This document provides an overview of virtual worlds and their use for education, communication, and collaboration. It discusses what virtual worlds are, how they can be used, and examples of their application in education, charities, and business. Tips are also given for effectively communicating in virtual worlds, including having backups, assigning technical helpers, and practicing presentations. Resources for best practices and additional information on virtual worlds are listed.
1. 3D Communications Communicating and teaching in virtual worlds KerryJ Brightcookie.com Educational Technologies
2. Your experience in virtual worlds 3D chat rooms Multi-player game Second Life/Open Sim None Other Type your name on the slide near one or all that match
3. Overview What is a virtual world? A synchronous, persistent network of people who have agency in an environment that provides a sense of spatial relationships
12. Quick facts and figures http://www.kzero.co.uk/universe.php The registered population of online communities such as Second Life and Blue Mars is greater than that of the US and Europe combined. SOURCE: KZERO, a UK-based virtual worlds marketing agency
13. Quick facts and figures At last count, World of Warcraft had more than 11 million subscribers. SOURCE: Various
14. Quick facts and figures 3-D virtual world applications for enterprise use will grow into an industry earning $8 billion to $10 billion in annual revenue by 2014. GigaOM Pro, international media company http://gigaom.com/2009/10/06/enterprise-virtual-worlds-to-see-real-world-growth/
15. Quick facts and figures The third annual Virtual Worlds Best Practice in Education conference in March 2010 attracted @ 5,000 people to 170 events over 44 hours. http://www.vwbpe.org/
16. Case studies Education and training Universities, TAFEs, major corporations, primary and middle schools worldwide. http://www.youtube.com/watch?v=ARf8VMYRQy0
17. Loyalist College of Ontario Canada's virtual border control program. Critical test scores jumped 56% to 95%.
18. Case studies Charities and not for profits: “Since 2005, the American Cancer Society has raised more than $800,000 in Second Life.” http://www.cancer.org/Involved/Participate/RelayForLife/second-life
20. Case studies Business: “A fifth of the cost and no jet lag.” IBM on the advantages of holding their annual conference and meeting in Second Life.
21. The arts in Second Life – Shakespeare, art galleries, rock bands, performance art, dance
22. Overview What is a virtual world? A synchronous, persistent network of people who have agency in an environment that provides a sense of spatial relationships
23. How do the various facets of virtual worlds contribute to the ability to use them for education, training, communication, collaboration, etc?
For presenters: Upload slides in advance Test slide show player Short summary text for each slide Have a print out handy Test your microphone
“ Whisper” to talk one on one or across distances If move away from crowd, text will clear Don't go it alone – 1:5 ratio nice Don't assume they're ignoring you