What do "patterns" from 2D interface design field have to do with learning in 3D virtual worlds? This presentation addresses concepts from Jenifer Tidwell's 2005 book Designing Interfaces: Patterns for Effective Interaction Design published by O'Reilly Media, Inc. and maps those onto achievements by the SLOODLE LMS system.
Keynote presentation for Virtual Worlds: Libraries, Education and Museum Conference, April 24-25, 2009.
Python Notes for mca i year students osmania university.docx
Patterns for learning in SL: Borrowing the Language of 2D design
1. Patterns for learning in SL
Borrowing the Language of 2D design
Jeremy Kemp, M.S.J., M.Ed. with San Jose State University’s SLIS
Patterns for Learning in SL
2. Jeremy Kemp - Who am I? …
Full-time lecturer at SJSU SLIS
Started teaching online in 1999
Second Life wiki for educators
www.simteach.com
sloodle.org mashup (SL <-> Moodle, Angel LMS)
3 Patterns for Learning in SL
3. SJSU SLIS - Who are we?
Largest – 2500 grad students – Mostly online
4 Patterns for Learning in SL
5. Who are you?
• Please chat:
• University / organization + Position or role
• How connected are you? Groups, land,
etc.
6 Patterns for Learning in SL
7. Profiles: Crossing the Chasm
Patterns for Learning in SL
Image: http://en.wikipedia.org/wiki/Crossing_the_chasm
8 Profiles, Patterns and Profit
8. Pattern Languages
Makes usable, easier to understand,
beautiful
Are learning tools
Offer wisdom by example
Are a way of communicating
Tidwell, J. (2005). Designing Interfaces: Patterns for Effective Interaction Design. O'Reilly Media, Inc.
9 Patterns for Learning in SL
9. Pattern Categories
Organizing the Content
Getting Around
Organizing the Page
Commands and Actions
Showing Complex Data
Getting Input From Users
Builders and Editors
Making It Look Good
Tidwell, J. (2005). Designing Interfaces: Patterns for Effective Interaction Design. O'Reilly Media, Inc.
10 Patterns for Learning in SL
10. Patterns: 2D – Live video conferencing
11 Patterns for Learning in SL
11. Patterns: 2D – Web conferencing
12 Patterns for Learning in SL
12. Patterns: 3D on the Desktop
Tidwell, J. (2005). Designing Interfaces: Patterns for Effective Interaction Design. O'Reilly Media, Inc.
13 Patterns for Learning in SL
13. Patterns: 3D – Mac Time Machine
14 Patterns for Learning in SL
14. Patterns: 3D – Linux CompViz
15 Patterns for Learning in SL
15. Patterns: 3D – Windows Vista
16 Patterns for Learning in SL
16. 101 Uses for Second Life in the College Classroom
By Dr. Megan S. Conklin
ElonUniversity
Department of Computing Sciences
Games, Learning, and Society Conference
June 23-24, 2005 in Madison
http://facstaff.elon.edu/mconklin/pubs/glshandout.pdf
17 Patterns for Learning in SL
17. 101 Uses for Second Life in the College Classroom
• Getting Started
• In-World Dynamics
• Sample Assignments
• Build a Chair, Scavenger Hunt
• Classroom Objectives, Issue-by-Issue
• Avatars and Identity
• Experiments in Government
• Disabilities, Illness, Awareness
18 Patterns for Learning in SL
19. Patterns: 3D – SLOODLE Dropbox
ANGEL Postbox metaphor Moodle Primdropmetaphor
20 Patterns for Learning in SL
20. Patterns: 3D – SLOODLE Quiz Chair
21 Patterns for Learning in SL
21. Visit SLOODLE
http://www.sloodle.org
22 Patterns for Learning in SL
22. Patterns for learning in SL
Borrowing the Language of 2D design
Jeremy Kemp, M.S.J., M.Ed. with San Jose State University’s SLIS
Patterns for Learning in SL