3. FROM THE BOOK:
Let’s do a quick
recap of ALL the
10 Openers
(WE-ALL-LEARN)
4. 10 Openers:
WE-ALL-LEARN
1 Web Searching in the World of E-books
2 Pics
E-Learning and Blended Learning
PDFs I Share.
You Share.
3 Availability of Open Source and Free Software People Use,
People Videos
4 Leveraged Resources and OpenCourseWare
5 Learning Object Repositories and Portals
6 Learner Participation in Open Information Communities
My Blah Your Blah
7 Electronic Collaboration Our Blah Blah
8 Alternate Reality Learning
9 Real-Time Mobility and Portability
10 Networks of Personalized Learning
5. This presentation will synthetize
Chapter 9 of Bonk’s
The World is Open
WHO
ARE YOU?
OPENER # 8: Alternative
REALITY LEARNING
6. At the end of this presentation you will be able to:
1. Identify the tools for alternative reality learning
7. At the end of this presentation you will be able to:
1. Identify the tools for alternative reality learning
2. Explain the virtual worlds where experiential
learning can occur
8. At the end of this presentation you will be able to:
1. Identify the tools for alternative reality learning
2. Explain the virtual worlds where experiential
learning can occur
3. Explain Second Life as a Learning Tool in
Alternative Reality Learning
9. At the end of this presentation you will be able to:
1. Identify the tools for alternative reality learning
2. Explain the virtual worlds where experiential
learning can occur
3. Explain Second Life as a learning tool in
alternative reality learning
4. State how learning can be achieved through
gaming
10. At the end of this presentation you will be able to:
1. Identify the tools for alternative reality learning
2. Explain the virtual worlds where experiential
learning can occur
3. Explain Second Life as a learning tool in
alternative reality learning
4. State how learning can be achieved through
gaming
5. The challenges to implement alternative
reality learning in a classroom
12. 1.Identify the Tools for Alternative Reality Learning
Traditional View of School:
Place to complete boring set of drills
and worksheet
13. 1.Identify the Tools for Alternative Reality Learning
Traditional View of School: Traditional View of Electronic Stores:
Place to complete boring set of drills Place of play and enjoyment
and worksheet
14. 1.Identify the Tools for Alternative Reality Learning
Today in the WE-ALL-LEARN age:
Electronic stores are places where we get our tools to enable learning.
15. 1.Identify the Tools for Alternative Reality Learning
One may not realize it, but the electronic gadgets that we buy in an electronic stores
such as:
16. 1.Identify the Tools for Alternative Reality Learning
One may not realize it, but the electronic gadgets that we buy in an electronic stores
such as:
17. 1.Identify the Tools for Alternative Reality Learning
One may not realize it, but the electronic gadgets that we buy in an electronic stores
such as:
Are all embedded with educational technologies
18. 1.Identify the Tools for Alternative Reality Learning
One may not realize it, but the electronic gadgets that we buy in an electronic stores
such as:
Are all embedded with educational technologies
HOW?
19. 1.Identify the Tools for Alternative Reality Learning
In the pervasive computing
era, educational
technologies are easily
embedded into the learner’s
environment where the
connectivity of devices is
embedded in such a way
that the connectivity is
unobtrusive and always
available.
20. 1.Identify the Tools for Alternative Reality Learning
FACT
Our entertainment and
communications technologies have
become our learning technologies.
21. 1.Identify the Tools for Alternative Reality Learning
FACT
Our entertainment and
communications technologies have
become our learning technologies.
HOW?
22. 1.Identify the Tools for Alternative Reality Learning
Podcast from your lecturer or teacher
iPod or MP3 Player
23. 1.Identify the Tools for Alternative Reality Learning
Podcast from your lecturer or teacher
iPod or MP3 Player
Computer simulation games like SimCity and Civilization
Desktop or Laptop
24. 1.Identify the Tools for Alternative Reality Learning
Podcast from your lecturer or teacher
iPod or MP3 Player
Computer simulation games like SimCity and Civilization
Desktop or Laptop
Electronic books
Car Stereo with USB
Ports
25. 1.Identify the Tools for Alternative Reality Learning
Podcast from your lecturer or teacher
iPod or MP3 Player
Computer simulation games like SimCity and Civilization
Desktop or Laptop
Electronic books
Car Stereo with USB
Ports
Web browsing, attend online class through LMS, social
networking sites and forums
Smartphones
26. 1.Identify the Tools for Alternative Reality Learning
What is increasing becoming popular is the transformation of education and training
environments into virtual worlds.
Click here to watch
a clip on the virtual
worlds available
now!
Source: Gary Hayes
27. 1.Identify the Tools for Alternative Reality Learning
Virtual Reality is THE NEW pedagogy.
28. 2. Explain the Virtual Worlds where Experiential Learning can Occur
29. 2. Explain the Virtual Worlds where Experiential Learning can Occur
Real World Virtual World
What is Real
30. 2. Explain the Virtual Worlds where Experiential Learning can Occur
Real World Virtual World
What is Real What is Possible
31. 2. Explain the Virtual Worlds where Experiential Learning can Occur
Real World Virtual World
Virtual reality is increasingly popular
What is Real What is Possible
32. 2. Explain the Virtual Worlds where Experiential Learning can Occur
Real World Virtual World
Virtual reality is increasingly popular
as everyone wants to experience or
do the real thing
What is Real What is Possible
33. 2. Explain the Virtual Worlds where Experiential Learning can Occur
Real World Virtual World
Rather than listen to someone Virtual reality is increasingly popular
else tell us about the supposed as everyone wants to experience or
real thing do the real thing
My Blah Your
blah blah blah
What is Real What is Possible
34. 2. Explain the Virtual Worlds where Experiential Learning can Occur
Real World Virtual World
People perform best when they
learn by doing
What is Real What is Possible
35. 2. Explain the Virtual Worlds where Experiential Learning can Occur
Real World Virtual World
People perform best when they Virtual reality provides alternate
learn by doing reality where doing and learning is
possible
What is Real What is Possible
36. 2. Explain the Virtual Worlds where Experiential Learning can Occur
Real World Virtual World
With the high need for
experiential learning
What is Real What is Possible
37. 2. Explain the Virtual Worlds where Experiential Learning can Occur
Real World Virtual World
With the high need for The door is opened for
experiential learning alternative learning reality
What is Real What is Possible
38. 2. Explain the Virtual Worlds where Experiential Learning can Occur
Real World Augmented Virtual World
Why resort to gaming or simulation training?
39. 2. Explain the Virtual Worlds where Experiential Learning can Occur
Real World Augmented Virtual World
Why resort to gaming or simulation training?
Simulations provide learners with a model of
reality and strategies and skills that they can
later use when facing the same situations.
40. 2. Explain the Virtual Worlds where Experiential Learning can Occur
Why Resort to Gaming or
Simulation Training?
Cost effective in the long run
41. 2. Explain the Virtual Worlds where Experiential Learning can Occur
Why Resort to Gaming or
Simulation Training?
Failure is more acceptable then
in real-world situation
42. 2. Explain the Virtual Worlds where Experiential Learning can Occur
Why Resort to Gaming or
Simulation Training?
Build the hand-eye
coordination where is needed
on the job
43. 2. Explain the Virtual Worlds where Experiential Learning can Occur
Why Resort to Gaming or
Simulation Training?
People want their learning to
be fun
44. 2. Explain the Virtual Worlds where Experiential Learning can Occur
Why Resort to Gaming or
Simulation Training?
Suitable for role-playing:
explore new
possibilities, by taking on
new persona, multiple
persona
45. 2. Explain the Virtual Worlds where Experiential Learning can Occur
Alternative Reality Learning in
the Real World (Some Examples)
Medical
– simulation builds the hand-eye coordination
needed to increase effectiveness in surgery or
an air emergency
– skills for minimally invasive surgery such as
laparoscopic
Aviation
– simulation builds the hand-eye coordination
needed to increase effectiveness or an air
emergency
46. 2. Explain the Virtual Worlds where Experiential Learning can Occur
Alternative Reality Learning in
the Real World (Some Examples)
Military
– interested in how games in virtual worlds can
teach leadership, management, problem-
solving, decision-making and planning skills
– teaching skills that involve not just fine
motors but higher order thinking
Business
– simulation and role playing e.g. leadership
and quick decision making within massive
online games can be transferred into job
setting
47. 2. Explain the Virtual Worlds where Experiential Learning can Occur
FACT
Study by Dr. James Clarence Rosser Jr. and his
colleagues from Beth Israel Medical Center in
Manhattan showed that surgeons who engaged
in at least 3 hours of video game playing per
week were 27 percent faster and made 37
percent fewer mistakes than those who did not
play such games. Click here to read
more on the Study
(source:www.nytimes.com/2005/02/24/technology/ciruits/24docs.html)
48. 2. Explain the Virtual Worlds where Experiential Learning can Occur
Some examples of virtual world mentioned in Bonk’s ‘The World is Open’ are:
In his book, Bonk wrote more about Second Life as compared to the
rest of the virtual worlds.
49. 3. Explain Second Life as a Learning Tool in Alternative Reality Learning
50. 3. Explain Second Life as a Learning Tool in Alternative Reality Learning
Second Life at a Glance:
• Multi user virtual environment-
Massive Multiplayer Online Games
(MMOG).
• Highly visual instructional platform.
• Contains the tools to enhance learning
possibilities
• Creative use of avatar offer role-
play, debate and self-exploration
opportunities.
• Distance Ed Students could feel as if
they are more of a community with
their instructors and peers.
Source: http://www.slideshare.net/intellagirl/second-life-education-
presentation
51. 3. Explain Second Life as a Learning Tool in Alternative Reality Learning
History of Second Life
• April ‘03: Second Life founded by Linden Lab, SF CA
• June ‘03: Second Life goes life
• October ‘06: Second Life reaches 1 million
• As of October 28th 2011: Second Life has 26038380
signups
Source:
http://www.slideshare.net/intellagirl/second-life-education-presentation
http://secondlife.com/xmlhttp/homepage.php
52. 3. Explain Second Life as a Learning Tool in Alternative Reality Learning
What can you do in Second Life?
53. 3. Explain Second Life as a Learning Tool in Alternative Reality Learning
What can you do in Second Life?
54. 3. Explain Second Life as a Learning Tool in Alternative Reality Learning
What can you do in Second Life?
Have new persona (avatar) which is infinitely adjustable
e.g.
55. 3. Explain Second Life as a Learning Tool in Alternative Reality Learning
What can you do in Second Life?
Have new persona (avatar) which is infinitely adjustable
e.g.
Dr Sarah Robbins
• Real life English Language Instructor in Indiana
University at Bloomington
• Part writer-speaker-marketing guru-researcher-
geek-academician
• Both she and partner, Mark Bell(“Storygeek”)
co-authored on “Second Life for Dummies”
• Mother of triplet girls
56. 3. Explain Second Life as a Learning Tool in Alternative Reality Learning
What can you do in Second Life?
Have new persona (avatar) which is infinitely adjustable
e.g.
Click here for
more on
Intellagirl
Dr Sarah Robbins as Intellagirl
• Real life English Language Instructor in Indiana • Teaches freshman composition
University at Bloomington classes on Second Life island
• Part writer-speaker-marketing guru-researcher- • Every semester more than 300
geek-academician students are on a waiting list to get
• Both she and partner, Mark Bell(“Storygeek”) into her class which only allows 15 to
co-authored on “Second Life for Dummies” 20 students per semester.
• Mother of triplet girls
57. 3. Explain Second Life as a Learning Tool in Alternative Reality Learning
What can you do in Second Life?
Have new persona (avatar) which is infinitely adjustable
e.g.
Prof Charles and Rebecca Nesson
• Father and daughter team in Harvard
• Taught virtual law class together called
CyberOne: Law in the Court of Public Opinion
58. 3. Explain Second Life as a Learning Tool in Alternative Reality Learning
What can you do in Second Life?
Have new persona (avatar) which is infinitely adjustable
e.g.
as
Prof Charles and Rebecca Nesson Eon and Rebecca Nesson
• Father and daughter team in Harvard • The CyberOne: Law in the Court of Public Opinion
• Taught virtual law class together called class is held in Second Life.
CyberOne: Law in the Court of Public Opinion • Prof Nesson/ Eon held face-to-face office hours
• Rebecca held office hours only in Second Life
• Watch Prof Nesson promo of his class in YouTube
here
59. 3. Explain Second Life as a Learning Tool in Alternative Reality Learning
What can you do in Second Life?
• Higher Education Institutions e.g.
universities like
Harvard, Stanford, MIT were
among the first to buy island and
integrate virtual world into
instruction.
• Ohio University and San Jose
State University utilizes Second
Life for student orientation e.g.
campus tour and alumni updates.
60. 3. Explain Second Life as a Learning Tool in Alternative Reality Learning
What else can you do in Second Life?
61. 3. Explain Second Life as a Learning Tool in Alternative Reality Learning
What else can you do in Second Life?
62. 3. Explain Second Life as a Learning Tool in Alternative Reality Learning
What else can you do in Second Life?
To know more about
the top biz residents
of Second Life
click here
Make money: Linden Dollars (L$) can be cashed out in real world using US dollars. E.g. someone
making a t-shirt for an avatar, and someone else buying the t-shirt in L$
Others: buying properties, virtual consumer goods, consulting services
Island can be purchased for residents to build businesses, special projects, educational activities,
political forums
63. 3. Explain Second Life as a Learning Tool in Alternative Reality Learning
What else can you do in Second Life?
• Technology companies e.g.
Dell, Sun Microsystems. IBM uses
Second Life for training
employees.
• Virtual worlds are more flexible
then face-to-face training. These
virtual “rehearsals” equip
employees with skills that they
would not otherwise have, while
saving huge amounts of training
time and money.
64. 3. Explain Second Life as a Learning Tool in Alternative Reality Learning
What else can you do in Second Life?
Discussing ideas, discover knowledge
Just like Social Networking in the real world
65. 4. State how Learning can be Achieved through Gaming
66. 4. State how Learning can be Achieved through Gaming
There is a Shift in how the
New Generation Learns
67. 4. State how Learning can be Achieved through Gaming
There is a Shift in how the
New Generation Learns
How do we know this?
68. 4. State how Learning can be Achieved through Gaming
There is a Shift in how the
New Generation Learns
Because of the interest in virtual worlds . . .
. . . results in serious gaming, that is . . .
Multiplayer Online Gaming (MMOG)
69. 4. State how Learning can be Achieved through Gaming
Types of Games
• Strategy games
• Puzzles
• War games
• Quests
• Role-playing
• Sports
• Simulations
Games can foster a sense of strategic thinking among the players.
70. 4. State how Learning can be Achieved through Gaming
Serious gaming change human capacity for collaboration,
communication, interaction and learning.
Lara Croft Super Mario Brothers
Sample of
popular
games
Final Fantasy Mortal Combat
71. 4. State how Learning can be Achieved through Gaming
• Now the kids who grew up playing these games make up the
bulk of the massive gamers (MMOG).
72. 4. State how Learning can be Achieved through Gaming
• Gaming has become a part of life with it being available in the
mobile phone, iPod, Mp3 player, laptop, television.
73. 4. State how Learning can be Achieved through Gaming
• With MMOGs the experience can be shared with hundreds to
millions of gamers all over the world.
74. 4. State how Learning can be Achieved through Gaming
FACT
• Coventry University (CU) in United Kingdom
spent 7 million pounds on serious gaming.
• The games are focused on
education, training and simulations, NOT
entertainment.
• The University's Serious Games Institute
(SGI) is the first of its kind in the UK and an
international centre of excellence for
serious games.
• Collaborate with Cisco and Giunti Labs and
the Serious Gaming Institute to build a
‘smart campus’ by 2010 to blend mobile
learning and virtual world learning.
75. 4. State how Learning can be Achieved through Gaming
• MacArthur Foundation in the US
invested 50 million, 5-year effort
called Digital Media and Learning
Initiative which later was streamed
into Second Life.
• It is committed to new media for
learning and their awareness of
how people learn now has shifted.
76. 4. State how Learning can be Achieved through Gaming
MacArthur Interdisciplinary
Projects for the New Education
(Serious Gaming):
Duke University:
Philosophy, Histo
Parsons School of ry and Political
Design New York: Science
Environment, Finan
cial Planning and
Immigration Indiana University:
Telecommunications
Global Kids New MIT Media
York: Online Lab, Advanced
Leadership Program Distributed Learning
Lab at Wisconsin:
Exploratorium
77. 5. The Challenges to Implement Alternative Reality Learning in a Classroom
78. 5. The Challenges to Implement Alternative Reality Learning in a Classroom
• Limited access from lack of computers
and software to lack of sufficient
internet access and bandwidth, to
challenges posed by language barriers
and lack of literacy.
79. 5. The Challenges to Implement Alternative Reality Learning in a Classroom
• Educators are still highly skeptical and
reluctant to explore virtual reality as a
tool for learning as game cannot be
taken seriously.
80. 5. The Challenges to Implement Alternative Reality Learning in a Classroom
• The virtual world may be too complex
for learners.
81. 5. The Challenges to Implement Alternative Reality Learning in a Classroom
• Costly to build a quality simulation game.
82. 5. The Challenges to Implement Alternative Reality Learning in a Classroom
• Encourage social networking with peers
and instructor. It is important to note
that in the virtual world, for the
education to be elevated, rich
conversations between students and
instructors need to occur around that
content.
83. 5. The Challenges to Implement Alternative Reality Learning in a Classroom
• To overcome the resistance, and
skepticism among educators, to use
virtual world as a tool for learning, the
learning institute (e.g. Georgia State
University) provides support e.g. got to
special island in Second Life to get
special support.
84. 5. The Challenges to Implement Alternative Reality Learning in a Classroom
• The virtual world may be too
complex for learners and instructors.
Therefore learners and instructors
should be given sufficient time for
training before class commence.
85. 5. The Challenges to Implement Alternative Reality Learning in a Classroom
• To overcome the mentality that
“Games cannot be taken seriously“
educators need to conduct
conferences, institutions and forums
on “Serious Gaming” to promote
learning possibilities as a result of
playing games.
86. OPENER # 8:
ALTERNATIve REALITY
LEARNING
We have learned that virtual world:
Is an immersive experiential learning which takes learners to a
deeper richer place. It engages and retain learner’s attention.
Promises more excitement as learners are able to do things in
the virtual world, just like the real world. This is great for
simulations and role-playing types of learning.
Continues to push the envelop as to what is possible. We do
not need to be in a classroom to learn, we can be anywhere
we want to be and still learning.
87. Hope you enjoyed the presentation
No more excuses
to sleep in class!
Texts extracted from ‘The World is Open’
Images extracted from the internet for educational purposes.
88. References
Bonk, C.J. (2009). The World is Open: How Web Technology is Revolutionizing Education. San Francisco: Jossey-Bass.
Goldmeier, S.(2009). 7 virtual reality technology that actually works. Retrieved from http://io9.com/5288859/7-virtual- reality-
technologies-that-actually-work
Hayes, Gary(2008). Metaverse Tour- The Social Virtual World’s a Stage*Video file+ .Retrieved from
http://www.youtube.com/watch?v=0CijdlYOSPc&feature=player_embedded#!
Inside the World of Second Life. (n.d.). Retrieved from http://images.businessweek.com/ss/06/04/avatar/source/1.htm
Robbins, S. (2004). Second Life Education Presentation. Retrieved from: http://www.slideshare.net/intellagirl/second-life-
education-presentation
Robbins, S.(n.d.). Dr. Sarah "Intellagirl" Smith-Robbins. Retrieved from http://www.intellagirl.com/
Second lLife Demographics. (n.d.). Retrieved October 30, 2011 from a link in Wiki http://secondlife.com/xmlhttp/homepage.php
Serious Games Institute (n.d.). Retrieved from http://www.seriousgamesinstitute.co.uk/
We have to Operate but lets Play First (2005) Retrieved from
http://www.nytimes.com/2005/02/24/technology/circuits/24docs.html