7. Game Tools
Captivate Adventure Maker
SimWriter Games in a Flash
Raptivity
PowerPoint Scratch
Camtasia Toolbook
Firefly
Wild Pockets Flash
Sploder Torque 3D
Lectora
8. LTMS
• LTMS 603: Engaging with Learning
Activities, Games & Simulations
• Games and Simulations Concentration
18. LEEF: May 3&4, 2012
LTMS 534: Development for Virtual Worlds (Games & Sims Concentration)
LTMS 539: Using Virtual Worlds for Learning and Collaboration
20. Schedule & Assignments
Activity Date
Medical Simulation Visit April 9
Opt-in for SMS Texts April 9
Learning Technologies Encyclopedia: Virtual April 9
Worlds
Games & Simulation Olympics, April 9
Game 2
Learning Technologies Selection Report: April 11
Phase 2, Part 4
Readings & Mind Map April 15
Note: Agenda – Display as students enter the room Review Student Presentation SecondLife Tour Topic 1: Games & Simulations Topic 2: Virtual Worlds Assignments
Note: Review (5 minutes) 6:00-6:05 PM Any question or any additional thoughts: Virtual Classrooms Games & Simulations Podcasts – haven’t listened to yet Learning Technology Selection Report – provided Musts/Wants/Weights feedback Review – there can be multiple scores of the same type in the WANTs. You can have multiple 6s.
Note: Break (10 minutes) 6:35-6:45 PM Meet in SecondLife
Note: SecondLife Tour (60 minutes) 6:45-7:45PM SecondLife Tour The FutureWork Institute, Inc. and Linden Labs http://maps.secondlife.com/secondlife/CNDG%20Business%20Center/76/152/22 Need your headset and/or mic to talk. You can also text chat. Plan on being done around 7:45 PM. We’ll take a 15 min. break and meet up again in Connect after 20 minutes. If we end a little early or a little late, we’ll meet up 15 minutes after we’re done.
Note: Break (15 minutes) 7:45-8:00PM
Notes: 5 minutes 8:00-8:05 for 8-10 From eLearning Guild Report – tools that people are using to create games and simulations Adobe Captivate Adobe Flash Lectora Camtasia SmartBuilder Firefly Raptivity Toolbook - A lot of these are the same tools used for eLearning Authoring. Yes – you can create game with PPT Off the shelf: Games in a Flash Raptivity Forio Free: Adventure Maker Sploder Wild Pockets Scratch
Ed Web Game-based learning community - http://www.edweb.net/gaming Digital Games in Schools: A Teacher’s Handbook - http://games.eun.org/upload/GIS_HANDBOOK_EN.PDF ASTD eLearning Guild
Note: 5 minutes 8:05-8:10PM Virtual World usage accelerates - http://www.hypergridbusiness.com/2011/07/virtual-world-usage-accelerates/
Note: 10 minutes 8:10-8:20PM 7 Things: How is a Virtual World different from a game or simulation? Poll The world is just the place – individuals/orgs need to build the experience Social elements are embedded (multi-user environment) Avatar What are some of the benefits of virtual worlds? Open Chat - constructivist learning - Experiential learning Horizon Report 2007: Virtual Worlds more acceptable in academia than gaming in general. Why do you think so? (Most of the educational settings in SecondLife look and function like traditional classrooms or lecture halls ) Virtual worlds are often considered a part of “web 2.0” 3D construction tools allow easy visualization of objects (????) Forsyth County Schools has selected Dreamland Metaverse: Berlin wall experience Economies of buying and selling Previous concerns = student safety and a lack of management tools 3D Virtual Worlds are NOT Dead, Dying or Disappearing Virtual world certificate – virtual museum as class project Virtual college tour VenueGen for meetings Mobile Virtual Worlds What types of things did you find interesting that are happening in virtual worlds beyond the traditional educational setting? Open Chat study of world architectural styles into Second Life. Students create their own buildings that reflect styles they have studied, enabling them to carry their experience of world literature into a virtual world. -Class covering retail space design – class projects are based in virtual shops -Counseling services allow users to visit with real therapists – through avatars - The Appalachian Ohio K-12 Second Life Learning Community seeks to create, promote, and support teaching aids and interactive science experiments in Second Life that are based on state curriculum standards - An immersive experience set in the virtual world of Second Life, Virtual Macbeth takes learners into the psychological space of the title character - The Virtual Classroom Project at Jokaydia in Second Life is providing a platform for educators to experiment with designing spaces for learning - British Petroleum’s use of Second Life to train new gas station employees in the safety features of gasoline storage tanks and piping systems - Experiment with new art forms. - Learn through simulations and role-playing. Unconventional Learning – from the ASTD article (many more examples in article) More than 6,000 IBM employees log into Second Life at least once a week for a whole variety of purposes—from training to engaging customers in dialogue about products and services. CEO Sam Palmisano has used Second Life to hold meetings with IBM’s worldwide workforce. Starwood Hotels used Second Life to learn from customers before building the first of its new line of hi-tech, loft-like hotels called Aloft. They designed and built a prototype hotel in Second Life where “customers” could walk through the hotel and give feedback. Pontiac has an environment in Second Life that allows engineers to talk with customers—an opportunity car engineers have seldom had. Mindmaps: Ryan – structured activities are more difficult; avatars take on opposite reflection of user to increase empathy Neil – combine many aspects of web 2.0; new art forms are emerging from virtual worlds; virtual worlds going mobile; educational classrooms and lecture halls being created for distance learning; training people to cope with emergencies Tom H – entrepreneurs are in virtual worlds; people become addicted; vworlds used by educators quicker than games; “commented on title of vworlds are not dying article”; still early for education; Stacy – gestures and body language are a part of vw; harvard ex= disease outbreak scenario; dartmouth ex = emergency response team; visualizing real-time weather data (Betsy commented not sure how this would work); who’s the authority over illegal behaviors; Mike – unlimited creative freedom; safer and cheaper to practice in a virtual world; cost savings over time; need powerful computing ; RIT students working with 2D & 3D data visualization Betsy – designing complete virtual world may not be justified for single goal/objective; Matt – customization in vworlds is limitless; test business strategies in vworlds; opp. To get away from traditional classroom; blur between formal and informal learning Rich – there is not a start or end to vworlds; Justin – some students may not learn well in an open environment; people in other countries can learn from each other; Dennis – expand understanding of cultural and societal experiences; foreign language instruction ;
Note: 15 minutes 8:20-8:35PM Watch examples – links in Moodle (can have students watch on their own if time is an issue) Second Life for Medical Education - http://elearnmag.acm.org/archive.cfm?aid=2035934 http://www.youtube.com/watch?v=wyid3nyiCh8 (2 minutes) Airplane Tracking in Second Life (4.5 minutes) – view 2 ½ minutes http://www.youtube.com/watch?v=BMH2-rCkz3Y&NR=1 K12 in SL Now (2.5 minutes) http://www.youtube.com/watch?v=b9-SbaS6K4Y New Worlds http://newworlds.cciu.org/ Web login: apetroski, Eriked27 Imprudence login: andyp50
Note: 5 minutes 8:35-8:40PM for 14 & 15 What elements of the learning strategy do you think virtual worlds can have the most impact on? (Open Chat) Information Activity Immediate Feedback (community feedback) Connection to real-world application (mimic real-world in detail or generality) Motivation Can achieve higher levels of learning – analyze . . . and (in addition to communities . . . can create)
Select specific individuals What are some organizational components that might impact the use of virtual worlds? What are some outcomes of analysis that might impact your use of virtual worlds? How can/do virtual worlds benefit from other learning technologies in the architecture? How can/do virtual worlds impact other learning technologies in the architecture?
Note: 5 minutes 8:40-8:45PM Gartner: hundreds of platforms are already available or in development SecondLife is the most well known, but there are many others. Links are out in Moodle – go out and take a look at Moodle links Pivot http://www.daden.co.uk/pivote.html OpenSim http://opensimulator.org/wiki/Main_Page OLIVE http://www.forterrainc.com/index.php/product-a-services ActiveWorlds http://www.activeworlds.com/ VastPark http://www.vastpark.com/ Wilostar 3D http://www.wilostar3d.com
Note: 5 minutes 8:45-8:50PM Go to strengths, weaknesses, considerations chat Strengths: Immersive / Realism (safety, experience, trial and error) Social / collaborative Avatar Mixed communication (traditional + simulation + gaming) Meeting space as well (multi functional – learning and communication) Weaknesses: Open environment Avatar Entertainment and learning mixed Little consequences for inappropriate actions Download Somewhat difficult to “build” environments and interactions Considerations: Educating the client/sponsor Educating the learner (navigation) Netiquette & Avatar boundaries
Browser-based virtual worlds Off-the-shelf learning solutions (built-in learning applications for virtual worlds) Ubiquitous avatars (a common virtual world language – SCORM) Combined applications (i.e. Sloodle – SecondLife linked to Moodle) Virtual world linked to real world (copy real world movements in virtual world – physical and virtual session at the same time) Web 3.0 At GameTech yesterday, they announced the release of the Virtual World Framework (VWF), which is a fast, light-weight, web-based architecture for creating and distributing secure, scalable, component-based, and collaborative virtual spaces. It leverages existing web-based standards, infrastructure, and emerging technologies with the intent of establishing a powerful yet simple to use platform that is built on top of the next generation of web browsers. These technologies include: HTML 5 – a significant upgrade in expressive power for the web WebGL – an integrated 3D graphics capability WebSockets – providing a full TCP/IP connection between the client and server JavaScript – the programming language of the web It is a zero-install platform, where additional software components can be added dynamically, and VWF spaces can be embedded in virtually any application including web pages and emails. Furthermore, VWF spaces can embed existing applications and browsers. To see the VWF in action, use a WebGL enabled browser and visit: http://www.virtualworldframework.com/web/about.html https://github.com/virtual-world-framework