Showing posts with label opensim. Show all posts
Showing posts with label opensim. Show all posts

Sunday, March 13, 2016

Some notes on the Virtual Worlds Best Practices in Education conference

I haven't attended the VWBPE conference in a couple years (or at least not much beyond a session or two), but since this year it fell on my spring break, I decided that I should do so.

I went to a number of excellent sessions, some in Second Life and some in the Opensim grid Avacon. I also hadn't spent much time in an opensim in several years, and I have to say it's much improved, though still a few years behind Second Life. (Of course, I do admit that some of that could simply be my level of skill with Opensim!)

Even so, from this year's conference, I could tell that the work in and excitement surrounding the use of virtual environments has escalated. The last few years have been rather bleak in many ways for teaching in world--from Linden Lab's abandonment of support for educational institutions (though it has been reestablished), to the larger culture's gaze at MOOCs as the shiny new thing (until the success rates of single digits became known!), to the adoption of mobile devices as the go-to place for online engagement especially among young people. But now with the feverish hyping of virtual reality head sets (I have a Google alert for "virtual reality" and get a dozen + hits a day) and the growth of Minecraft, it seems that recognizing the value of virtual environments in education is beginning to rise out of the trough of disillusionment in the hype cycle that Gartner has been publishing for the last few years. I heard, in fact, during the conference that in Virginia virtual worlds are now a required part of the tech standards that students need to fulfill in K-12.

So here are some notes about sessions I attended:

Virtual Worlds and Transactional Distance in Higher Education Online Courses – a Student Panel

This was my favorite session, where online students discussed their experience with using Second Life as a class meeting place during their online course. During the beginning of the course, the professor had them try a session in a virtual web conference program and then one in Second Life. They then chose which to continue meeting in. They all chose Second Life, and apparently this has been the overwhelming choice for a number of sections. The reasons that the students selected the virtual environment was because they felt like they were in a class with other students and the professor, rather than the more flat (their word) experience of talking heads in a web conference.

Of course, this was something that really interested me since I experienced much the same thing when first interacting with others in Second Life. There was much more a sense of being with others than I had experienced in 2D web interactions.

Ebbe Linden speech

The CEO of Linden Lab spoke for an hour giving educators an update on the improvements taking place in Second Life (most interesting to me, an upgraded browser in media on a prim), and on the development of Sansar (or as some call it SL2). He stated that both platforms will be operating separately for years, that SL users will likely find Sansar not as feature rich as they are used to (which prompted me to question in chat why then would we be compelled to move--which was not answered), but that it would ultimately have in-world building capability, though initial building will take place with third-party programs.

Here's a video of the talk presented on Daniel Voyager's blog if you'd like to see it. And here is a more robust summary on Jo Yardley's blog.

OpenSimulator Featured Panel at Avacon and Stephen Downes' keynote

As I mentioned above, this is the first time I've spent any time in opensim grids in several years. I have avatars in Jokaydia grid, Third Rock and OS Grid. Only the latter would allow me to hypergrid to Avacon, and it worked great.

The sessions went smoothly, though I can't say I'm a fan of Teamspeak as a separate voice platform, even though, to be fair, it worked fine. And no shadows--everything looked much flatter than in SL, but again that could be because I'm not familiar with any particular settings I should have set up.

It was great hearing from the featured panel about the projects being worked on in opensim grids by educators, and about the problems and improvements that are needed (primarily focused on communicating with others what they are doing--quite a shout out to Google+ by the way--and smoother hypergridding). And Downes' keynote was interesting, though I'll just give you a link rather than noting any take aways, mainly because I was struck more with the venue than what was said.

If hypergridding becomes as smooth as teleporting in SL and if the number of events/exhibits become readily available for writers and undergraduate scholars, I would seriously consider moving.

Karl Kapp keynote

Kapp's keynote was entitled "Reaching the Engagement Horizon in Virtual Worlds: Crafting Engagement Through Games and Gamification." I've never been a fan of gamification, but his work that he presented was intriguing. Though rather ironic--his main point is that active learning and activities is the best way to learn in virtual worlds, as he lectured at us for an hour!

A couple take aways:

He noted that when we use 2D web communication like Skype, we are very aware that all participants are in different locations, that there is a distance between us--we can hear sounds from different places and/or see images from different rooms or venues. However when we meet in virtual worlds, we are in the same place doing the same thing.

This is something I've long noticed about virtual worlds, that when avatars meet, there is an intimacy (a word that came up during the conference that I had never thought of but is quite apt) that arises, a sense of person, that does not take place in 2D conferencing venues. Don't get me wrong--2D communication through audio and video is great, but the disembodied heads floating on a screen separates rather than brings together participants. The placeness of virtual worlds creates connection that I've still yet to be able to explain.

One other take away: We learn from games not because they are fun, but because they are interactive.  (Though it seems to me that fun does motivate game playing! If it's not fun, players won't interact!)

At the student panel, I had asked them the part that a sense of place contributed to their choice of 3D or 2D meetings. At first they didn't quite get what I was asking, but they mentioned that Second Life was more fun, and not in the sense that they were playing a game, but more so that just seeing others in different avatars, in different environments, was much enjoyable, lightening the very serious work that they were doing as a class.

The week prior, I had my creative writing students go on a field trip. They were studying setting in fiction, and I asked them to go find sims that corresponded with their settings they had been creating in stories and poems. One group came back with animal balloons; they had visited a zoo sim and were quite excited about the animals (and balloons) they had discovered.

So I'm still not sure how far I'd want to go with gamification, though I think definitely a sense of play at some level is valuable with learning, and I've found that interaction and fun are definitely valuable with online courses in virtual environments.

There were other excellent sessions, and it was great to hear what has been going on with the Virtual Pioneers and Caledon Oxbridge, but this blog entry has gotten long enough so I think I'll stop here.

One other thing, though--in the process of participating in VWBPE, I learned about, and tried, a couple of other virtual worlds, Edorable and High Fidelity. Both are not ready for prime time (not even for late night) but were intriguing to check out. The developer of Edorable claims that his media board is entirely synchronous, that what the instructor does on the board is seen by the students, just like in a face to face classroom--even with password protected sites. This sounds quite promising!

Now, really, I'm done. I guess that's what you get when I haven't blogged in a while!

Sunday, April 03, 2011

Bugs galore

Classes are going smoothly. My creative writing class meets weekly on Angel Learning Isle, and they all have mastered the basics of SL so that chatting, text and voice, watching web pages/assignments on the shared media board, and even getting into groups, teleporting to a sky platform and working together, reading drafts, planning an SL excursion to a writerly event, or jotting down notes onto a Google Doc comes easily to them.

And all three sections handle effectively meeting together for chats without my presence.

All good news. Though some new developments in SL have come about that need some planning in the fall, when I will have four sections to meet with inworld.


First off, Michigan Community College Association Virtual Learning Collaborative (MCCVLC) has purchased a region in SL. Anyone who has online classes in Michigan community colleges can have access and use the island. Only a handful of us have met with the director, Ronda Edwards, and I've gotten land management permissions, so I've been able to play for the first time with manipulating land. I've made an island, added the the plateau, and put an initial building with some trees just to show the director, who's very new the virtual world, what is possible.

So I have access to this region, along with Angel Learning Isle, for the fall. I haven't yet decided what I'm going to do there, but I expect to spend some time this summer increasing my building skills (at present very minimal) and hopefully hold some classes on the island, as least as a back up.

Second, Linden Lab has sprung a new version of viewer 2 (2.6x) that defaults to a basic browser for brand new users. This version is very stripped down, with no inventory, snapshots, notecards and such. It means that orientation sims are really going to need to rethink how they design their first hour experience, the second time in two years. Users can switch relatively easily to the Advanced viewer, though the number of steps to do so is unfortunate. But I'm really going to have to keep an eye on what happens with Virtual Ability Orientation Island to see if it will be viable for the fall. (Since I've started this blog entry, I've learned that students are discovering after installing an update that they are running the basic viewer, so I've had to send an email out to everyone warning of the possibility and how to get back to advanced. Fun times.)


So, that's frustrating: Linden Lab continues to exhibit their sterling communication skills with user groups, especially nonprofits and education. Many such institutions and individuals working for such are exploring open sims such as ReactionGrid and JokaydiaGrid, which is good, and I imagine such grids will be a significant part of the future in using virtual worlds in education.

However, they are still alpha, and rife with bugs. As an example: I tried to get into 3rd Rock Grid and VWER grid today. I hadn't been to 3rd Rock since last May when VWER had a meeting there. I remember liking the freebies I got for my avatar, so I wanted to return, get my avatar, and try hypergridding to VWER grid, or at least somewhere else.

Well, when I rezzed, I had been ruthed, completely stripped of everything I had, from my silver locks to my cool quiver. And I couldn't move.

I closed out, tried to go back in with a different viewer (from Hippo to Imprudence) and no change. I tried to add a male avie I had in my inventory. It only half loaded. I tried to move. Couldn't, until I logged out and in a third time. I set out to find some more freebies to dress less ruthily, and ended up looking like some demonic creature with glowing white eyes! Maybe a good look for me!

So, I gave up, decided to try VWER grid. I was not allowed to my home site, the 512m plot of land I call home, and couldn't get to it. Then when I tried to log out and back in, nothing, just a hung up viewer, both with Hippo and Imprudence.

So, again, open sims are a great promise, but the stability of SL, especially when dealing with three sections of students, cannot be discounted. I ran across a blog entry citing one VW developer who has seen an "uptick in corporate interest in the use of Second Life." James Neville (the blogger) and Bill Prensky (the VW developer) speculate why, and one reason they mention is that
Linden Lab seems to have gotten Second Life technology done right. That is, with the appropriate balance of performance versus resource demand necessary to run the product on a normal computer and be connected in a 24.7 “cloud” world. Competitors have yet to develop a working alternative that comes close to the Second Life server engine and thin client technology combination. And, lord knows, competitors are trying.
There is no way that I will commit to the usage of any virtual world outside of Second Life until I see much stabler operation. It's heavy lifting enough herding dozens of online students through the first hours of SL. I'd have mass revolt if I tried to do so with the open sims I've tried to date.

Tuesday, December 09, 2008

Netscape 1995

My sabbatical basically ends this week. I plan to do two more blog entries, this one and then a wrap up at the end of the week (or Monday).

One of the primary benefits that I've found with exploring Second Life is that of professional development, both in the sense of online conferences as well as more informal though periodic discussion groups.

For example, this last couple weeks, I've participated in five different discussion groups:

SL Educators Roundtable



Community Colleges in SL



Virtual Worlds Research Group



Epoch Institute discussions on virtual worlds (from a social science perspective)



The Science Fiction and Fantasy Portal at InfoIsland

Oops, forgot to take a picture. Well, you'll just have to trust me that I was there. I did, though, also stop by West of Ireland for a reading of Washington Irving:



I'm not going to summarize the discussions, though they were often rich and intriguing. My point for this blog is that in the space of two weeks, I've had conversations with other professors, instructors, high school teachers, students from all over the US, Australia, New Zealand, Singapore, Portugal, Holland, England and so on. Yes, such can happen through listservs, MOOs, blogs, Twitter, wikis. But the sense of presence and space one experiences in SL adds a dimension to online interaction that I find significant, a sense that increases the more I explore its use.

But again, as I've mentioned before, and has come up in a number of places in world, SL is on the bleeding edge of technology. At a conference I attended the last couple days that took place in San Jose (Program for the Future) and also took place in SL, one of the RL participants whined about how difficult SL was to download and operate, that one needed a high-end computer even to operate in the virtual world, that a grandmother in Kansas would never be able to do it.

I made the comment in world that my children's grandmother (my mother) had no problem downloading and exploring SL (quite enjoyed the quilt exhibit at University of Kansas library). But the bigger issue is that many of the same complaints that are made about SL were made in 1995 about browsing the web. I remember using Netscape on my son's first computer and waiting 15 minutes for a page with still images to download!

And I'm sure we all remember searching for stuff on the web in the mid-nineties: nine times out of ten you'd just find crap. Yet, in just a couple years, we could find magazine articles, research from universities, rudimentary video clips and such that made it much more useful, not to mention the beginnings of interactive usage as we began to explore with online classes in 1997.

And today, the exponential increase of content that one finds with resources online is truly staggering. My wife, just the other day mentioned that in the last six months she's noticed a marked increase in quality of sources she pulls up when searching online.

Second Life is Netscape in 1995, or maybe a little further along, say 96 or 97. But in the next couple years, it seems to me that the richness of interaction and content will explode.

However, Second Life may also be the Netscape of 1995 for another reason. How many of you today use Netscape? That's what I thought. As we all know, Netscape got squashed by Internet Explorer and leapt over by Firefox. Will the same happen to Second Life? Will Google resurrect Lively or release something much more powerful? Will open source virtual worlds like OpenSim or Project Wonderland leap over SL's success? Who knows. But as mentioned in the Metaverse Roadmap, in the next 5-10 years, 3D immersive environments will be a significant part of our web experience. And I expect it will be the primary platform for online learning.