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VIRTUAL EDUCATION JOURNAL The Reality of Virtual Learning Personal Professional Collegial APRIL 2015

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Page 1: VEJ April 2015

VIRTUAL EDUCATION

JOURNAL

The Reality of Virtual Learning

PersonalProfessional

Collegial

APRIL 2015

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Hello Everyone!

The Reality of Virtual Learning is that it is one of the best-kept secrets outside of the metaverse. For many reasons (most notably the quirky looks you get when you merely mention the word “avatar”) many of us have shied away from talking about our ventures into virtual worlds, except with like-minded, kindred souls. But, that is about to change.

Why? Two reasons. First of all, if you visit an elementary school, or talk to your children or

grandchildren, you quickly learn what they are doing with avatars, and how they are connecting with and learning from each other in virtual environments such as Minecraft. As the June 19, 2009 PBS “Learning in Virtual Worlds” video http://www.pbs.org/wgbh/pages/frontline/digitalnation/resources/virtuallearning/ explains, “kids play games socially” in collaboration with each other in virtual communities. Our children outside of school are learning skills that we do not teach in schools using a variety of desk and mobile devices. Yet, these skills are essential for them to live successful and productive lives as adults. In the medical field, this would be considered malpractice.

I see it everyday in my elementary school. Students want to build, to lead, to teach, and to mentor their peers as they create and transform a blank virtual space into worlds that are only limited by their own imagination and technical know-how. The bigger question is not what the kids are doing, but what educators can and should be doing to harness this enthusiasm and challenge student thinking and abilities to achieve the knowledge, skills, and dispositions they need to be creative entrepreneurs and successful global citizens. Educators (and especially key stakeholders and decision-makers) have a lot of work to do to catch up to where our kids are today outside of school in order to move them forward and make learning relevant in school.

Second, and what makes me most excited, is the work that educators and others are doing across the metaverse in virtual worlds, new and old, to teach, mentor, coach, support, and build communities of learning and practice. As you will see in this issue, and from watching the archived video footage from VWBPE2015 at https://www.youtube.com/user/VWBPEas it becomes available, educators and social workers are providing quality experiences for people that extend what they are able to do in real life and give them back a quality of life (e.g., socially, emotionally, spiritually, and yes, even physically) through their interactions with their personal avatar(s). The potential and ability is already here to transform and change peoples’ lives thanks to the important work many are already doing in Second Life, OpenSims, and beyond.

I am in awe – inspired, emotionally charged, and rejuvenated with a new enthusiasm after learning about the work of Virtual Ability Inc., championed by this year’s recipient of the VWBPE2015 Thinkerer Award, Gentle Heron (sl), Alice Krueger (rl). You “must read” the complete interview with Gentle Heron. Also, make sure to watch the two Draxtor videos she mentions and visit Virtual Ability Island to discover this amazing work.

The Reality of Virtual Learning is it has the ability to actively engage ALL persons, with and without disabilities, in effective and enhanced high-quality personal, professional, and collegial learning experiences that transform and enrich our lives in ways we can’t yet imagine. Look out on the horizon . . . The Reality of Virtual Learning is here!

We know you will want to devour this issue – so don’t wait, take your first byte! You will discover, like always, VEJ is “Out of this World!”

Keep Smiling J

Roxie Neiro (SL), Rosie Vojtek (RL)

In  This  Issue  

• VWBPE 2015 Thinkerer Award Winner, Alice Krueger (rl), Gentle Heron (sl)

• An Interview with Gentle Heron (sl), and Alice Krueger (rl)

• What I Learned From VWBPE • Get Your Mojo On . . . House @

Blue’s Corner • EdTech 532: Educational Games

& Simulations • Art Begets Art • Virtual Stonehenge: A Computer

Simulation • Expanding Horizons for

Archaeological and Historical Context for a Virtual Audience

• Backstage @VWBPE15 • Top 10 Tips To Be Professional

In Virtual Worlds • Machinima Mania is Back for

2015 • VEJ, Share Your Story: EPIC

Learning in Virtual Worlds/Environments

• Rift  and  Ready  for  Immersion  • VWBPE Selfie Moments • At The VWBPE Crossroads . . .

Oh, Yes, We Did Have Fun!  

      Cover Photo by BJ Gearbox (sl), Bob Vojtek (rl)

VEJ          Vol.  4  Issue  1  Virtual  Education  Journal  

June  2014  

To  Read  VEJ  online  visit:  http://www.virtualeducationjournal.com/ For  more  information  about  ISTE  SIGVE/VEN  or  to  join  the  fun,  visit:  http://sigve.iste.wikispaces.net/ Follow us on Twitter @VEJournal or #VEJournal

©Vej  is  an  Edovation  Publication  

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CONGRATULATIONS

ALICE KRUEGER (RL), GENTLE HERON (SL)

VWBPE2015 THINKERER AWARD

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   The  following  is  the  speech  read  by  Dirk  McKeenan  at  the  VWBPE2015  Closing  Ceremony  on  March  21,  2015  when  the  Thinkerer  Award  was  presented  to  Alice  Krueger  (rl),  Gentle  Heron  (sl).  You  can  view  the  entire  ceremony  at  https://www.youtube.com/watch?v=-­‐6Uul2d4QLc        

   Gentle  Heron  in  Poetry  Garden  on  Cape  Serenity      In  2014,  the  Virtual  Worlds  Best  Practices  in  Education  Organizational  Committee  instituted  a  new  personal  achievement  award  to  recognize  an  individual  who  has  provided  outstanding  service  to  both  the  field  of  education  and  the  virtual  world  community  at  large.      The  THINKERER  AWARD  is  presented  to  an  individual  whose  deeds  and  actions  have  shown  a  consistent  selfless  service  towards  the  promotion  of  learning,  community,  educational  practices,  and  who  exemplifies  the  spirit  of  cooperative  development  within  immersive  environments.      Recipients  of  this  award  are  not  simply  outstanding  professionals  in  their  field.  Award  recipients  must  characterize  transformational  leadership  qualities  to    

• envision  and  guide  change;  • enhance  the  motivation,  morale,  and  performance  of  both  peers  and  

pupils;  • promote  best  practices  and  continuous  improvement;  and  

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• inspire  others  through  their  words  and  actions.      One  such  individual  is  ALICE  KRUEGER,  better  known  to  many  of  us  as  Gentle  Heron.      Ms.  Krueger  is  the  founder  and  President  of  Virtual  Ability,  Inc.,  a  real  world  non-­‐profit  organization  based  in  Colorado,  USA,  with  a  well-­‐established  presence  in  Second  Life.  She  holds  a  Master  of  Science  degree  and  is  a  mother  of  three.  After  a  career  spanning  nearly  40  years  in  education,  teaching  regular  and  special  education,  then  program  management,  professional  development  and  research,  Ms.  Krueger  became  fully  disabled  with  multiple  sclerosis.    But  this  didn’t  stop  her.      To  combat  the  isolation,  which  commonly  besets  people  with  significant  disabilities,  she  founded  a  501(c)(3)  with  a  mission  to  bring  people  with  disabilities  into  online  virtual  worlds  by  providing  a  supporting  environment  in  which  to  thrive  there.      Gentle  Heron  first  rezzed  into  Second  Life  when  the  Heron  Sanctuary  was  established  in  2007.  Virtual  Ability,  Inc.  officially  adopted  the  new  name  in  2008  after  having  helped  numerous  people  get  “up  and  running”  in  Second  Life.  The  original  group  has  grown  in  size  from  about  150  individuals  to  nearly  1000  members,  with  an  ever-­‐stronger  reputation  within  Second  Life  as  the  leading  cross-­‐disability  community  of  support  for  people  with  real  world  disabilities.    In  2009,  VAI  won  the  first  Linden  Prize  for  providing  “a  series  of  courses  and  resources  to  help  people  with  real-­‐world  disabilities  get  acclimated  and  start  using  Second  Life”  and  for  its  ground-­‐breaking  new  resident  orientation  course  on  Virtual  Ability  Island.      Since  that  time,  Virtual  Ability  has  collaborated  with  researchers  in  disability  studies  and  with  projects  to  enhance  the  lives  of  people  with  disabilities.  VAI  has  worked  on  such  diverse  projects  as  

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 • Virtual  programs  for  military  amputees  with  the  US  Army  Medical  Research  

and  Materiel  Command;  • Participation  in  EmployAble,  a  Kessler  Foundation  grant  project  of  the  

University  of  Hawaii’s  Center  on  Disability  Studies;  and    • Virtual  Health  Adventures,  led  by  Nova  Southeastern  University,  College  of  

Health  Care  Sciences.      As  a  mother,  activist,  educator,  researcher,  and  leader,  Gentle’s  contributions  as  president  of  Virtual  Ability  have  resulted  in  the  escalation  of  discussion,  for  and  about  people  with  disabilities  in  virtual  world  settings,  to  a  level,  which  did  not  exist  before  2007.  Her  virtual  world  efforts  are  a  reflection  of  her  tireless  work  in  all  worlds:  

• Real  world  speaking  engagements  on  disability-­‐related  topics    • Featured  speaker  at  the  Second  Life  Community  Convention  in  2009  • Authored  and  co-­‐authored  articles  on  assistive  technologies  and  virtual  

worlds  • Featured  in  the  “Login  2  Life”  project,  described  as  “on  the  very  edge  of  

civilization,  documenting  a  lifestyle  so  entirely  new,  that  few  have  managed  to  look  beneath  the  surface  of  this  emerging  phenomenon”  

   Ms.  Krueger  has  raised  the  bar  for  bringing  equality  in  education  for  persons  with  disabilities  into  both  the  political  and  corporate  boardrooms.  Her  efforts  have  led  to  significant  changes  at  local,  national,  and  international  levels.      It  is  for  all  these  reasons,  and  more,  that  the  VWBPE  Organizational  Committee  proudly  confirms  Alice  Krueger  as  the  VWBPE  2015  Thinkerer  Award  recipient.    

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An  Interview  with  Gentle  Heron  (SL),  Alice  Krueger  (RL)  

By  Roxie  Neiro  

I  was  thrilled  when  Gentle  Heron  agreed  to  our  interview  while  we  were  enjoying  the  VWBPE15  Eric  Clapton  Tribute  Concert  after  the  Closing  Ceremony.  The  speech  made  by  Dirk  McKeenan  when  he  presented  the  award  (see  previous  tribute  article  for  speech)  explains  why  she  was  selected  for  the  2nd  annual  Thinkerer  Award,  the  highest  honor  given  from  VWBPE.  I  hope  you  enjoy  reading  this  article  as  much  as  I  enjoyed  talking  with  Gentle.  In  here  own  words,  please  meet  Gentle  Heron,  one  of  Second  Life’s  most  influential  global  citizens.        

Roxie:  Tell  us  about  yourself.  Who  you  are  in  rl,  sl,  and  any  other  virtual  environments  and  what  you  do?  

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Gentle:  I  am  a  very  different  person  in  the  physical  world  now  than  I  would  have  predicted  ten  years  ago,  or  even  one  year  ago.  Life  has  a  way  of  sneaking  up  and  tripping  you  when  you  are  least  aware.  I  no  longer  have  a  career  by  which  I  define  myself.  I  must  spend  much  more  time  taking  care  of  myself  than  I  would  ever  have  suspected  would  be  necessary.  I  no  longer  have  freedom  of  movement  to  go  where  ever,  whenever  I  please.  

Instead  I  am  part  of  a  community  in  Second  Life  to  which  I  am  devoted,  and  which  supports,  educates,  entertains,  and  sustains  me.  

 

Roxie:  Yes,  the  Second  Life  community  is  amazing!  When  and  how  did  you  get  involved  in  Second  Life?    

 

Gentle:  I  came  into  Second  Life  with  some  friends  back  in  April  of  2007.  We  felt  that  as  our  disabilities  increased,  we  were  losing  our  ability  to  socialize  and  becoming  more  isolated.  We  wondered  if  we  could  use  a  virtual  world,  if  that  would  offer  more  freedom  than  our  shrinking  physical  worlds  provided.  

We  all  chose  the  last  name  Heron  from  Linden  Lab’s  list  for  new  avatars  at  that  time,  and  formed  The  Heron  Sanctuary  on  land  donated  by  Lorelei  Junot  on  one  of  the  EduIslands  she  ran  at  that  time.  It  started  as  a  spot  for  people  we  invited  to  join  us  in  Second  Life  where  they  could  learn  basic  skills  and  hang  out.  

As  our  capacity  and  population  grew,  I  realized  we  needed  to  have  a  physical  world  presence.  This  led  to  forming  the  501(c)3  nonprofit,  Virtual  Ability,  Inc.,  which  could  then  interact  legally  with  other  legal  entities  through  contracts  and  other  formal  relationships.  You  can  learn  more  about  Virtual  Ability,  Inc.  at  our  website  www.virtualability.org.    

 

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Roxie:  (Laughing)  I  wondered  how  the  Heron  Sanctuary  got  its  name.  Since  Heron  Sanctuary  has  become  Virtual  Ability,  Inc.  it  has  increased  its  membership  to  nearly  1,000  members.  Who  are  these  people  and  what  is  it  that  attracts  so  many  people  to  Virtual  Ability?  

Gentle:  We  are  a  cross-­‐disability  peer  support  community.  This  means  that  our  members  with  disabilities  may  have  physical,  mental,  emotional,  developmental,  or  sensory  disabilities.    

We  know  that  about  a  quarter  of  our  membership  are  people  who  are  not  yet  disabled.  These  people  may  become  disabled  as  they  age,  or  through  accident  or  illness.  They  are  family  members  or  friends  of  people  with  disabilities,  caregivers,  medical  professionals,  researchers,  or  others  interested  in  disability  issues.  

 

 

Roxie:  Describe  Virtual  Ability  Island.  If  our  readers  were  to  visit  the  Virtual  Ability  Island,  what  could  they  expect  to  see  when  they  teleport  there?    

 

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Gentle:  Virtual  Ability  Island  (http://maps.secondlife.com/secondlife/Virtual  Ability/128/128/23)  was  our  first  public  sim.  It  has  a  tropical  ambience.  The  main  portion  of  the  island  is  taken  up  by  our  New  Resident  Orientation  Path  (http://maps.secondlife.com/secondlife/Virtual  Ability/170/96/23),  where  newcomers  who  sign  in  through  our  website  can  enter  Second  Life  and  immediately  learn  the  basic  skills  (movement,  conversation,  inventory  and  buying  items,  orienting  in  the  world,  and  modifying  appearance)  that  will  make  virtual  life  richer  for  them.  The  orientation  was  designed  using  the  theory  of  andragogy  (http://elearningindustry.com/the-­‐adult-­‐learning-­‐theory-­‐andragogy-­‐of-­‐malcolm-­‐knowles)  and  the  principles  of  Universal  Design  (http://www.ncsu.edu/ncsu/design/cud/).  

 

Also,  on  the  island  is  a  large  auditorium  (http://maps.secondlife.com/secondlife/Virtual%20Ability/57/174/23).  The  Sojourner  Auditorium  is  named  for  one  of  the  first  peer  support  group  leaders  in  

Second  Life.  Soj,  as  she  was  known,  was  a  member  of  our  initial  advisory  board.  

 

 

This was the first Mayo Clinic presentation in SL, in our Sojourner Auditorium.  

 

 

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Gentle:  There  are  also  two  smaller  classrooms  (http://maps.secondlife.com/secondlife/Virtual  Ability/47/132/23)  that  are  used  for  public  conferences  and  community  educational  events  throughout  the  year.    

 Activity  Schedule  Board    

Roxie:  I  looks  like  you  have  several  activities  happening  each  day.  What  are  some  of  the  activities  and  events  that  people  can  engage  in  at  Virtual  Ability  Island?  

Gentle:  Newcomers  of  course  are  welcome  to  use  the  orientation  path,  and  in  fact  many  who  do  not  have  disabilities  do  so  each  year.  Entire  cohorts  of  students  in  classes  ranging  from  nursing  to  social  work  enter  Second  Life  through  our  website.  They  can  enter  SL  for  the  first  time  at  the  beginning  of  the  orientation  path  and  take  their  first  steps  toward  avatar  competency  as  they  walk  along  the  boardwalk  learning  basic  skills.  We  encourage  professors  who  wish  to  bring  in  entire  classes  at  once  to  contact  us,  and  we  will  have  mentors  waiting  to  assist  the  new  students.  

Roxie:  [Laughing]  I  so  wish  there  had  been  a  place  like  this  when  I  first  got  started  in  second  life!  Even  though  the  technology  has  progressed,  there  is  still  a  huge  

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learning  curve.  This  is  a  wonderful  place  for  newcomers  to  Second  Life  to  come  and  hone  their  skills  in  a  nurturing  environment.  I  highly  recommend  teachers  and  professors  take  you  up  on  this  opportunity  for  their  students  to  practice  their  navigation  and  social  skills  here.  Thank  you!  

 Walking  on  the  Orientation  Pathway  

Gentle:  Your  welcome.  In  addition,  persons  who  use  assistive  technology  to  access  their  computers  are  encouraged  to  contact  Virtual  Ability  by  email  ([email protected])  before  they  attempt  to  sign  into  Second  Life  for  the  first  time.  We  can  walk  them  through  the  account  creation  process,  help  them  understand  how  to  interface  their  technology  with  the  Second  Life  user  interface,  and  guide  their  first  virtual  steps  as  a  brand  new  avatar.  For  instance,  our  blind  users  come  into  Second  Life  using  a  text-­‐only  third  party  viewer.  They  need  orientation  that  is  specific  to  that  viewer,  so  we  have  a  group  of  sighted  and  blind  mentors  who  can  work  directly  with  them.  

Experienced  SL  residents  as  well  as  newcomers  can  attend  two  major  professional  conferences  each  year.  In  the  spring  we  host  a  one-­‐day  Mental  Health  Symposium,  and  in  the  fall  we  hold  the  International  Disability  Rights  Affirmation  

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Conference.  This  year’s  Mental  Health  Symposium  will  be  held  May  2,  so  be  watching  for  more  details  soon.  

Roxie:  Definitely!  There  are  other  sims  that  are  part  of  Virtual  Ability,  Inc.,  such  as  HealthInfo  Island,  Cape  Able,  Cape  Serenity.  Tell  us  about  them  and  what  each  of  these  sims  has  to  offer  people.    

 Health  Info  Island  

Gentle:    OK.  Healthinfo  Island  (http://maps.secondlife.com/secondlife/Healthinfo  Island/128/128/24)  is  our  second  public  island,  directly  to  the  west  from  Virtual  Ability  Island.  It  contains  information  on  health  and  wellness  in  a  variety  of  formats.  We  emphasize  health  and  wellness  rather  than  disability,  as  healthy  living  is  an  area  of  interest  for  both  people  with  and  without  disabilities.    

The  Path  of  Support  on  Health  Info  Island  (http://maps.secondlife.com/secondlife/Healthinfo  Island/150/73/23)  lists  over  120  different  peer  support  groups  that  exist  in  Second  Life.  While  people  don’t  come  into  a  virtual  world  seeking  peer  support,  I  think  it’s  a  real  bonus  that  they  can  find  it  in  this  environment.  There  is  also  a  Research  Pavilion  

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(http://maps.secondlife.com/secondlife/Healthinfo  Island/126/202/30)  where  people  can  learn  about  research  opportunities,  both  RL  and  

SL,  in  which  they  may  choose  to  participate.  

 The  research  Pavilion  Our  two  Cape  islands  are  residential,  with  public  areas  in  the  center.  The  waterfront  areas  all  around  each  island  are  private  residences.  When  you  visit,  please  respect  the  privacy  of  our  supportive  residents  and  do  not  enter  their  spaces  without  an  invitation.  

There  are  several  public  areas  on  each  of  the  Cape  islands.  A  library  (http://maps.secondlife.com/secondlife/Cape  Serenity/72/125/23)  and  poetry  garden  (http://maps.secondlife.com/secondlife/Cape  Serenity/88/105/22)  on  Cape  Serenity.  

 

 

Library  at  Cape  Serenity  

 

 

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Alice  Krueger  in  pavilion  Denver  Botanic  Gardens    

Gentle  Heron  in  Poetry  Garden  on  Cape  Serenity  

 

Gentle:  There  is  also  an  art  gallery  on  Cape  Able  (http://maps.secondlife.com/secondlife/Cape  Able/116/121/23)  that  feature  works  of  literature  and  art  by  persons  with  disabilities.  Our  community  likes  to  focus  on  our  

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abilities,  rather  than  our  DISabilities.    

Roxie:  As  it  should  be.  I  am  so  amazed  at  all  of  your  work!  Truly  inspiring!          

Photos  of  a  wheelchair  dancer  at  the  art  gallery  May  13  2014    

Gentle:  Also  on  Cape  Able  you  will  find  a  branch  of  the  Cooperstown,  NY  Fenimore  Art  Museum    (http://maps.secondlife.com/secondlife/Cape  Able/146/120/23)    

 

Gentle:  This  is  where  you  will  also  find  the  only  Starbucks-­‐authorized  Deaf  Chat  Coffeehouse  in  a  virtual  world  (http://maps.secondlife.com/secondlife/Cape%20Able/181/171/22).  

 

  Deaf Chat Coffee June 7 2013  

     

 

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Roxie:  I  Love  the  Deaf  Chat  Coffeehouse!  I  actually  stopped  by  to  get  a  cup  of  coffee  the  other  day.  What  a  perfect  place  to  meet  and  talk  with  others  in  the  community.    Tell  us  about  your  work  in  the  InWorldz  virtual  environment.  

 

 

Gentle:  Beacon  Bay  is  VAI’s  sim  in  InWorldz.  Basically,  we  use  InWorldz  as  back  up  insurance,  in  case  Second  Life  ever  ceases  to  exist.  But  you  know,  we’ve  heard  that  dire  prediction  for  seven  years,  ever  since  I’ve  been  in  SL,  and  nothing  has  come  of  it.  

Beacon  Bay  is  a  residential  sim.  Some  of  our  SL  VAI  members  have  InWorldz  homes  there,  as  do  other  people  seeking  a  quiet  place  to  reside  in  that  alternative  virtual  world.  Although  we  have  field  trips  to  InWorldz  from  Second  Life,  we  only  recently  started  to  host  community–oriented  events  there.  We  have  not  yet  offered  any  public  events  in  InWorldz.  

Roxie:  Tell  us  about  your  mission.  .  .  in  other  words,  in  your  opinion,  what  is  the  important  work  that  you  do  in  second  life  and  in  the  Virtual  Ability  community?    

Gentle:  Virtual  Ability’s  mission  is  to  enable  people  with  a  wide  range  of  disabilities  by  providing  a  supporting  environment  for  them  to  enter  and  thrive  in  online  virtual  worlds.  For  some  persons  with  disabilities,  the  opportunity  to  move  freely  in  an  avatar  body,  or  to  interact  with  other  people  socially,  is  a  form  of  freedom  we  do  not  experience  in  the  physical  world.  For  other  persons  with  disabilities,  virtual  worlds  offer  the  ability  to  be  “just  like  everyone  else.”    

In  fact,  some  persons  without  disabilities  comment  that  coming  into  such  a  different  environment,  with  its  learning  curve  as  a  newcomer,  gives  them  a  better  

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perspective  on  what  it  is  like  to  have  a  condition  (newness,  in  this  case)  that  puts  them  at  a  relative  disadvantage  compared  to  experienced  residents.  Not  being  able  to  get  voice  to  work  at  an  oral  presentation,  or  not  being  able  to  walk  straight  and  continuously  bumping  into  other  people  or  falling  off  the  edge  of  a  path,  or  having  issues  with  textures  nor  rezzing  fully  does  somewhat  simulate  certain  disability  conditions.  

 VAI  InWorldz  Beacon  Bay    

Roxie:  Absolutely!!!    I  never  thought  of  it  that  way,  but  how  true.    Tell  us  about  some  of  the  research  and  projects  that  you  and  your  partners  are  doing.  Why  does  Virtual  Ability  do  research  projects?    

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Gentle:  This  past  year  we’ve  participated  in  four  research  projects.  There  are  two  main  reasons  VAI  participates  in  research.  One  reason  is  to  document  the  many  benefits  of  participating  in  a  virtual  world  for  persons  with  disabilities.  But  equally  important,  and  closer  to  home,  Virtual  Ability  members  are  not  asked  to  financially  support  our  community  through  donations.  We  support  our  work  in  virtual  worlds  through  these  project  contracts.  

The  Virtual  Health  Adventures  research  project  with  Nova  Southeastern  University  compares  two  methods  for  learning:  e-­‐learning  (online)  vs.  in  a  virtual  world  environment  (https://www.youtube.com/watch?v=igl4X8vI0js).  The  research  is  a  randomized  clinical  trial,  meaning  a  very  high  level  of  experimental  design.  We  are  in  the  third  year  of  this  project.    Roxie:  I  hope  our  readers  will  take  the  time  to  watch  this  5  minute  “The  Drax  Files:  World  Makers:  Episode  22:  Virtual  Health  Adventures”  video  you  just  mentioned.  This  is  amazing  and  has  the  potential  to  change  so  many  people’s  lives.    I  can’t  wait  to  read  the  final  report. Gentle:  Virtual  Ability  has  created  2  sims  in  SL  for  Virtual  Health  Adventures.  We  have  taken  the  educational  content  that  will  be  presented  online  and  adapted  it  for  learning  in  a  virtual  world.  For  example,  part  of  the  content  includes  videos  to  illustrate  how  a  person  should  use  a  prosthesis.  We’ve  created  animations  with  props  so  avatars  can  perform  the  same  actions  as  in  the  videos.  The  participant  can  see  his  avatar  doing  the  same  thing  that’s  shown  in  the  video.  The  project  is  seeking  RL  amputees  as  research  participants  (http://www.virtualhealthadventures.org/).    One  smaller  new  project  that  began  in  2014  is  OPPS,  Older  Persons  Participation  in  Second  Life,  in  which  VAI  collaborated  with  the  University  of  Arkansas  and  the  Extension  Service.  The  point  of  this  research  was  to  see  if  elderly  persons  (over  age  65)  would  improve  their  socialization  by  participation  in  virtual  world  activities.  Data  collection  is  ongoing  as  the  research  participants  continue  to  enjoy  Second  Life  independently.  

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The  Advanced  Virtual  Environment  Support  Space  or  AVESS  OpenSim  project  is  a  continuation  of  the  proof  of  concept  project  we  started  several  years  ago  (https://www.youtube.com/watch?v=oUt2_C3SKIg).    

Roxie:  This  short  Draxtor  “Sneak  Peek:  The  Amputee  Virtual  Support  System”  video  captures  the  essence  of  living,  learning,  and  having  fun  in  virtual  world  environments  for  anyone,  especially  for  people  with  disabilities.  How  exciting  to  think  about  the  potential  for  our  wounded  warriors  who  face  long  term  care  and  recovery,  and  their  families,  friends,  and  caregivers  who  can  engage  with  them  in  ways  not  possible  in  the  real  world.  Experiences  like  this  with  others  in  virtual  environments  provide  opportunities  for  all  persons  with  and  without  disabilities  to  be  actively  engaged  with  each  other  in  social  communities.  As  the  lines  are  blurred  between  real  life  and  the  virtual  world,  it  makes  the  impossible,  possible.  How  exciting!  

Gentle:  Originally  AVESS  was  created  for  peer  support  but  now  we  are  adding  scenarios  for  occupational  therapists  to  use  with  clients  to  reintegrate  them  into  society.  Virtual  Ability’s  role  in  this  research  project  is  to  design  and  build  the  environment  in  which  the  researchers  will  conduct  their  study,  which  has  one  more  year  to  go.  

The  Mrs.  A  and  Mr.  B  project  examines  disparities  in  healthcare  for  persons  with  disabilities  (http://healthcareequitability.org  ).    Virtual  Ability  partners  with  the  University  of  Pennsylvania  Medical  School  on  this  research,  which  is  now  finishing  the  second  of  three  years.  

Specially  trained  Virtual  Ability  members  conduct  focus  groups  around  key  research  questions.  Community  members  also  de-­‐identify  all  qualitative  data,  purging  it  of  HIPPA-­‐restricted  information  in  a  standardized  procedure.  We  especially  enjoy  projects  where  our  community  members  can  participate  not  only  as  research  subjects,  but  can  also  be  trained  and  paid  as  study  staff.  

The  project  also  provides  information  specifically  geared  to  researchers,  clinicians,  and  the  general  public.  Everyone  is  welcome  to  share  their  healthcare  experience  stories  through  the  project’s  forum    

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http://healthcareequitability.org/public/your-­‐experiences-­‐count  

Roxie:  You  have  so  much  to  be  proud  of    -­‐  and  to  think  it  all  started  with  a  few  friends  who  came  into  second  life  using  the  last  name  of  Heron.  What  do  you  see  as  the  greatest  contributions  you  and  others  have  made  through  your  work  in  the  Virtual  Ability  community?    

Gentle:  Many  people  who  thought  they  could  never  participate  in  a  virtual  world  have  found  out  that  with  the  proper  accommodations,  they  can  do  many  things  here  in  Second  Life  just  like  others.  

 

  Deaf  Chat  Coffee  June  7  2013    

Roxie:  What  has  been  your  greatest  professional  learning  from  your  time  and  work  in  second  life  and  with  Virtual  Ability?  

Gentle:  I  had  no  idea  what  a  virtual  world  was  or  what  we  would  be  capable  of  accomplishing  in  one.  That  I  think  has  been  my  greatest  lesson  learned.  Virtual  worlds  are  incredible  learning  environments  for  everyone,  if  we  are  open  to  those  opportunities.    

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Roxie:  What  is  the  “take  away”  you  would  like  VEJ  readers  to  have  when  they  finish  reading  this  article?    Gentle:  I  hope  readers  will  understand  that  people  with  disabilities  are  generally  people  with  abilities,  who  also  happen  to  have  disabilities.  We  can  do  many  more  things  than  what  we  can’t  do.  Roxie:  And  if  people  take  the  time  to  check  out  the  SLULS,  resources,  and  especially  the  Draxtor  videos  listed  in  this  article,  they,  like  me,  will  certainly  agree.    Is  there  a  way  for  people  to  get  involved  with  Virtual  Ability,  Inc  and  join  your  mission?  

Gentle:  People  who  are  interested  in  doing  a  project  with  or  for  Virtual  Ability  should  send  a  notecard  of  their  proposal  with  details  of  what  they  want  to  do  to  Gentle  Heron  in  Second  Life  or  send  an  email  to  [email protected].  People  who  would  like  to  join  our  Second  Life  community  in  order  to  receive  notices  of  our  events  may  IM  me  or  Eme  Capalini  or  Treasure  Ballinger.  

Roxie:  You  have  given  us  so  much  to  think  about.  You  truly  are  an  inspiration  and  the  work  you  and  Virtual  Ability  Inc.  are  doing  is  going  to  make  a  huge  difference  for  many  persons  with  disabilities.  You  have  truly  provided  a  supportive  community  environment.  Thank  you  for  taking  the  time  to  talk  with  me  and  share  the  important  work  you  are  doing  with  the  VEJ  Readers.  Congratulations  again  on  being  the  2015  VWBPE  Thinkerer  Award  Winner!  Very  much  deserved!    

Gentle:  Thank  you  for  offering  me  this  opportunity  to  speak  with  your  readers.  

 

 

Gentle  Heron  accepts  the  Thinkerer  Award  at  the  Closing  VWBPE2015  Ceremony    

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What I Learned From VWBPE By Kevin Feenan (rl), Phelan Corrimal (sl)

 

 

This  year’s  Virtual  Worlds  Best  Practices  in  Education  Conference:  Crossroads  has  been  one  of  the  best  conferences  yet.  How  do  I  know?  It  is,  to  a  certain  extent,  a  question  of  how  you  define  the  term  success.    

The  VWBPE  conference  was  started  in  2007  as  a  grassroots  community  lead  event  for  the  promotion  of  best  practices  in  education.  Its  mission  is  to  bring  artists,  creative  designers,  scripters,  tool  builders,  game  designers,  and,  of  course,  

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educators  into  a  shared  space  to  exchange  practical  information  that  can  be  used  for  teaching,  learning,  and  collaborative  projects.  Every  year  the  conference  tries  to  do  something  different  with  the  available  technology.  We  try  things,  we  break  things,  we  make  mistakes,  we  innovate,  we  share,  we  are  hands-­‐on,  and  we  grow  collectively  as  a  result.  

2015  was  no  different.    

Beyond  fulfilling  the  basic  mission  of  the  Conference,  here  is  how  I  see  whether  the  conference  was  successful  or  not:  Did  we  learn  something  new,  that  is  both  timely  and  relevant  to  the  industry,  and  for  which  we  can  improve  upon  over  the  next  12  months?  It  is  when  an  event  such  as  this  becomes  stagnant  and  repetitive  that  it  is  time  to  throw  in  the  towel.  This  is  why  the  conference  changes  every  year.  This  is  why  we  experiment  with  tracks,  timing,  technology,  teaching  methods,  social,  innovative  solutions,  access,  and  value.    

All  learning  is  negotiated.    

Here  are  three  of  the  many  things  I  took  away  from  this  year’s  sessions  

1. Virtual  Worlds  are  alive  and  well.  Contrary  to  popular  belief,  there  is  still  a  driving  need  for  these  types  of  rapid  prototyping  /  gaming  environments  which  can  be  customized  directly  by  the  consumer.  We  can  see  this  in  the  variety  and  complexity  of  the  simulations  and  where  people  are  discussing  where  they  would  like  to  take  them  next;    

2. Learning  that  occurs  in  an  experiential  setting  is  more  powerful  than  learning  that  happens  in  a  classroom  devoid  of  practical  application.  I’m  not  referring  to  task-­‐oriented  exercises  but  truly  apprenticeship  /  work-­‐as-­‐play  type  of  practical  reinforcement  of  theory.  The  volume  of  research  that  supports  this  proposition  continues  to  increase  every  year;    

3. People  love  working  with  their  hands.  Especially  opportunities  to  do  things  they  may  never  have  had  an  opportunity  to  do  previously.  The  broadcast  team  that  was  put  together  for  VWBPE  this  year  is  a  prime  example  of  15  

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people  who  had  very  little  broadcasting  experience  coming  together  to  learn  the  ins  and  outs  of  broadcasting  and  then  putting  that  learning  to  work  during  the  conference  itself.    

Certainly  I  learned  more  than  just  this.  The  full  conference  proceedings  [link]  will  be  available  in  May  where  people  can  access  all  the  learnings  that  took  place  this  year.    

Next  year’s  Virtual  Worlds  Best  Practices  in  Education  Conference:  Horizons  will  be  happening  from  March  9-­‐12,  2016.  In  2016  we  look  to  our  future  horizons  building  upon  what  we  have  learned  and  showcasing  where  virtual  worlds  best  practices  can  take  us  next.  [Learn  more  at  http://www.vwbpe.org]  

-­‐-­‐-­‐  Kevin  Feena  

   

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 There  are  many  effective  learning  designs  for  personal,  professional,  and  

collegial  learning  both  in  the  real  and  virtual  learning  environments.  Some  of  the  most  important  ways  that  many  of  us  learn  in  second  life  are  from  networking,  mentoring,  quality  conversations/dialogue,  learning  from  and  with  each  other,  sharing  ideas  and  projects,  socializing,  and  just  plain  having  FUN!  All  of  which  take  place  informally  while  we  listen  to  music,  hangout,  and  share  our  blended  passions  for  teaching,  learning,  technology,  and  making  a  difference.      

That  is  why  I  am  so  excited  to  announce  that  our  dream  of  keeping  the  House  @  Blue’s  Corner  open  after  VWBPE15  for  all  educators  around  the  world  and  across  the  metaverse  has  come  to  fruition!      

 

Get  Your  Mojo  On  .  .  .  

House  @  Blue’s  Corner  By  Roxie  Neiro(sl),  Rosie  Vojtek,  (rl)  

 

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As  I  write  this  article,  Bluebarker  Lowtide  (see  his  article  in  this  issue  of  VEJ),  is  in  the  process  of  relocating  the  House  @  Blue’s  Corner  to  its  new  location  at  http://maps.secondlife.com/secondlife/EduIsland%209/254/51/23  (on  the  same  sim  as  ISTE  Headquarters,  VEJ  Headquarters,  and  the  Virtual  Pioneers).    As  soon  as  it  is  ready,  VEJ  will  sponsor  a  GRAND  OPENING  (TBA).    You  are  ALL  Invited!  To  get  the  latest  updates  and  info  about  future  events,  be  sure  to  join  the  “House  @  Blue’s  Corner”  group  in  second  life.  Or  drop  by  and  follow  our  event  

board  (once  it  is  up  and  running,  of  course  –  LOL).    

So,  what  is  it  that  makes  House  @  Blue’s  Corner  such  an  important  venue  for  educators?  How  do  we  make  House  @  Blue’s  our  collegial  community  in  second  life?  And,  what  is  this  “mojo”  thing  all  about?    

There  are  many  different  definitions  for  “mojo.”  Some  deal  with  good  luck  charms  and  keeping  evil  away  (i.e.,  the  power  to  control  natural  forces  through  supernatural  means).      That  may  be  what  they  talk  about  on  Bourbon  Street  in  New  Orleans,  but  it  is  not  what  we  are  talking  about  at  House  @  Blue’s.      

Instead,  when  we  at  VEJ,  talk  about  “getting  your  mojo  on,”  we  are  aligned  with  the  Merriam-­‐

Webster  dictionary  definition  of  “a  power  that  may  seem  magical  and  that  allows  someone  to  be  very  effective,  successful,  etc.”      

 When  groups  of  people  (i.e.,  educators),  with  common  interests  and  

passions  (i.e.,  making  a  difference),  get  together,  collaborate,  share  ideas,  and  form  networks  for  teaching  and  learning,  something  powerful  happens  .  .  .    

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 .  .  .  MOJO  happens!  

 

  Our  hope  is  that  the  House  @  Blue’s  Corner  becomes  an  international  meeting  place,  a  hub,  a  true  collegial  community  of  learners  that  helps  us  transform  and  rebuild  current  educational  practices  aligned  with  21st  Century  skills  –  not  tests.  For  students  to  be  ready  for  their  successful  futures,  our  energy  must  be  on  changing  the  paradigm  of  schools  globally.  What  better  way  to  start  these  conversations  than  at  the  House  @  Blue’s  with  mojo,  aka  synergy  from  the  group,  as  we  socialize,  re-­‐energizes,  rejuvenate,  learn  together,  and  HAVE  FUN!      

 

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  We  hope  you  have  enjoyed  these  pictures  of  House  @  Blues  from  VWBPE15.    We  look  forward  to  seeing  you  at  the  House  @  Blue’s  Corner  at  our  new  place  http://maps.secondlife.com/secondlife/EduIsland%209/254/51/23  .  

 

Remember  to  sign-­‐up  for  the  “House  @  Blue’s  Corner”  Group  to  get  the  latest  info  on  activities  and  events.    Most  importantly,  make  time  for  you  -­‐  in  (rl)  and  (sl).  Be  sure  to  stop  by  frequently  to  rejuvenate,  recharge,  socialize,  learn,  HAVE  FUN,  and  .  .  .    

GET  YOUR  MOJO  ON!!!!  

   

Make  the  House  @  Blue’s  Corner  your  second  life  home.    

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One  of  the  struggles  we  often  faced  as  educators  in  virtual  worlds  is  avoiding  the  ineffective  strategies  common  to  the  face-­‐to-­‐face  classroom  dynamic  simply  because  it’s  an  easy  pedagogical  mistake  to  make.  Specifically,  the  use  of  didactic  presentation  is  one  of  the  more  commonly  perpetrated  mistakes  those  new  to  virtual  education.  It’s  easy  to  replicate  schools,  factory  rows,  traditional  lecture  

 EDTECH 532

Educational Games & Simulations

Chris Haskell, Ed. D Clinical Assistant Professor Dept. of Educational Technology Boise State University SL: Dalai Haskell Skype: dalaihaskell AIM: haskellboise

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halls,  and  all  of  the  standard  tropes  that  are  just  as  ineffective  in  the  real  world  as  they  are  in  the  digital  one.  

 

One  of  the  guiding  themes  of  this  issue  is  exploring  ”effective  teaching  strategies  and  best  practices…  in  any  virtual  environment  including  openSims  and  games.”  This  is  one  of  the  more  important  questions  we  should  be  asking  one  another  and  ourselves.  Moreover,  we  should  look  beyond  anecdotal  data  to  find  ways  to  demonstrate  the  effectiveness  of  these  new  and  promising  pedagogical  techniques  and  their  effect  on  student  learning  and  experience.      

 

At  Boise  State  University,  we  have  been  teaching  in  virtual  worlds  and  game  environments  for  nearly  ten  years.  Like  many,  we  began  with  the  most  common  virtual  world  pedagogy  including  didactic  lecture,  group  discussion,  simple  but  often  passive  field  trips,  and  the  standard  tools  we  have  all  experienced.  The  newness  of  the  environment  may  increase  the  initial  level  of  interest.  But,  if  we  step  back  and  compare  these  virtual  world  experiences  to  the  fully  immersive  multiuser  worlds  of  Eve  Online,  Skyrim,  WoW,  and  others,  we  find  that  the  gap  between  education  in  virtual  worlds  and  the  exploratory  and  focused  play  in  MMORPGs  is  still  a  chasm.    

 

Recognizing  the  value  and  character,  not  to  mention  the  empirical  research,  of  these  incredible  worlds,  we  sought  to  transform  our  virtual  world  and  game-­‐based  experiences  to  be  more  like  them.  In  2010,  we  added  our  quest-­‐based  learning  management  system  making  it  possible  for  us  to  add  layers  of  quests,  missions,  and  challenges  that  aren’t  XP  (e.g.,  badges,  achievements,  and  allow  players  to  gain  in  rank).  That  was  all  well  and  good.    

 

That  initial  research  has  been  published  and  is  ongoing.  But,  what  of  the  immersive  narrative  (a  la  Cataclysm)  that  sweeps  the  player  (corollary  to  

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students)  off  their  feet  within  our  curriculum?  We’ve  found,  at  least  in  our  institution,  that  it  was  lacking.  In  order  to  explore  the  potential  of  deep  and  meaningful  play  in  game-­‐based  learning  in  virtual  worlds,  we  needed  a  narrative.  

 

Borrowing  from  the  incredible  exemplar  games,  we  created  a  narrative  for  a  college  course.  It  was  a  fully  through-­‐composed  storyline  that  took  the  player  (student)  through  an  entirely  designed  experience.  Like  in  an  MMORPG,  they  adopt  a  role  (pilots,  security,  scientist,  command),  complete  quests,  earn  badges,  and  level  up  from  recruit  to  commander.    

 

Along  the  way,  the  players  participated  in  weekly  episodes.  This  episodic  material,  just  like  your  favorite  weekly  procedural,  pits  well-­‐known  characters  against  new  problems.  It  was  through  these  episodic  experiences  that  we  were  able  to  infuse  core  course  experiences  but  remain  within  the  frame  of  a  playful  space.  

 

It  would  be  easy  to  dedicate  pages  upon  pages  to  the  descriptions  of  these  events,  their  outcomes,  and  their  impact.  However,  I  thought  it  more  appropriate,  especially  because  of  its  playful  character,  to  deliver  the  story  of  our  EDTECH  532  Educational  Games  and  Simulations  course  in  the  form  of  a  graphic  novel.    

 

VEJ  has  graciously  agreed  to  run  this  graphic  novel  over  the  next  three  issues,  in  serial  form.  You  will  be  viewing  our  actual  screenshots  and  the  dialog  it  captured  from  chat  in  our  classroom  space  in  Second  Life.  It  documents  the  entire  16-­‐week  course  in  splendid  detail.    

 

[Note  from  VEJ  editor:  We  are  very  excited  to  begin  this  three  issue  series.  The  following  is  Episode  1.  Enjoy!]    

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 For  those  of  us  who  have  been  Second  Life  education  advocates  since  its  inception  around  2003,  we  have  had  peaks  and  valleys  of  success  and  frustration.      In  a  sense,  it  was  similar  to  the  Goldrush  era  in  US  history  with  eager  gold  miners  (wink  to  minecrafters)  rushing  to  find  California  gold.  They  created  gold  mining  towns,  only  to  find  the  gold  hard  to  find  and  terribly  unprofitable.        So  too,  educators  rushed  to  Second  Life,  looking  for  its  promise  of  amazing  new  adventures  in  learning.    We  pictured  our  bored  students  being  able  to  immerse  

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themselves  in  Second  Life  to  learn  about  history,  math,  science,  almost  any  content  area  in  a  new  and  unique  way  that  tapped  into  advanced  technology  and  pedagogy.        

Alas,  like  the  gold  miners  of  old,  educators  became  frustrated  at  the  challenges  that  Second  Life  for  education  offered.      And  yet,  Second  Life,  forged  ahead  despite  its  seeming  disinterest  in  educational  partnerships.      Educators  cast  a  wary  eye  towards  Second  Life,  still  believing  in  the  potential  for  amazing  learning  possibilities,  but  rarely  willing  to  invest  school  dollars  in  Second  Life  ventures.        

Here  we  find  ourselves  in  2015  and  Second  Life  is  still  around  and  has  a  steady  following.      So  where  are  the  educators?        Many  have  flocked  to  alternatives  like  OpenSim,  Active  Worlds,  Unity,  World  of  Warcraft,  and  of  course,  Minecraft.    And  yet,  I  think  Second  Life  has  something  to  teach  us  all,  even  though  it  may  not  be  the  final  platform  for  education.      

What  can  it  teach  us?    Art,  Poetry,  Literature…  That’s  what.    

Art  you  say?    Poetry?    Literature?    Wait…  how?    

Second  Life  has  always  had  artists  in  its  realm,  but  with  the  improvement  of  mesh  model  builds,  the  artistic  renderings  have  become  lush  and  vibrant.    With  this  improvement  artists  are  doing  what  great  artists  always  do:    create  works  of  beauty,  inspiration,  and  even  horror  and  intensity.    But,  there  is  a  twist  to  this  creativity.        In  traditional  art  museums,  the  viewer  gets  to  look  and  experience  the  artists’  endeavor.    In  Second  Life,  however,  the  viewer  has  another  option  that  isn’t  available  in  most  art  museums.    They  can  create  art  themselves,  using  the  built-­‐in  camera  in  their  viewer.  Or,  in  some  cases,  they  actually  contribute  themselves  to  the  creation.        

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   So  think  about  the  implications  for  education.    For  so  long  we  as  educators  have  struggled  with  how  to  take  virtual  environments  and  make  them  learning  platforms  that  are  different  from  traditional  learning  spaces  of  a  classroom  with  desks  in  rows.    And  here  is  one  amazingly  simple,  yet  powerful  way  to  do  just  that.    The  learner  is  not  static;  it’s  entirely  active.    Furthermore,  it’s  taking  an  artistic  rendering  and  making  a  new  work  of  art  based  on  it.        

Second  Life  may  still  not  be  the  destination  for  K-­‐12  learning,  but  I  think  its  open  platform  and  dynamic  builds  and  graphics  still  have  much  to  teach  us  as  educators  and  artists.    Let’s  think  about  our  teaching  and  learning  dynamic  as  a  collaborative  building  experience  and  I  think  we  may  finally  start  to  push  the  boundaries  of  virtual  environment  education.    

You  can  view  other  samples  of  my  Art  from  Art  at  https://flic.kr/s/aHskac8ASH.  

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On  March  21,  2015  at  the  VWBPE  conference,  I  had  the  pleasure  to  attend  a  lecture  by  John  Fillwalk,  Director  of  IDIA  (Institute  for  Digital  Intermedia  Arts,  (  http://idialab.org/  )  at  Ball  State  University  in  Muncie,  Indiana,  USA.    John  presented  several  of  the  projects  IDIA  had  developed,  but  the  one  that  

Picture  of  Stonehenge  in  the  UK  taken  by  Robert  Vojtek  

Virtual  Stonehenge  A  computer  simulation  developed  by  the  Institute  of  Digital  Intermedia  Arts  at  Ball  State  University  

By  William  F.  Schmachtenberg.  sl  name:  Dae  Miami  

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really  caught  my  eye  was  the  Virtual  Stonehenge  project  (http://idialab.org/virtual-­‐stonehenge/  ).    

The  stone  monoliths  at  Stonehenge  in  the  UK  have  been  studied  extensively,  and  some  have  wondered  if  it  were  an  ancient  astronomical  observatory.  To  see  if  this  was  true,  IDIA  created  a  computer  simulation  of  Stonehenge  and  used  NASA  JPL  data  to  accurately  position  the  sun  during  certain  times  of  the  year  such  as  the  Summer  and  Winter  Solstices.      

The  Virtual  Stonehenge  simulation  is  available  on  the  Blue  Mars  server.  You  can  download  the  client  at:  http://blink.bluemars.com/City/IDIA_Stonehenge/.  Blue  Mars  is  only  available  on  the  pc.  It  does  not  run  on  macs  or  mobile  devices.  Once  you  log  into  Blue  Mars  and  select  an  avatar,  you  can  download  the  Virtual  Stonehenge  simulation  and  login.    

 

Spiff  Whitfield  and  I  explore  the  Virtual  Stonehenge  simulation  

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At  the  March  29,  2015  meeting  of  the  Virtual  Pioneers  on  second  life,  Spiff  Whitfield  and  I  were  able  to  log  into  Virtual  Stonehenge  and  explore  this  sim.  In  the  lower  right  portion  of  the  screen,  you  will  see  buttons  to  control  the  year  either  2014  or  5000  years  ago  when  Stonehenge  was  built.  You  can  also  select  the  time  of  year  such  as  Winter  or  Summer  Solstices  with  the  Solar  button  or  pull  up  an  overhead  map  of  Stonehenge.    

 

We  selected  Summer  Solstice  and  noticed  that  the  sun  did  align  with  two  of  the  heel  stones  at  Stonehenge.  

  Later  that  night,  the  History  Channel  had  a  program  on  Stonehenge  and  included  the  simulation  that  had  been  developed  at  IDIA.  In  addition  to  discussing  the  alignment  of  the  sun  to  stones  at  Stonehenge,  they  mentioned  that  4  poles  that  were  positioned  around  Stonehenge  were  aligned  with  the  position  of  the  moon  on  the  horizon  during  certain  times  of  the  year.  The  narrator  explained  that  the  position  of  the  sun  and  moon  on  the  horizon  were  carefully  measured  throughout  the  year.  

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As  online  learning  becomes  an  important  part  of  instruction  in  high  schools  and  university  settings,  our  challenge  is  to  develop  curricula  that  incorporates  archaeology  into  these  courses.  In  2007,  Indiana  University  of  Pennsylvania  saw  the  potential  in  using  a  virtual  platform  to  reach  a  wider  audience  and  become  a  new  venue  for  public  outreach  as  well  as  university  education.  Of  course,  the  first  choice  was  to  go  with  Second  Life.  The  platform  was  already  well  established.  It  was  promoted  as  a  free  3D  virtual  world  where  users  can  socialize,  connect  and  create  with  abilities  of  using  voice  and  text  chat.    

With  funding  from  the  history  and  anthropology  department,  the  university  developed  “Archaeology  Island”  in  Second  Life.  The  Island  contained  four  virtual  archaeological  experiences  based  on:  Dr.  Scott  Moore’s  investigations  in  Roman  

Expanding  Horizons  for  Archaeological  and  Historical  Context  for  a  Virtual  Audience.  

 

By  Marion  Smeltzer(RL)    Nova  Saunders  (SL)  

 

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sites  in  Cyprus  and  underwater  sites;  and  Dr.  Beverley  Chrulli’s  investigations  of  Maya  sites,  like  Cerros  in  Belize  and  Late  Prehistoric  sites  in  Pennsylvania.    

Initially,  the  primary  benefit  of  the  project  was  that  students  could  participate  in  a  virtual  excavation  and  experience  the  process  of  uncovering  a  site’s  past  without  ever  leaving  IUP’s  campus.  Visitors  were  able  to  travel  through  virtual  time,  starting  in  a  living  community  and  then  transitioning  to  the  archaeological  version  of  the  same  location.  The  experience  allows  students  and  visitors  to  see  an  archaeological  site  as  it  looks  before  excavation,  during  excavation,  and  as  a  living  community,  teaching  students  how  scholars  interpret  archaeological  evidence  and  enable  them  to  experience  the  process  of  uncovering  the  past.    

The  area  developed  on  Second  Life  in  a  haphazard  way  until  2009  when  I  became  interested  in  the  site,  revamped  it,  and  even  began  to  develop  additions.  The  new  environment  recreated,  in  combination  with  a  few  of  the  original  builds,  consisted  of  wildlife,  foliage  and  landscaping  that  was  consistent  to  each  regions  environment  to  best  represent  the  area.    

 

New  components  added  included  the  Laurel  Hill/Brown  farm  from  research  done  by  Dr.  James  Daugherty  (Sociology  Dept.).  The  farm,  established  in  1790  and  occupied  until  the  1960s,  was  the  site  of  an  antebellum  community  of  former  slaves  located  on  top  of  a  ridge  in  the  Allegheny  Mountains  in  western  

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Pennsylvania.  Details  of  the  area  and  history  were  recorded  while  working  with  the  local  community  to  reconstruct  the  site  in  Second  Life.  

In  a  valley,  Petroglyph  images  were  used  as  textures  and  placed  with  a  poster  board  with  information  near  the  sequence  of  stones.    

 

The  last  area  altered  was  the  underwater  exhibit.  The  first  contents  were  relocated  in  the  “lake”  floor  to  make  room  for  the  new  additions  consisting  of  a  submerged  vessel,  a  slide  show  screen,  aquatic  life  and  a  floating  dock  with  diving  items.  Details  and  information  on  the  vessel  were  based  on  research  provided  by  Dr.  Ben  Ford.  (Anthropology  Department)  

 

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The  new  segments  signified  areas  of  study  where  students  can  apply  texted  information  to  visual  representation.      

 

Through  a  program  of  guided  tours,  discussion  sessions  and  interactive  technologies,  the  site  became  a  venue  for  archaeological  education  for  students  as  well  as  the  broader  virtual  community.  Our  first  article  promoting  the  vast  achievement  titled  Public  Archaeology  in  Virtual  Worlds  was  published  in  September  2010  in  Anthropology  News.  

 

Four  years  after  its  start,  IUP’s  Archaeology  Island  moved  from  Linden  Lab’s  Second  Life  to  the  OpenSim  VIBE  grid,  a  collaborative  of  virtual  world  educators.  The  VIBE  grid  is  an  alternative  virtual  environment  build  on  OpenSim  that  can  be  used  as  a  tool  for  visualization,  training,  and  scientific  discovery,  but  run  on  self-­‐hosted  servers.  From  the  previous  experience  with  Archaeology  Island  on  Second  Life,  I  discovered  that  for  a  virtual  world  to  be  vibrant,  it  needs  more  than  site  re-­‐creations.  It  needs  to  be  interactive  and  to  provide  “live”  content.    

With  the  new  platform  and  space  presented  I  took  the  opportunity  to  add  other  regions  to  incorporate  more  detailed  archaeological  and  historical  cultural  resources.  On  the  OpenSim,  I  am  able  to  create  without  the  constants  of  prim  counts  and  size  limitations.  The  monetary  cost  of  importing  needed  elements  is  no  longer  a  hindrance,  as  previously  imposed  on  Second  Life.  

 

 The  Late  Woodland  Period  called  "Werowocomoco",  was  created  with  detailed  information  about  the  area  Posted  at  the  main  entrance.  A  series  of  related  questions  can  be  applied  to  assistance  in  better  understanding  the  culture  of  that  time.  

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A  side-­‐by-­‐side  region  called  Allegany/Portage  was  made  in  collaboration  with  the  National  Park  Service  to  showcase  the  1800  era  of  early  canal  transportation  and  its  impact  on  a  small  growing  community.  

 

At  the  Altun  Ha  region  the  area  contains  concepts  and  theories  displayed  from  previous  presentations  and  excavations  with  more  interactive  boards.    

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The  new  exhibit:  “Prehistoric  Overview,  A  brief  summary  of  Native  American  Cultural  Periods,  Distinctive  Traits  and  Points”,  is  now  under  construction  and  should  be  ready  for  visitors  soon.    A  brief  overview  of  the  regions  at  present  can  be  seen  at:  https://www.youtube.com/watch?v=4_9QDrHc7f8  .  

In  summary,  my  vision  for  Archaeology  Island  will  include  events,  guided  tours  and  discussion  groups,  and  turn  our  island  into  a  community  of  archaeologist  avatars.  In  addition,  the  island  has  become  a  resource  for  courses  where  students  exploring  the  different  archaeological  and  historical  sites  can  also  view  explanatory  graphics  and  notes,  and  complete  quizzes  testing  their  knowledge—features  that  add  an  important  level  of  interactivity  and  support  student  engagement.    

Equally  important  is  the  experience  that  more  advanced  students  as  well  as  other  visitors  gain  in  interpreting  archaeological  data  to  create  simulations  of  the  past,  which  they  can  then  share  with  others.  I’m  pleased  to  be  a  part  of  this  visual  experience  and  share  with  others.  Through  the  constructed  recreations,  visitors  can  see  how  the  forgotten  past  can  be  brought  to  life.    

 

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Howdy  VEJ  readers,    

Bluebarker  here  to  tell  you  about  what  it  was  like  working  as  a  co-­‐chair  for  the  VWBPE15  Volunteer  Committee.  While  the  wonderful  Elli  Pinion  was  taking  lead,  LadySlipper  Constantine  (LS)  and  I  were  in  control  of  the  Volunteer  Sub-­‐committee  for  Virtual  Worlds  Best  Practices  in  Education  (VWBPE)  this  year.  And,  I  have  to  tell  you  it  was  quite  a  whirlwind  adventure!    Even  weeks  after  the  full  on  VWBPE  conference,  my  head  is  still  whirling  with  all  the  amazing  things  that  happened.  Granted,  being  on  a  committee  you  know  that  you  don’t  just  wave  a  magic  wand,  say  some  magic  words,  and  poof  it’s  done.  Oh  no,  that’s  not  it  at  all.  

  For  us  as  committee  members,  VWBPE  started  several  months  ahead  of  time.  It  takes  a  lot  of  hours  and  pre-­‐planning  to  even  approach  something  as  big  as  this.  I  truly  do  have  a  greater  respect  for  the  committees  out  there  that  are  working  far  more  than  I  ever  realized.  My  appreciation  extends  greatly  for  merely  just  working  as  a  volunteer.  But  now  having  worked  on  a  committee  itself  makes  me  realize  just  how  much  the  past  Committee  heads  had  on  their  plates.  

  So  I  won’t  go  word  for  word  or  day  by  day,  but  let’s  turn  back  the  clock  to  January.  As  we  rang  in  the  New  Year  we  already  had  VWBPE  on  the  brain  (and  for  Board  Members  this  extends  year  round,  I’d  imagine).    

We  began  meeting  in  January  with  various  talks  with  board  members;  skyping  a  couple  of  times,  making  sure  we  understood  the  growing  list  of  things  we  needed  to  have  done.  This  item  alone  took  up  the  bulk  of  our  weekend  meetings,  and  myself  in  particular,  I  was  feeling  rather  daring  and  took  on  two  Committees.  So  not  only  was  I  on  the  Volunteer  Committee  in  charge  of  organizing  and  training  volunteers,  I  was  also  helping  out  the  Social  Committee,  being  a  builder  and  liaison  between  the  two,  since  they  are  rather  closely  related.  

  Now,  some  of  you  might  think  that  meetings  are  boring  and  uneventful,  but  I  am  here  to  tell  you  that  ours  were  not  so.  Imagine,  if  you  will,  being  able  to  shape  and  have  an  impact  on  VWBPE  for  the  benefit  of  the  people  who  attend  it.  As  a  regular  volunteer,  one  simply  clocks  in  and  clocks  out  in  a  manner  of  

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speaking  –  no  real  strings  attached  other  than  the  obligations  you  set  for  yourself.  As  a  Committee  Member,  you  are  tasked  with  trying  to  understand  and  mold  the  experience,  which  I  find  really  fascinating.  I  have  told  few  people  this,  but  I  have  always  wanted  to  become  an  Imagineer,  a  person  who  works  at  Disney  and  helps  create  experiences  for  people.  Not  just  attractions  or  rides,  Experiences  with  a  capital  “E”!  Working  on  the  Committee  with  Elli  and  LS,  it  felt  like  we  were  Imagineers  working  on  making  an  experience  at  VWBPE  rather  than  just  some  event  or  lecture  series.    

 

 

Being  on  a  Committee  you  have  a  say  in  what  happens.  One  of  the  first  things  we  asked  ourselves  is,  “What  would  we  like  to  do?”  which  I  am  sure  sounds  like  a  basic  question,  but  it’s  not.  It  involves  the  scope  of  not  just  you  or  VWBPE,  but  the  attendees,  the  presenters,  and  the  users  online.  Our  first  question  soon  evolved  into  “How  can  we  make  their  time  at  VWBPE  an  Experience?”  We  talked  about  the  past  and  what  we  hoped  for  in  the  future  of  VWBPE.  Our  experiences  

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with  notecards,  prims  and  our  collected  experiences  really  helped  shaped  VWBPE15  to  what  we  saw  this  past  March.  I  do  believe  that  to  be  the  case.  

Feedback  is  still  coming  in  and  the  jury  is  not  entirely  out,  but  I  am  pretty  sure  lots  of  people  said  that  VWBPE  15  was  “…a  hit”  and  “super  awesome”  and  I  am  one  to  agree.    

We  had  well  over  900  unique  user  names  at  the  conference  from  over  fifty  countries  across  the  world.  That  number  is  not  too  bad  if  you  ask  me.  The  logistics    

of  it  are  still  being  calculated  but  it’s  something  the  board  members  want  to  get  as  correct  as  possible  to  better  gauge  how  to  do  things  next  year.  I  know  I  am  still  pretty  high  on  education  in  virtual  worlds  from  the  last  conference.  The  different  committees  are  already  thinking  about  what  to  do  next  year  .  .  .  too  intense!  

 In  any  case,  like  most  things  we  have  our  ups  and  our  downs  and  the  committees  are  no  different.  I  will  say  one  of  the  biggest  struggles  we  had  on  the  Volunteer  Committee  was  trying  to  get  all  the  correct  information  to  put  in  our  training  sessions.  One  of  our  deadlines  was  making  sure  to  get  all  training  

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materials  approved  by  the  overseeing  board  member,  but  some  of  the  items  we  needed  to  train  on  were  in  a  state  of  constant  flux  and  we  weren’t  sure  how  to  handle  that.  Should  we  address  it  or  not  came  up  several  times.  But,  in  the  count  down  days,  we  finally  got  the  “word  in  stone”  as  it  were  and  we  were  able  to  make  that  deadline.  You  see,  it’s  not  just  only  us.  We  work  as  a  single  committee  but  we  also  work  interdependently  with  all  the  other  committees,  too.  That  means  we  have  to  keep  everyone  in  sync  as  much  as  possible.  

Communications  are  always  an  interesting  thing  when  we  all  live  in  various  locations.  To  organize  VWBPE  we  don’t  have  a  physical  boardroom  where  we  meet  and  talk.  It’s  all  done  virtually  (e.g.,  emails,  Google  Hangouts,  Skype,  GoTos,  doodle  spreadsheets).  Communication  is  often  something  that  is  easily  neglected  if  someone  isn’t  on  top  of  it,  but  it  is  so  vital  and  important  that  we  communicate  to  one  another  especially  when  working  on  something  as  big  as  VWBPE.  

As  a  personal  struggle,  I  was  charged  with  the  task  of  building  one  of  the  venues  for  one  of  the  social  activities.  When  planning  with  the  Social  Committee  we  often  referred  back  to  the  theme  of  the  conference,  which  was  Crossroads.  At  first  we  brainstormed  what  the  theme  meant  to  us.  Singer  names  such  as  Johnny  Cash,  Eric  Clapton,  and  Bob  Dylan  kept  popping  up.  We  decided,  however,  we  needed  live  singers  in  Second  Life  –  not  just  DJs,  but  real  honest  to  goodness  people  who  sang  for  House  @  Blue’s.  We  were  fortunate  to  find  three  SL  singers,  so  a  really  a  big  shout  out  to  Lightnin  Lowtide  (no  relation  to  me  I  assure  you),  Scarlett  LaRoux,  and  Grif  Barmaisin.  They  all  had  Blues  and  Rock  songs  in  their  repertoire  so  we  had  to  find  a  suitable  location  to  host  their  performances.    

Now  when  one  couldn’t  be  found  we  were  resolute  to  have  one.  Tender  Skytower,  being  the  sweet  gal  she  is,  offered  us  a  plot  of  land  on  the  Rockcliffe  University  sim  to  allow  us  a  place  to  build.  Now,  what  to  build  was  my  trouble  because,  well  I  was  the  one  making  it.  We  had  a  good  discussion  and  I  walked  away  with  a  good  list  of  things  we  wanted,  but  nothing  concrete.    

It  wasn’t  until  Roxie  Neiro  showed  me  a  swanky  bluegrass  type  club,  called  “The  Crossroads”  in  SL  at  http://maps.secondlife.com/secondlife/The%20Crossroads/115/243/57  that  the  

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ideas  and  the  vision  soon  emerged.    I  was  drawing  sketches  and  making  plans  and  layouts  for  the  unnamed  club  at  the  time.    

Over  the  course  of  building,  I  had  managed  to  have  several  people  come  in  and  take  a  look  at  it  and  give  me  their  opinions  but  overall  I  kept  asking,  “How  does  it  feel?”  With  clubs,  especially  online  virtual  ones,  you  want  the  people  to  go  there  to  feel  welcome  and  well  a  place  where  “everybody  knows  your  name”  as  the  song  goes.    

After  a  couple  of  tries  I  finally  got  it  right  and  it  turned  into  the  “House  @  Blues  Corner”  Roxie  herself  has  loved  it  so  much  the  House  @  Blues  building  has  a  new  home  on  EduIsland.  We  hope  to  bring  more  singers  and  events  here  and  create  a  new  and  happening  place  for  educators  and  avatars  to  go  and  hang  out.  

In  any  case,  I  am  all  fired  up  to  see  what  this  year  will  bring  as  well  for  the  new  Second  Life  Viewer  making  its  way  into  the  public.  But  for  now,  only  time  will  tell  how  things  will  change  to  using  Second  Life  and  virtual  worlds  in  general.    

It  has  been  a  great  honor  working  with  so  many  talented  and  wonderful    people  over  the  course  of  the  conference  that  I  just  can’t  wait  to  see  them  again.  I  would  like  to  thank  all  the  volunteers,  the  presenters,  the  transcribers,  the  committee  members  and  the  Green  Lantern  Corp  Security  for  such  a  great  conference.    

It  takes  a  whole  lot  of  people,  not  just  one,  to  make  something  like  this  possible.  For  more  updates  and  captured  moments,  please  look  back  at  my  twitter  feed:  https://twitter.com/BluebarkerSL  .  As  well  as  the  VWBPE  flickr  group  for  more  pictures  https://www.flickr.com/photos/vwbpe_org/  .    

Please  check  back  into  the  main  VWBPE  site  for  updates  on  the  streams  to  presentations:  http://vwbpe.org/  .    

              Bluebarker  Lowtide  

[Note: You can see House @ Blue’s Corner on the cover of this issue of VEJ and the article describing future plans.]

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     Attention  machinimatographers  of  all  ages,  we  are  looking  for  submissions  for  Machinima  mania  at  the  ISTE  (International  Society  for  Technology  in  Education)  conference,  which  is  in  Philadelphia  this  year!  We  will  be  announcing  the  winners  of  the  2015  EduMachinima  Fest  event  on  Monday,  June  29,  5:30–7:00  pm  EDT  (Eastern  Daylight  Time).  

For  those  of  you  new  to  Machinima,  it’s  a  portmanteau  of  the  words  machine  and  cinema.  It  is  the  screen  capturing  and  editing  of  3D  games  and  virtual  environments.  Some  of  your  students  or  children  may  already  be  making  them.    

Machinima  can  be  made  in  Minecraft,  Roblox,  World  of  Warcraft,  Elder  Scrolls  Online  or  any  other  video  game  or  3D  environment.  An  example  of  one  of  our  past  winners  is  Lego  Universe-­‐  Crumple’s  Pet  Skunk  Tutorial  http://www.youtube.com/watch?v=llf1zfk4nmQ.    See  the  learning  happening  there.  

 

Machinima  Mania  is  Back  for  2015!  

 By  

Chris  Luchs  (rl),  aka  Abacus  Capalino  (sl)  &  Kae  Novak  (rl),  aka  Kavon    Zenovka  (sl)  Tanya  Smedley  (rl)  GridJumper  (sl)  

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We  are  seeking  entries  in  a  variety  of  categories  including  digital  storytelling,  tutorials,  and  narrated  gameplay.  We’ve  added  a  few  new  categories  such  as  Fan  Fiction  and  Twisted  Tails  (your  spin  on  a  favorite  fairy  tale).    

 

For  those  of  you  looking  for  a  challenge,  our  theme  this  year  is  Revolutionary  in  honor  of  our  stay  in  Philadelphia.  Our  panel  of  judges  will  also  recognize  technical  achievements  such  as  editing,  machinimatography,  special  effects,  as  well  as  script  writing,  narration  and  many  others.    

 

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We  accept  individual  and  group  submissions  of  video  or  livestreamed  channels;  however  we  do  ask  that  all  submitted  content  be  appropriate  for  a  K-­‐12  audience.    

 

For  more  information  please  go  to  http://bit.ly/2015EduMachinimaFest.  To  submit  your  work,  please  go  to  http://bit.ly/2015EduMachinimaSubmission.  

 

If  you  have  any  questions,  please  contact  Kae  Novak  at  [email protected].  

 

 

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VEJ,  Share  Your  Story:            

 

 

   

 

 

 

 

 

 

 

 

 

By  Roxie  Neiro  (sl),  Rosie  Vojtek  (rl)  

The  theme  for  the  April  2015  Issue  of  the  Virtual  Education  Journal  (VEJ)  is  The  Reality  of  Virtual  Learning.    

We  asked  our  readers  to  tell  us  about  their  learning  virtual  world/environments?  What  makes  virtual  learning  meaningful  for  you  as  a  learner?  If  you  had  to  pick  one,  what  is  your  greatest  EPIC  learning  experience  (that  BIG,  AH-­‐HA  MOMENT)  that  you  will  never  forget  as  long  as  you  live,  what  would  it  be?    

From  our  many  responses,  we  selected  five  to  share  with  you.  Here  is  what  they  said.  

 

EPIC  Learning    in  Virtual  

Worlds/Environments  

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Real  World:  Dana  Paxson  Virtual  Worlds:  Jeddin  Laval    

What  virtual  worlds/environments  are  you  in?  

Second  Life,  Kitely,  World  of  Warcraft,  OSGrid,  FrancoGrid  

How  long  have  you  been  involved  in  virtual  worlds/environments?  

8  or  more  years  

When  working  in  virtual  worlds/environments,  do  you  view  yourself  as  a  teacher,  learner,  or  both?  And  Why?  

Both.  From  the  very  beginning  in  Second  Life,  I  was  learning,  and  that's  never  stopped.  But  in  the  process  I  was  immersed  in  a  network  of  fellow  learners.  We  all  became  teachers  for  one  another  was  well  as  learners  from  

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one  another.  In  a  fast-­‐moving,  fast-­‐changing  high-­‐technology  setting,  that  is  the  only  way  to  roll.  

What  professional  learning  designs  in  virtual  worlds/environments  have  you  found  most  effective  in  supporting  your  own  learning?  

Presentations,  "How-­‐to"  Workshop/sessions,  Round  Table  discussions,  Specific  Group  Projects  (e.g.,  creating  machinima,  building  in  minecraft),  Informal  Conversations  (e.g.,  ISTE  Office  Hours),  Networking,  MOOC's  and  other  inworld  classes,  Watching  Machinima  videos,  Independent  projects,  In-­‐world  tutorials,  Action  Research/Inquiry,  Poster/Exhibits,  Museums,  Galleries,  and  other  in-­‐world  replicas  of  real-­‐world  spaces,  Simulations,  Mentor,  Coach  

What  makes  learning  in  virtual  worlds/environments  purposeful  and  meaningful  for  you?  

Virtual  worlds  leverage  out.  Every  single  thing  learned  in  them  has  disproportionately  powerful  effects  on  learning,  wisdom,  and  application  everywhere  else.  I  came  in  as  an  artist  and  designer  in  real-­‐world  settings;  I  emerge  again  and  again  from  virtual  worlds  as  a  better  practitioner  and  mentor  in  art.  And  that's  just  art;  the  same  has  been  true  for  architectural  study,  mathematics,  physics,  software,  and  even  writing  fiction.  The  pattern  is  that  inside  virtual  settings  I  can  see  with  greater  clarity  what  I  need  to  do  to  improve  whatever  I  do  in  these  fields.  

Describe  your  greatest  EPIC  learning  experience  (that  BIG,  AH-­‐HA  MOMENT)  that  you  will  never  forget  as  long  as  you  live!  The  one  that  has  truly  made  a  difference  for  you  in  your  personal  or  professional  life.  What  was  it,  how  did  you  learn,  what  did  you  learn,  and  how  did  it  make  a  difference?  

The  epic  moment  for  me  isn't  a  come-­‐and-­‐gone  thing.  It's  a  recurring  tide  that  washes  through  me  every  time  I  can  see  the  broadest  and  deepest  picture  in  a  single  moment.  The  first  moment  I  recall  was  in  Second  Life,  presenting  the  e-­‐book  technology  I'd  created  to  a  group  of  writers.  I  made  a  sky  presentation  of  posters,  demos,  and  fly-­‐throughs,  and  I  looked  at  it  and  

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thought:  How  in  any  world  could  I  ever  do  something  like  this?    I've  been  through  these  surges  many  times,  and  each  one  has  been  another  step  up  an  amazing  rock  face.      The  second  great  surge  came  when  I  faced  the  challenge  of  creating  an  entry  for  the  Alumni  Art  Show  at  the  University  of  Michigan.  Scripting,  building,  writing,  drafting,  imaging,  calculating,  researching:  it  all  came  together.  Linden  Scripting  Language,  Blender,  CorelDraw,  Python,  science  fiction,  graphic  design,  storyboarding,  machinima,  a  flow  and  surge  of  incredible  power  that  does  not  stop  even  today.  It  gave  me  a  vision  of  the  astonishing,  explosive  literature  of  our  future.    My  professional  life  is  consumed  in  the  wealth  of  these  possibilities  for  learning.  The  Aha!  Moments  told  me:  "Put  this  digital  wealth  in  the  hand  of  a  child  who  has  nothing  else,  and  that  child  will  learn  and  thrive  and  invent  and  heal  and  build."  And  I  knew  at  those  moments  that  whatever  I  could  do  to  contribute  something,  anything  to  making  that  happen  would  satisfy  me  as  nothing  else  ever  could.  

Is  there  anything  else  you  would  like  to  share  with  us  about  your  learning  and  how  you  work  with  others  in  virtual  worlds/environments?  

I'm  at  work  in  two  virtual  worlds  right  now.  My  workshop  is  in  the  well-­‐known  Sim-­‐on-­‐a-­‐Stick  environment  developed  and  offered  by  Ener  Hax.  It  runs  on  one's  own  system  in  a  standalone  framework,  and  I've  got  dozens  of  versions  of  virtual  worlds  developed  and  stored  there.  My  gallery  is  currently  on  Kitely,  where  Jeddin  presides  over  my  TarnusCity  build  that  I  upload  periodically  from  the  Sim-­‐on-­‐a-­‐Stick  workshops.  Along  with  the  usual  inworld  enhancements  and  changes  to  the  builds,  my  current  work  includes  developing  a  new  server  stack  executive  program  for  running  the  entire  world  on  a  thumb  drive.  

 

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Real  World:  Patricia  A  Murphy    Virtual  Worlds:  Pamala  Clift  (SL)    

What  virtual  worlds/environments  are  you  in?  

Second  Life,  AvaCon,  Minecraft,  World  of  Warcraft,  JokaydiaGRID  

How  long  have  you  been  involved  in  virtual  worlds/environments?  

8  or  more  years  

When  working  in  virtual  worlds/environments,  do  you  view  yourself  as  a  teacher,  learner,  or  both?  And  Why?  

Both-­‐  You  can't  be  a  good  teacher  if  you  do  not  learn  from  your  students.  Since  the  virtual  environment  is  still  so  new,  others’  perspectives  are  vital.    

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What  professional  learning  designs  in  virtual  worlds/environments  have  you  found  most  effective  in  supporting  your  own  learning?  

Presentations,  Round  Table  discussions,  Specific  Group  Projects  (e.g.,  creating  machinima,  building  in  minecraft),  Informal  Conversations  (e.g.,  ISTE  Office  Hours),  Networking,  Watching  Machinima  videos,  Q&A  ask  the  expert  sessions,  Independent  projects,  Lectures  from  experts,  Role-­‐play  

What  makes  learning  in  virtual  worlds/environments  purposeful  and  meaningful  for  you?  

When  I  first  came  into  virtual  worlds,  I  thought  that  I  pretty  much  understood  my  life.  I  created  the  Roadside  Philosophers,  which  is  a  first-­‐  person  philosophical  group  using  the  virtual  environment  as  a  metaphor  in  the  search  for  truth.      It  started  as  a  giggle  as  I  was  just  trying  every  button.  Soon  others  joined  and  the  fortnight  discussions  have  continued  now  for  8  years.  (Since  Feb  2007)    At  first  I  thought  "I"  would  help  others  to  learn  and  understand  things  as  I  saw  them.  That  didn't  work!  For  the  first  2  years  I  would  sometimes  cry  after  the  meetings  because  I  failed  to  convince  them  of  MY  TRUTHs.      At  the  end  of  that  time  I  was  tired  and  I  just  started  listening,  and  OMG  their  thoughts  were  logical  and  had  value!?!  I  was  learning  and  understanding  life  from  dimensions  I  had  never  even  considered!    The  Roadside  Philosophers  have  opened  my  eyes,  rearranged  my  thoughts,  and  I  now  have  love  for  all  diversity.    If  ever  I  have  an  ethical  or  philosophical  question  I  just  need  to  assign  that  as  a  topic  to  one  of  the  meetings  and  have  2  hours  of  intelligent  debate  to  

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add  to  my  understanding.  This  keeps  me  coming  back.    I  have  been  with  Rockcliffe  University  Consortium  now  for  about  5  years,  and  have  given  lectures  to  universities  around  the  world  from  within  Second  Life.    I  have  learned  how  to  facilitate  at  expert  level  with  dramatically  different  GLOBAL  viewpoints  calmly  and  without  losing  control.  I  have  even  given  lectures  on  the  topic  of  in-­‐world  facilitation.      http://www.virtualhandhold.com/Facilitation-­‐in-­‐world-­‐Lecture.html  

 There  isn't  a  meeting  place  like  the  Think  Tank  that  I  am  aware  of  in  any  of  the  virtual  worlds.  I  foresee  the  United  Nations  using  such  a  medium  someday.  Hugs,  Pamala  Clift  

Describe  your  greatest  EPIC  learning  experience  (that  BIG,  AH-­‐HA  MOMENT)  that  you  will  never  forget  as  long  as  you  live!  The  one  that  has  truly  made  a  difference  for  you  in  your  personal  or  professional  life.  What  was  it,  how  did  you  learn,  what  did  you  learn,  and  how  did  it  make  a  difference?  

 

Trying  to  understand  the  engagement  levels  of  avatars  as  people  hide  behind  anonymity  was  both  frustrating  and  an  apparently  impossible  task...But...  I  interviewed  constantly  all  that  I  came  in  contact  with  trying  to  understand  this  new  medium.      Ah-­‐Ha  finally!  I  constructed  The  State  of  Being  presentation  and  presented  it  for  peer  review  in  hundreds  of  different  meetings  both  live  and  virtual.  http://www.virtualhandhold.com/State-­‐of-­‐Being.html      It  was  acclaimed  and  has  been  well  attended  every  month,  but  I  was  asked  by  professors  and  graduate  students  for  something  more.  So  I  created  a  

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company  and  a  website.    No,  they  wanted  a  book.  Something  that  could  be  cited  in  research.      I  could  have  gone  the  route  of  academia  and  created  a  white  paper,  but  this  had  to  get  out  fast.      The  problem  that  kept  vetoing  any  business  or  educational  purpose  was  interpersonal  relationships.  So  I  took  my  research  and  spent  a  year  writing.  Then  created  a  Kickstarter  project  that  met  and  exceeded  the  time  allotment  and  publication  costs,  all  funded  by  in-­‐world  donations.    The  book  is  out  there  on  Amazon  &  Kindle  and  has  been  a  major  accomplishment  in  my  life.  All  that  have  read  it  have  given  it  great  reviews.  (Initial  release  lost  the  copy  editor  early  so  errors,  but  has  since  been  corrected...you  can  never  successfully  edit  your  own  writing...  smile)    I  feel  I  understand  this  medium  now  and  forgive  in  advance  the  nuances  that  I  cannot  know,  making  life  much  less  dramatic  in  both  worlds.  

Is  there  anything  else  you  would  like  to  share  with  us  about  your  learning  and  how  you  work  with  others  in  virtual  worlds/environments?  

Yes...  My  work  with  Florida  International  University  shows  what  I  think  are  some  of  the  possibilities  of  the  virtual  environment  for  experiential  learning.  This  work  was  contracted  and  machinima  created  for  NIOSH.    https://www.youtube.com/watch?v=h7GHgF7nnTo  

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Real  World:  Andrew  Wheelock  Virtual  World:  Spiff  Whitfield    

What  virtual  worlds/environments  are  you  in?  

Second  Life,  AvaCon,  Kitely,  Minecraft,  World  of  Warcraft,  3D  Rock  Grid,  OSGrid,  JokaydiaGRID,  MOSES  

How  long  have  you  been  involved  in  virtual  worlds/environments?  

8  or  more  years  

When  working  in  virtual  worlds/environments,  do  you  view  yourself  as  a  teacher,  learner,  or  both?  And  Why?  

I  work  with  OpenSim  as  a  teacher.  http://islandsoe.weebly.com  Second  Life  I  am  truly  a  learner  and  explorer.  

What  professional  learning  designs  in  virtual  worlds/environments  have  you  found  most  effective  in  supporting  your  own  learning?  

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"How-­‐to"  Workshop/sessions,  Book  Study,  Group  Tours,  Networking,  Social  Activities  (e.g.,  Dances,  Games),  MOOC's  and  other  inworld  classes,  Watching  Machinima  videos,  Quests,  Scavenger  Hunts,  Guided  explorations,  etc.,  Poster/Exhibits,  Simulations,  Role-­‐play,  Mentor,  Coach  

What  makes  learning  in  virtual  worlds/environments  purposeful  and  meaningful  for  you?  

It  opens  up  my  creativity  because  in  most  cases  I  can  take  on  an  avatar  identity  as  well  as  I  can  be  a  creator  not  just  passive  learner.  

Describe  your  greatest  EPIC  learning  experience  (that  BIG,  AH-­‐HA  MOMENT)  that  you  will  never  forget  as  long  as  you  live!  The  one  that  has  truly  made  a  difference  for  you  in  your  personal  or  professional  life.  What  was  it,  how  did  you  learn,  what  did  you  learn,  and  how  did  it  make  a  difference?  

My  first  Ah-­‐Ha  Moment  was  when  I  was  in  Second  Life  and  came  across  the  US  Holocaust  Museum  build.  It  demonstrated  that  history  education  using  VE  can  be  powerful,  engaging,  and  heavy-­‐hitting.  That  sim  represents  a  very  difficult  topic  with  thoughtful  recreations  and  embedded  learning  opportunities.  The  sim  lets  you  walk  through  a  recreation  of  the  tragic  event  known  as  Kristallnacht,  the  program  that  involved  the  destruction  of  Jewish  businesses  and  Synagogues,  in  Germany.  Throughout  the  sim  you  have  access  to  Holocaust  Survivor  tales  as  well  as,  primary  source  documents  that  give  you  n  deeper  learning  experience  about  this  historical  tragedy.  

Is  there  anything  else  you  would  like  to  share  with  us  about  your  learning  and  how  you  work  with  others  in  virtual  worlds/environments?  

The  epic  event  led  me  to  create  the  Islands  of  Enlightenment  projects  that  detail  historical  creations.  

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Real  World:  Rebecca  L.  Patterson    Virtual  World:  RebeccaLPatterson  (sl)    

What  virtual  worlds/environments  are  you  in?  

Second  Life  

How  long  have  you  been  involved  in  virtual  worlds/environments?  

6-­‐7  years  

When  working  in  virtual  worlds/environments,  do  you  view  yourself  as  a  teacher,  learner,  or  both?  And  Why?  

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We  view  ourselves  as  teacher/creators  since  we  design  3d  mathematics  manipulatives  and  the  technology  through  which  to  teach  with  them.  

What  professional  learning  designs  in  virtual  worlds/environments  have  you  found  most  effective  in  supporting  your  own  learning?  

Presentations,  "How-­‐to"  Workshop/sessions,  Group  Tours,  Networking,  Independent  projects,  In-­‐world  tutorials,  Poster/Exhibits  

What  makes  learning  in  virtual  worlds/environments  purposeful  and  meaningful  for  you?  

We  can  create  in  this  space  where  it  is  nowhere  else  possible  to  create.  We  can  manipulate  thousands  upon  thousands  of  items  instantly  to  quantify  and  we  are  not  hindered  by  time,  space,  materials,  or  gravity.  This  allows  us  to  quickly  show  individuals  patterns  of  numbers  in  their  shape  form,  not  symbol  form.  This  leads  to  a  very  intuitive  understanding  of  Algebra  and  beyond.    

Virtual  Worlds  are  also  just  plain  FUN!  

Describe  your  greatest  EPIC  learning  experience  (that  BIG,  AH-­‐HA  MOMENT)  that  you  will  never  forget  as  long  as  you  live!  The  one  that  has  truly  made  a  difference  for  you  in  your  personal  or  professional  life.  What  was  it,  how  did  you  learn,  what  did  you  learn,  and  how  did  it  make  a  difference?  

I  met  a  group  of  mathematics  educators  through  an  online  class  at  Boise  State  that  took  place  at  EdTech  Island  in  Second  Life.  We  were  building  and  working  with  inworld  tools  in  groups  and  really  enjoying  the  space  and  the  versatility  of  creation.    

Being  frustrated  with  the  concept  of  teaching  in  this  environment  through  slide  shows  and  PowerPoint  presentations,  we  really  wanted  to  use  the  space  to  it's  full  advantage,  so  we  created  a  "slide  show".  With  a  teleport  to  the  top  of  the  slide,  your  avatar  could  sit  on  a  physical  object  and  it  would  take  you  down  the  slide,  rather  haphazardly,  past  billboards  showing  the  presentation.    

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Yes,  we  know,  it  wasn't  very  effective  in  the  learning  process  of  whatever  it  was  we  were  trying  to  convey  (I  don't  even  remember),  but  it  was  fun  and  demonstrated  the  need  for  immersive  experiences  to  remember  and  retain  not  dry  informational  transfer.      We  have  graduated  from  this  type  of  youthfulness  and  yet  we  are  still  accessing  the  power  within  virtual  worlds  to  teach  an  amazing  concept  that  has  to  be  seen  to  be  understood.    

Numbers  have  shape  and  through  our  immersive  experiences  and  camera  control,  we  can  show  anyone  with  an  avatar,  even  newbies,  the  power  of  these  shapes.  This  power  opens  the  eyes  and  allows  the  brain  to  intuitively  connect  mathematical  concepts  that  it  may  have  never  understood  through  conventional  process-­‐oriented  teaching.    

Or  if  you  did  well  in  math,  we  can  still  connect  it  all  for  you  and  give  you  the  a-­‐ha  moment  of  why.    

THAT  is  what  makes  this  virtual  space  so  exciting  and  has  us  coming  back  time  and  time  again.  

Is  there  anything  else  you  would  like  to  share  with  us  about  your  learning  and  how  you  work  with  others  in  virtual  worlds/environments?  

None  at  this  time.  

   

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 Beth  Ghostraven,  ThinkererSelby  Evans,  and  Kali  Pizzaro  (left  to  right).  

 Real  World:  Beth  S.  O'Connell    Virtual  Worlds:  Beth  Ghostraven  inworld(s)    

What  virtual  worlds/environments  are  you  in?  

Second  Life,  AvaCon,  Kitely,  Minecraft,  OSGrid,  JokaydiaGRID,  InWorldz  

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How  long  have  you  been  involved  in  virtual  worlds/environments?  

4-­‐5  years  

When  working  in  virtual  worlds/environments,  do  you  view  yourself  as  a  teacher,  learner,  or  both?  And  Why?  

Both  -­‐  I  always  consider  myself  both  a  teacher  and  a  learner;  they  go  hand  in  hand.  Different  people  have  different  things  that  they  know  how  to  do,  and  we  all  learn  from  each  other.  In  order  to  teach  something,  I  have  to  learn  about  it,  and  I  always  wind  up  learning  more.  

What  professional  learning  designs  in  virtual  worlds/environments  have  you  found  most  effective  in  supporting  your  own  learning?  

Presentations,  "How-­‐to"  Workshop/sessions,  Round  Table  discussions,  Specific  Group  Projects  (e.g.,  creating  machinima,  building  in  minecraft),  Informal  Conversations  (e.g.,  ISTE  Office  Hours),  Group  Tours,  Networking,  Social  Activities  (e.g.,  Dances,  Games),  Quests,  Scavenger  Hunts,  Guided  explorations,  etc.,  Independent  projects,  Lectures  from  experts,  Panel  Discussion,  Poster/Exhibits,  Museums,  Galleries,  and  other  in-­‐world  replicas  of  real-­‐world  spaces,  Simulations,  Role-­‐play,  Mentor  

What  makes  learning  in  virtual  worlds/environments  purposeful  and  meaningful  for  you?  

It's  the  people  in  virtual  worlds  that  keep  me  coming  back.  I  have  the  opportunity  to  network  and  socialize  with  people  all  over  the  world  who  are  interested  in  the  same  things  I  am.  As  a  hearing-­‐impaired  person,  the  text-­‐based  environment  is  especially  helpful.  I've  found  that  the  immersion  of  virtual  worlds  helps  me  learn  better,  too.  

Describe  your  greatest  EPIC  learning  experience  (that  BIG,  AH-­‐HA  MOMENT)  that  you  will  never  forget  as  long  as  you  live!  The  one  that  has  truly  made  a  difference  for  you  in  your  personal  or  professional  life.  What  was  it,  how  did  you  learn,  what  did  you  learn,  and  how  did  it  make  a  difference?  

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When  I  first  came  to  Second  Life  I  used  the  orientation  at  Caledon  Oxbridge  University,  where  I  found  the  Caledon  Quest.  I  struggled  with  the  Quest  for  months,  as  I  was  very  new.  When  I  finally  figured  out  (with  help)  how  to  cam  inside  the  basket  of  a  hot-­‐air-­‐balloon  to  get  the  medallion  inside,  I  felt  like  I  could  do  anything  now.  It  seems  like  such  a  minor  thing  to  learn,  but  it  made  all  the  difference  to  me  in  those  early  times.  

Is  there  anything  else  you  would  like  to  share  with  us  about  your  learning  and  how  you  work  with  others  in  virtual  worlds/environments?  

I  think  Second  Life  is  the  crossroads  for  educators  who  want  to  network  in  virtual  worlds.  There  are  other  grids  that  can  be  better  for  teaching,  but  for  collaborating,  Second  Life  is  where  the  people  are.  As  virtual  worlds  proliferate,  I  hope  we  can  continue  to  have  some  kind  of  central  gathering  place  for  educators.  

 

 

 

-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐  

A  special  THANK  YOU  to  everyone  who  was  willing  to  share  your  story.  We  hope  you  have  enjoyed  reading  what  five  of  our  readers  had  to  say  about  what  and  how  they  learn  in  Virtual  Worlds/Environments.    

 

I  thought  I  would  leave  you  with  one  of  my  favorite  places  to  learn  in  second  life  –  that  is  the  campfire  at  ISTE  Headquarters.    

 

If  you  haven’t  been  to  ISTE’s  Virtual  Environment  Network  Office  Hours  on  Tuesday  evenings,  be  sure  to  stop  by  and  share  your  stories  and  adventures  with  the  rest  of  us.    

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The  only  thing  missing  from  this  picture  is  you!  So,  we  hope  you  will  stop  by  and  join  as  we  continue  on  our  journey  to  learn  personally,  professionally,  and  collegially  together.      

 

 

 

 

We  look  forward  to  seeing  you  at  ISTE  Headquarters  in  the  near  future!  

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With  a  new  higher  resolution  screen  and  “powered  by  Zuckerberg,”  the  Oculus  Rift  is  at  home  in  Second  life  as  well  as  other  virtual  Environments.  From  the  small  Kickstarter  start,  the  Oculus  Rift  has  transformed  what  can  be  done  in  a  virtual  environment,  creating  Virtual  Reality  (VR)  for  just  a  few  hundred  dollars.    

 

 

 

 

 

 

 

 

 

 

 

 

Back  in  the  day  I  had  the  opportunity  to  first  “dive”  into  VR  while  working  with  Autodesk  as  an  educator  helping  them  to  better  understand  the  world  of  education.  “Dive”  is  the  appropriate  term  as  at  that  time  the  two  demos  were,  a  house  with  a  pool  and  tennis  court.    

This  was  the  1980’s  and  the  system  required  significant  computing  power.  The  setup  was  a  set  of  goggles  with  twin  VGA  displays  attached,  a  glove  with  sensors,  and  a  frame  with  sensors  to  “learn”  where  the  glove  and  goggles  were  in  

Rift  and  Ready  for  Immersion  By  BJ  Gearbox  (sl),  Bob  Vojtek  (rl)  

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3D  space.  Once  calibrated,  you  could  maneuver  by  curling  your  fingers  and  “pointing”  with  your  index  finger…  moving  in  the  direction  of  your  pointing  finger.  To  stop,  you  would  uncurl  your  fingers  out  flat  and  raise  your  palm  in  a  motion  designating  “stop.”  

 

I  had  some  issues  with  these  simple  commands  and  couldn’t  navigate  stairs…  you  had  to  get  just  the  right  angle  because  there  weren’t  any  physics  and  you  would  simply  move  through  walls.  I  found  myself  attempting  to  go  down  stairs  and  “blasted”  through  a  wall  and  wound  up  at  the  bottom  of  the  swimming  pool  adjacent  to  the  house.  

 

Fast-­‐forward  to  the  1990’s.  

 

On  one  of  our  visits  to  Disney  our  family  was  offered  an  opportunity  to  try  Disney’s  pilot  VR  “ride,”  based  upon  the  successful  movie,  Aladdin.  This  contraption,  powered  by  a  fleet  of  servers  allowed  you  to  travel  through  the  marketplace  looking  for  gold  coins.  This  time  the  system  included  a  helmet  resembling  a  motorcycle  helmet  on  steroids  with  built-­‐in  monitors  and  headphones  to  see  and  hear  the  environment.  You  would  sit  on  a  bicycle-­‐like  frame  with  a  rectangular  plate  where  the  handlebars  would  have  been.  Moving  one  side  up  or  down  would  move  you  right  or  left.  Moving  the  leading  edge  up  or  down  would  allow  you  to  fly  up  or  come  back  down.  Finally  moving  the  plate  forward  moved  you  forward,  neutral  to  stop,  and  straight  back  was  reverse.  

 

I  remember  maneuvering  through  the  streets  when  I  came  upon  a  street  vendor.  I  pushed  forward  to  increase  speed  toward  the  vendor’s  wagon  and  pulled  up  on  the  leading  edge  to  fly  gracefully  over  the  top  of  the  wagon.  Well  not  quite.  I  didn’t  start  my  assent  early  enough  and  I  felt  this  thud  as  I  hit  the  top  of  the  wagon.  There  was  a  distinct  tactile  sensation  as  I  scraped  the  top  of  the  wagon  

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continuing  on  my  way.  Maneuvering  through  streets  and  alleyways  on  my  journey  what  do  I  see?  The  same  street  vendor  blocking  the  upcoming  intersection,  what  do  I  do?  Just  as  before,  I  pull  up  on  the  leading  edge  to  fly  gracefully  over  the  top  of  the  wagon.  But  what  happens?    

Let’s  just  say  I  wouldn’t  make  a  very  good  pilot…  I  hit  the  top  edge  of  the  wagon  again,  felt  the  thud  feed  back  from  hitting  the  cart,  only  this  time  as  I  fly  away  I  hear  the  vendor  say,  “stop  hitting  my  cart.”  So,  now  I’m  on  the  virtual  “hit  list”  of  this  street  vendor!  The  cool  part  is  that  the  game  was  sophisticated  enough  for  me  to  feel  the  thud,  and  it  was  aware  that  it  was  not  my  first  time.  Pretty  amazing!  

 

Today  

 

Fire  up  a  great  set  of  headphones,  Oculus  Rift  Development  Kit  2,  and  3D  Connexion  SpaceNavigator,  and  you  are  ready  to  leave  this  world  behind.  The  headphones  give  you  the  sounds  of  the  environment.  The  SpaceNavigator  lets  you  maneuver  with  six  degrees  of  freedom.    

 

And,  the  Oculus  Rift  provides  you  with  the  visual  3D  world  allowing  you  to  “look”  in  any  direction  and  “see”  in  that  direction.  Think  of  it  as  driving  a  car  and  turning  

your  head  to  look  out  the  side  window.  With  a  traditional  computer  screen,  you  are  looking  through  a  window  and  you  would  have  to  use  your  arrow  keys  to  rotate  the  view  to  the  left  to  look  out  the  side  window,  much  in  the  same  way  you  would  pan  (rotate)  a  camcorder  to  record  what  is  off  

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to  your  left.  With  the  Rift  you  can  look  in  any  direction  independent  of  what  direction  you  are  moving.  This  ability  to  view  SL  life-­‐size,  through  the  eyes  of  your  avatar  as  opposed  to  the  traditional  SL  view  over  the  top  of  your  avatar’s  head,  creates  a  truly  immersive  feeling.  

 

In  1920s  Berlin,  for  example  I  was  strolling  down  a  street  and  could  hear  the  whistle  of  an  approaching  train,  so  I  continued  down  the  street  and  took  a  glance  over  my  shoulder  to  see  the  train  at  the  station.    

 

The  Development  Kit  2,  as  the  name  implies,  is  for  developers  and  not  a  consumer  product.  That  means,  to  order  one  you  need  to  acknowledge  that…  and  hand  over  your  credit  card  for  $350.00.    

 

Oculus  is  working  with  other  vendors  and  Samsung  has  released  Gear  VR  Innovator  Edition.  According  to  their  website,  “it  

delivers  a  completely  new  experience  like  you’ve  never  seen  before,  literally  surrounding  you  with  virtual  video,  images  and  games  in  a  full  360  degree  immersive  environment.  The  Galaxy  Note®  4’s  amazing  screen  and  processor  makes  it  all  possible.”  Which  means  you  use  your  Galaxy  Note  as  the  screen.  The  phone  is  not  included  in  the  $199.00  price.  

 

Linden  Labs  has  opened  a  new  category  in  their  destination  guide,  Exceptional  with  Oculus  Rift.  There  are  26  locations  featured.  When  I  initially  

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received  my  original  Oculus  Rift,  the  first  place  I  visited  was  1920s  Berlin.  There  were  few  places  that  supported  VR  and  the  Second  Life  Viewer  did  not  support  VR  at  that  time.    

If  you  have  access  to  an  Oculus  Rift,  here  are  some  places  to  visit…  

 

 

1920s  Berlin  -­‐  Weimar  Republic,  Germany    

 http://maps.secondlife.com/secondlife/1920s%20Berlin/250/233/751  

 

 

There  are  free  vintage  clothing  items  available.  Also  this  sim  is  built  in  proportion  to  real  life.  We  tend  to  have  avatars  that  are  a  bit  “larger  than  life.”  The  male  figure  is  6’-­‐0”  and  the  female  is  5’-­‐8”  tall.    

 

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I  should  consider  a  career  change  and  play  basketball…  notice  the  black  and  while  Converse.  

 

 

 

 

 

 

 

Mont  Saint  Michel  

 

 

 

 http://maps.secondlife.com/secondlife/Mont%20Saint%20Michel/114/31/23  

 

 

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Capybara,  The  Wilderness    

 

 

 

 

http://maps.secondlife.com/secondlife/Capybara/6/138/93  

 

   

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Downtown  Seattle  

 http://maps.secondlife.com/secondlife/Downtown%20Seattle/1/211/68  

 

 

 

 

 

While  collecting  the  content  for  this  article,  I  visited  Jo  Yardley’s  blog  and  discovered  several  interesting  items.  Obviously  there  were  links  to  some  Drax  Files  episodes  with  Draxtor  Despres  episodes.  Jo  Yardley  is  a  co-­‐host.  High  Fidelity  is  making  a  public  alpha  available.    

 

Also,  there  is  a  link  to  Benoît  Dereau’s  Unreal  Paris  1.1,  a  Paris  apartment  created  using  the  Unreal  4  engine.  It  is  a  video  in  720p  and  there  is  a  higher  resolution  version  Unreal  Paris  1.2.  Jo  Yardley  started  The  1920s  Berlin  project.  

 

Second  Life  founder,  Philip  Rosedale,  created  High  Fidelity.  He  is  developing  a  “high  fidelity”  virtual  environment.  The  high  fidelity  website  explains,  “By  using  a  range  of  new  hardware  devices  like  the  Oculus  Rift,  Samsung  Gear  VR,  Leap  Motion,  PrioVR,  Sixsense,  and  depth  cameras,  the  experience  of  exploring  these  worlds  can  be  incredibly  immersive  and  the  interaction  with  others  lifelike  and  emotional.”  It  goes  on  to  explain,  we  use  inexpensive  webcams  and  motion  

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controllers  to  capture  gaze,  facial  expressions,  and  body  language,  which  is  then  streamed  at  low  latency  along  with  3D  positional  audio  to  establish  lifelike  presence.  We  also  use  head-­‐mounted  displays  like  the  Oculus  Rift  for  full  immersion,  as  well  as  hand  and  full  body  motion  controllers.”  Sounds  great  to  me…  

 

Beyond  the  amusing  locations  to  visit  using  the  Oculus  Rift  there  are  also  areas  that  provide  opportunities  for  people  to  interact  through  simulations  and  immersive  training.  Please  take  a  look  at  the  Drax  Files  video  with  Sandra  L.  Winkler,  assistant  professor  at  Nova  Southeastern  University  in  Florida.  Her  work  assisting  amputees  is  a  great  story  of  helping  and  underscores  the  concept  of  immersion.  The  teaser  line  from  the  Drax  Files  YouTube  video  explains  Sandra’s  work.  “Second  Life  is  the  perfect  place  for  amputees  to  overcome  emotional  trauma  by  sharing  stories  and  realizing  they  are  not  alone!”    

 

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Twelfthnight  (SL)  At  the  VWBPE  Closing  Party  Party  

Opal  Lei  (SL)  at  the  VWBPE  Closing  Party  

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Edith  Halderman’s  selfie  with  waiter  at  VWBPE15  

Bluebarker  Lowtide  during  concert  at  House  @  Blue’s  Corner  

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The Social Committee plays at Abby Road Photo Booth (above). Eric Clapton Opening Tribute Concert by Lightning Productions (below).

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The  Machinima    Drive-­‐in  

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Favorite  DJ  Coz  OKelly  keeps  the  hits  coming!    

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Coffee in the early morning

     

On  The  Red  

Carpet  

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Watching “Almost Maine” Production by Quill & Quarrel Theater Company

Cross Country Bike Race

Watching  the  Closing  Ceremony  

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The VWBPE15 Organization Committee Chairs at the Closing Ceremony

Gentle  Heron  (sl),  Alice  Krueger  (rl)  accepts  the  Thinkerer  Award  

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Write  for  VEJ  

The theme for the June 2015 Issue of VEJ is "Mining The Craft."

We are especially interested in how educators are using minecraft to motivate students from early education through college. What is working? Not working? What are the best practices when using minecraft for instruction as a teaching tool? How can teachers/administrators harness the power of minecraft to motivate students? How can minecraft be used to promote local and state standards and curricula including the common core standards? Are minecraft and/or other virtual environments/worlds being used in teacher prep programs, and if so, how?

Even though these are the themes for the April and June issues of VEJ, we also welcome other articles that promote the effective use of virtual environments to enhance and engage teachers and students in quality learning experiences.

Please submit articles, approximately 500 – 1800 words (in Cambria 14pt). Please include pictures and graphics with the highest resolution

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possible (using png, tiff, jpeg) to: [email protected]. Be sure to put “VEJ” in subject line.

Submissions for the June 2015 issue of VEJ are due by midnight Sunday June 7, 2015.

If you have questions, email [email protected] or give Roxie Neiro (sl) a notecard in second life. You can find more information and see previous issues of VEJ at www.virtualeducationjournal.com

 

 

 

 

 

 

 

 

 

 

Be  sure  to  visit  us  at  http://maps.secondlife.com/secondlife/EduIsland%209/21/39/22  in  Second  Life,  our  website  at  http://virtualeducationjournal.com/,  and  follow  us  on  twitter  @VEJournal  and  #VEJournal.    To  learn  more  about  ISTE  SIGVE  events  visit  http://sigve.weebly.com/.    

   

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