map – a bit like you don’t realise how often you look at your watch until you forget to put it on one morning. And I find it a little disconcerting that the inventory etc menu shifts the focus of the screen rather than just overlays the view, but that’s just being picky.
Media on a prim is a game changer. Not just because you can do that, although flash-based tools like Edistorm being able to be shared by students inworld has real potential to extend learning scenarios without breaking the immersion, but because it removes the cost implication from lots of things. Being able to take snapshots and send them to Flickr, for example, means students can share these without having to pay. Or to use presentations in role play scenarios without uploading them (this doesn’t of course, include those activities based around building things, for which textures may still be required, but to be honest, that has very little to do with our main developments).
9. Do you have a view on the new Second Life Terms of Service conditions and ownership rights which are creating a bit of a hoo-hah in some quarters? Do you think it will affect you? Does it matter in the grand scheme of things?
It might matter re ownership of content at institutions for backup purposes, if you have to be the creator of something. Where we’ve had an external builder, we’ve carefully made them use our prims, but it will apply soon to all the stuff created by someone leaving the institution. Mostly, I imagine it won’t affect us too much – we’re not doing much grid switching, we never planned to cheatingly copy other people’s work/builds etc etc. Although I sort of appreciate the idea of having a covenant statement about allowing photography (the snapshot and machinima tos), I’m not likely to check when I go somewhere new either. But I would be a bit shocked if I went to log in one day and found my own builds staring me in the face from the login screen!
Kathryn Trinder, from Glasgow Caledonian University, has got her response in for snapshot 9. You can too – the deadline is the end of this month in order to go into the draw for a crisp ten pound note.
* * * * *
1. What are you doing in virtual worlds? Teaching, learning, research, publicity, and/or anything else?
Nothing new for me just now. Finishing off projects started a couple of years ago, collecting data, writing up, looking at how lecturers can move onto second & third stages of their exploratory projects. Other stuff is going on around the Uni, but lecturers are to a great extent now “doing it for themselves” (with the developers).
Still exploring intergrating Second Life with Blackboard. Still looking at if we wish to use any Virtual World element on the LTHE PGCert.
2. Going well? Not? Want to say why?
Going fine. It’s gained its own momentum and is rolling along nicely, and whilst not at the speed we initially envisaged, it IS rolling along. The concept of Sl/VWs has become commonly accepted in the Uni, and is now seen as a serious learning technology/learning environment, which is a huge change from 2 years ago! We are no longer looked at strangely…
So, successful in many ways.
3. Money is tight. The ‘golden age’ of education money may be ending. How are you getting funded? How do you think your virtual world activities will be funded in the future?
If it becomes an intergrated learning environment to use then it hopefully having the technology will still be funded at central level, as are our other accepted learning technologies (VLE, etc).
Lack of funding will impact more on opportunities for substantive research than for development. Lack of extra funding will slow down learning and teaching innovation as people will not be able to buy our time for design of learning activities/courses, etc.
4. Long distance travel is increasingly precarious. Ash, strikes and airlines going under ground flights. Travel is expensive (even in the UK with extortionate train fares) and takes up a lot of time. Virtual Worlds could, possibly, be used instead of many workshops, conferences, meetings et al. Your thoughts on this? And how do virtual worlds such as Second Life stack up against other event-replacing media such as Elluminate and Skype?
It has potential. But I’d like to see some more integration of tools such as Elluminate/Skype mixed into SL/VWs, and also the asynchronous nature of some online conferences should not be lost. I dont think it’s necessarily a one-or-other situation. They all have good and bad points. But I do think it will happen that we remotly conference more in the future, and a 3D environment has much to offer that experience.
5. Second Life. Using just that, or considering other virtual worlds? If so, why?
Too much buy-in to a commerical system that has so much control is not good for education, IMHO. Its holds us hostage to their whims, downtime, pricing… As long as we can export to other VWs then SL will continue for a while, but I eventually would prefer to see this as a technology that we host and control (us as individual institutions, or collaboratively, across the UK) and can steer its development more for our needs.
6. Problems with universities blocking access to Second Life. Is anyone still having that, or are we over it now?
Not blocked, and its now on the standard desktop image (yay!), but we still have issues of ‘training’ as part of general IT skills. Its still seen as something not yet standard.
8. What do you think of the new Second Life viewer, both the UI/ usability changes and the new functionality it enables (e.g. media on a prim)?
The UI confuses me
, but media on a prim is fantastic news.
A question in from an academic this lunchtime. It’s a recurring question, so blogging the answer:
Can you, from the top of your head, tell me how many universities in the UK were active in virtual worlds when you started the snapshots & how many do so now?
1. When the snapshots started, three years ago (summer 2007), VWW found 41 UK universities who were ‘active’.
2. Now (summer 2010), it is all of them.
3. It is important to define ‘active’. In this context, it means some kind of development work in virtual worlds has taken place. In some instances, at one extreme, this is a lone academic, working at home as his or her university blocks access to e.g. Second Life. In other instances, it happens at the institution, as part of a team, department or group, or is university wide. The general trend is (slowly) moving towards the latter cases.
4. It’s also important to note that VWW has never been aware of all the activities of UK academia in virtual worlds. For several reasons it’s impossible to get a comprehensive overview, so you can take numbers as underestimates.
[More] An expansion on answer 2, as requested by comment 1.
There are many levels of activity within institutions, including (but not limited to):
- University-wide, multi-departmental, everyone buying in or having the option of buying in
- Departments or groups maintaining islands for teaching
- Research teams using virtual worlds, or studying them
- Lone researchers, working openly in their department with virtual worlds
- Lone researchers working at home “below the radar” (there can be many reasons, not just technical, for this)
There can be more than one of these within the same institution – or department. In fact there are specific cases where, in the same university department, some academics teaching using virtual worlds, while others work at home “below the radar”. Therefore, a 2D linear scale of universities usage of virtual worlds is tricky to do (though, perhaps not impossible).
Looking at spreadsheets of previous responses, VWW would estimate that in a third to a half of UK universities, the virtual world activity consists of one or several lone researchers i.e. a very small number of people, either using virtual worlds openly or at home, for work purposes. It’s also very likely that there are other ‘lone researchers’ in these institutions who are doing things that are undetected.
It’s in the other half to two-thirds of universities where more ‘joined-up’ virtual world development, use and collaboration is taking place.
VWW is regularly asked to assess academic funding proposals (not all of them concerning virtual worlds). Today, VWW has marked several, and noted yet again academics requesting large (four or five digit) amounts of money for, essentially, travelling to events.
One of the questions in the ongoing survey for snapshot #9 concerns the advantages and disadvantages of ‘real world’ travel against using online methods of hooking up with people, be it for a conference, workshop, presentation, meeting, or some other event.
With a summer of strikes threatened on British Airways, the reasons against flying off somewhere are stacking up. Volcanic eruptions can cause massive hassle, leaving people stranded for days or weeks with little or no warning; are these pictures what you have in mind regarding the luxury of travel? A myriad of other possibilities and regular events, from air traffic controller strikes to technical problems can add time, extra expense and stress to your journey. Even if all goes well, can the costs always be justified, as they include:
- Plane, train, taxi, ferry and car costs.
- Insurance and medical costs.
- Increased costs of subsistence e.g. food, extra clothing for a different climate.
- Hotel bills.
- Event organisation costs.
- Academic wages; each day the academic is away at an event, or travelling to/from it, but still being paid.
These costs are often, individually, significant (as anyone who has to take a train at short notice will know). In total, even for a small event in the same country that all the participants reside in, the costs can run into thousands of pounds. And this against a backdrop of massive cuts being increasingly inevitable.
Can technologies such as virtual worlds, Elluminate or Skype, significantly replace real world travel, in terms of finance and time? Possibly, maybe, though there are issues:
- Facing a screen is not the same as facing people. Even with video, body language and other nuances are missed. The opportunity to ask questions, start debates, is restricted by the technology between you and the other person, or people.
- Social interaction and opportunities are limited. Sit next to someone at an event and you can strike up a conversation, go down the pub with them, swap notes. Serendipitous contacts take place which are less likely when at a virtual event. Though a counter-argument to this is ‘Why wait for the event?’, with academics who make good use of social media such as Twitter regularly coming across new and relevant contacts and information.
- Meeting people is, for some academics, easy. Whereas e.g. handling an avatar in a virtual world is, for them, difficult; it requires training, screen time, and a lot of frustration. But, on the other hand, not everyone who goes to academic events is outgoing and social. You can usually spot people sitting quietly on their own, writing their own notes, then going home without speaking to anyone. Is this always an efficient use of time and money? Would they have made more contacts, obtained more information, through using more comfortable methods of attendee communication?
- If academics never ‘escaped’ from their offices, then their ‘quality of working life’ is arguably lessened. Though, perhaps, it should be noted that many other sectors, and jobs, involve being in front of a screen every day, with little or no opportunity to ‘escape’.
Which brings us on to another reason why travelling to events continues to be popular, possibly the largest reason. Some academics simply don’t want to give up the travel. And can you blame them? Given the choice, if someone else is going to pay for your trip to e.g. San Francisco, where you can combine work and pleasure, then many people aren’t going to say “Erm, no, I’ll just sit in my cubicle office and do it online instead.”
Video conferencing is not new; the JISC Ariadne project consisted of two teams, one in Bath and the other in Dundee. In 1996 – 14 years ago – we used video conferencing to hold a meeting. It worked – surprisingly well. A few hours out of the office, then back to work. Total cost; a few hundred pounds, as opposed to many times more if people had been flown, or sent on a train, then put up in a hotel, between south west England and central Scotland. So it worked – 14 years ago (worth stressing), so the technology should be considerably better by now, surely? Even the new iPhone has video conferencing (though, of course, not everyone will get – or wants to get – such a device). So why is video conferencing still so infrequently used in academia, compared to events – of all kind – that require travel and significant cost?
This issue could be posed as a set of questions:
- Are the extra benefits (and what are these?) of travelling and meeting up in person worth the extra cost, as opposed to holding the event online?
- What actually are those benefits?
- Some people handle digital communications ‘better’ than others, but some people handle social interaction at events ‘better’ than others. But what is ‘better’ and can it actually be costed?
- Even with digital communications there is no consensus. Some people get a lot out of using a virtual world at events; others become frustrated and prefer video conferencing or various chat systems. Personal and practical preferences run strong.
- If, in an extreme circumstance, all non-essential travel was banned in UK Education and all communications were undertaken digitally, how would this affect the quality of research, and what would be the true costs and savings?
Oh, and as a side-point: aren’t we supposed to be saving the planet, reducing emissions et al? Another argument, perhaps, for making video conferencing and other technologies more mandatory in academia?
Comments and thoughts are welcome – without this turning into a “Technology X is wonderful, but technology Y is crap” slangfest.
Contributions to snapshot #9 are coming in – feel free to add your 2p’s worth if you want. One of the first responses was from Peter Miller of the University of Liverpool. Here’s his response:
+ + + + +
1. What are you doing in virtual worlds? Teaching, learning, research, publicity, and/or anything else?
This past year I’ve used Second Life to teach microbial bioinformatics for the second time though the subject matter was significantly changed (from cell wall defences in Gram-negatives to an analysis of homologous genes in mycobacterial species). I also supervised an undergraduate project that involved the student constructing a build themed on the cell wall of Mycobacterium tuberculosis. Finally, I gave a Masters group a brief introduction that was intended to give them some idea of what it would be like to attend a conference in a virtual world.
2. Going well? Not? Want to say why?
My general impression of the bioinformatics sessions is that there is a minority of students that really likes this kind of thing but that I still need to make the experience less bumpy for the majority. Fortunately there seem to be very few that absolutely hate it. Given that this year was radically different in content and approach from the previous one (e.g. different topic, greater emphasis on teamwork), I thought the end-result was sufficiently good to justify running a streamlined version of the same sessions next year.
The (much longer) project seemed to go reasonably well. I personally liked the way the student became largely independent and we had some good conversations, both online and offline, about subject content and design issues as well as the mechanics of building.
Sadly, the Masters group session suffered from some scheduling issues (the class ended up being run multiple times) and coincided with the introduction of the new viewer which also caused some problems. Most of the students were, however, reasonably proficient in basic navigation by the end of the single session. That said, I don’t think the implementation, however well-intentioned, hit the intended target. With the benefit of hindsight, it would have been much better just to have facilitated some kind of actual conference inworld. Obvious really.
3. Money is tight. The ‘golden age’ of education money may be ending. How are you getting funded? How do you think your virtual world activities will be funded in the future?
As of the end of May, I am no longer supported by the University Library but I have managed to locate some residual teaching monies and this, together with the financial support normally afforded project students, should suffice for one more year. Sadly, I don’t do enough teaching inworld to warrant funding as “infrastructure”. I am, however, hoping to share the island with a US educator who will be contributing funds that will enable continuation for a further year, i.e. two in total. Her subject interest meshes well with my current teaching so there is potential for synergistic interaction, including running a meeting involving both student groups. I hope this comes off as I see this type of subject-level collaboration as the future in the absence of any direct support locally, at least in the short term.
4. Long distance travel is increasingly precarious. Ash, strikes and airlines going under ground flights. Travel is expensive (even in the UK with extortionate train fares) and takes up a lot of time. Virtual Worlds could, possibly, be used instead of many workshops, conferences, meetings et al. Your thoughts on this? And how do virtual worlds such as Second Life stack up against other event-replacing media such as Elluminate and Skype?
I attend a lot of remote meetings and conferences via SL and find it very convenient and much less fraught than it used to be. A number of the Masters students, however, were less than enthused about the lack of facial feedback from avatars and, I suspect, also begrudged the loss of the opportunity to network in person as well as visit new and exciting real-life places.
I have relatively little experience of Elluminate — my recollection is that it didn’t seem to engender as good a backchannel and, of course, there was negligible sense of shared presence. If I’m speaking, I do like to rez things as well as show slides and that seemed to go down reasonably well at the Virtual Worlds Best Practice in Education talk I gave.
5. Second Life. Using just that, or considering other virtual worlds? If so, why?
I’m only anticipating using SL for the coming year though, if time permits, I will have a look at some of the alternatives. Some further ruminations under Q.9.
6. Problems with universities blocking access to Second Life. Is anyone still having that, or are we over it now?
Never had that problem.
7. Handling large numbers of students in virtual worlds simultaneously i.e. more than 30. Do you have experience of this? How did it go?
The Masters class was more than 30 but I was forced to schedule that into smaller groups anyway so the inworld supervision was not a major issue.
8. What do you think of the new Second Life viewer, both the UI / usability changes and the new functionality it enables (e.g. media on a prim)?
I do agree with the Linden Lab notion of simplifying the initial experience and I think the web browser-like features are an improvement, albeit somewhat reminiscent of the earlier OnRez viewer. The sidebar and communications aspects are less well implemented but hopefully they will be improved in the next release. I am very enthusiastic about shared media and will be talking on that topic at our local Learning & Teaching conference. I am hoping that it will go some way to simplifying aspects of what I currently teach although I do see some issues, not least legibility as well as lack of synchrony between different users seeing the same media prim unless you are using special apps.
9. Do you have a view on the new Second Life Terms of Service conditions and ownership rights which are creating a bit of a hoo-hah in some quarters? Do you think it will affect you? Does it matter in the grand scheme of things?
I don’t think it has changed my views and intentions significantly, given that I was never anticipating migrating my builds (or, more to the point, anyone else’s) to other worlds. I do create quite a lot of content from scratch so the option is there for some of it; anything computationally intensive is handled by an external server anyway. Ultimately I suspect I would be able to migrate to an OpenSim world reasonably easily provided it had decent scripting performance — that can’t be far off now.
That said, I have no idea whether I will ultimately end up in OpenSim or somewhere completely different. If the University was suddenly to endorse a.n.other non-OpenSim virtual world, I would do my best to support that, possibly for new developments in the first instance. That means that I most likely wouldn’t abandon SL; I see it as the metaverse hub for some years to come.
From Cathy Tombs of Coventry University:
* * * * *
Registration and abstract submission is now open for our third National Workshop on Immersive Worlds event hosted by the Learning Innovation Group at Coventry University. The Big Issues in Immersive Virtual Worlds workshop is being held on November 4 2010 at the Techno Centre, Coventry University Technology Park.
The themes of the day are as follows:
Research and issues with -
* Space
* Identity and embodiment
* Learning design(s)
* Evaluations
* Impact of innovation on student learning
This event will provide opportunities for discussion, collaboration and interaction on the topic of issues in learning in immersive virtual worlds. It is a free one day event with refreshments and lunch provided, presentations from virtual world practitioners and live streaming into Second Life. You can register and submit abstracts at http://cuba.coventry.ac.uk/lievents/big-issues-workshop-2010/
Due to such a high volume of interest previously, we have had to limit spaces available this year and will run on a first come, first served basis.
We hope to see you there!
(From Sheila Webber, Department of Information Studies, University of Sheffield)
When: Thursday June 3rd Where; Infolit iSchool (& tour to Tseshkovsky), Second Life.
7 am SL time (= 3pm UK time) presentation “Information Literacy for 21st Century Life”
8 am SL time (= 4pm UK time) reports and discussion on recent conferences
Plus at 9am SLT (en Espanol) and 12 noon SLT: repeat event: Pi Illios (Universidad Puerto Rico) Literacia en Salud en Second Life (en Espanol, 9am) / Health Literacy in Second Life (in English, noon SL time = 8pm UK time).
—————————————————-
7am SL time (see http://tinyurl.com/38755tv for time in other countries):
Presentation from Sheila Yoshikawa (Sheila Webber in RL, University of Sheffield) on “Information Literacy for 21st Century Life” (as presented at the Oeiras a Ler conference in Lisbon, Portugal, in May, with some amendment).
Venue: http://slurl.com/secondlife/Infolit%20iSchool/147/170/21
In this presentation Sheila will elaborate a definition of information literacy and give examples of what information, and information literacy, mean in a number of contexts (e.g. in computer gaming, in a workplace, for “tweens”) and sum up key messages about IL in the 21st Century.
8 am SL time (see http://tinyurl.com/2vlrgup for times in other countries):
Report back from recent conferences (Oeiras a Ler, Informa 2010, and any others participants have been to recently!)
Venue: http://slurl.com/secondlife/Infolit%20iSchool/43/203/22/
9am SL time (see http://tinyurl.com/3aznlgt for times in other countries):
Literacia en Salud en Second Life ( en Espanol: Pi Illios, University of Puerto Rico)
Venue: http://slurl.com/secondlife/Infolit%20iSchool/190/215/749/
La Biblioteca Conrado F. Asenjo en el Recinto de Ciencias Médicas de la Universidad de Puerto Rico lleva a cabo un proyecto de Literacia y alfabetización en salud dirigido a hispnos que residen en Second Life . La literatura profesional señala que el 31,5% de los pacientes de habla inglesa y el 61,7% de habla española presentan una inadecuada o marginal alfabetización funcional en salud. La plataforma virtual Second Life tiene una población considerable de hispanosparlantes (alrededor de un 11.8 %) que residen en en este mundo virtual por infinidad de razones. Nuestro objetivo es enseñar y orientar al residente hispano en SL a encontrar información de salud confiable, actualizada y adecuada a sus necesidades. see https://sites.google.com/a/upr.edu/tusaludbuscadistingueaprende/?AuthEventSource=SSO
12 noon SL time (see http://tinyurl.com/369bq3u for times in other countries):
“Health Literacy in Second Life” (talk and tour; in English: Pi Illios, University of Puerto Rico)
Venue: http://slurl.com/secondlife/Infolit%20iSchool/129/242/22/
The Conrado F. Asenjo health library of the University of Puerto Rico has created a prototype for health literacy to help Hispanic residents in Second Life. This is responding to the factthat surveys have shown that people have poor health literacy (31.5% of English speakers and 61.7 Spanish speakers). They have used teh platform of Second Life to create a prototype informative build. Pi Illios with introduce their work, and then take people on a tour of the build on Tseshkovsky. see
https://sites.google.com/a/upr.edu/tusaludbuscadistingueaprende/eventos-events-in-world/libraryweekpresentation/proyecto-piloto/salud-e-hispanos/home-page-english-version








