Taking control of your digital learning environment
testing
1. Identities within Virtual Worlds
and Future Metaverses:
Implications for our Existence in
Online Spaces
Noormahbi Bukreedan
2. • The implications of the change to
digital learning
• Will it be accepted by the society?
3. Is He saying
Future
that the change
is needed?
Marc Prensky
said, ‘Our students
have changed
radically. Today’s
students are no
longer the people our
educational system
was designed to
teach’
Is the students
changing
(Prensky, 2011, p.1)
through
nurture or are
they being
influenced by
technology?
7. ‘There are ‘over 700 educational institutions from
all over the world are in Second Life today’
(Linden Lab, 2011)
‘Dozens of highly successful projects are proving
that Second Life can be as effective as traditional
classrooms and for many students it’s an even
more effective learning environment’ (Linden
Lab, 2011) .
8. Loyalist college:
Virtual World Simulation Training Prepares Real
Guards on the US-Canadian Border: Loyalist College
in Second Life
‘Before September 11, 2001, Customs and Immigration students at
Loyalist College spent three weeks tailing professional border guards to
experience the daily routine of their future job.
However, In a post-911 environment however, this was no longer allowed.
Training suffered until the Director of Educational Technology at Loyalist
College catalyzed a virtual border crossing simulation in Second Life for
Loyalist students’. (second life, 2011)
scores from a
56% success in
2007, to 95% Over 650
at the end of students and 8
2008 faculty to
explore Second
Life for mixed
purposes.
9. ‘The New Media Consortium (NMC)
is a non-profit consortium of
learning-focused organizations
founded in 1993. it has nearly 300
members, including most of the top
colleges and universities in the
world, museums, research
centers, foundations, and other
forward-thinking organizations.
Since 2006 the NMC has used
Second Life as another medium to
achieve their mission - to encourage
the use of emerging technologies in
support of
teaching, learning, research, and
creative expression – with
remarkable results’. (second
11. Advantages
• ‘Today's challenging environment:
Economic pressures from budget cuts and the
rising cost of education continue to mount. While
students are forced to pay higher tuition
fees, share resources, and even drop
classes, educators are obligated to creatively “do
more with less” by designing curricula that
accommodates economic constraints’ (Linden
Lab, 2011)
12. • ‘Virtual worlds enable real life
learning:
Second Life’s persistent virtual environments
enable students to work together
synchronously and then return, individually or
as a team’ (Linden Lab, 2011)
They can also And most
work with importantly, ‘Yo
It amplifies u feel like you’re
students from learning via You can
various areas there. We call it
presentations, a sense of prototype real
which broaden chat, calls. life productions.
their “presence”’.
imaginations. (Linden
Lab, 2011)
14. • Thus you can collaborate with the other
educational environment. Such as the 700
institutions.
15.
16. Students might
display
cyberdisinhibition
as i experienced
on Unity 3d.
It may not
be relevant Addiction
for all (Vine,2010)
subjects
Ontology
17. Immersionist: ‘they rarely
reveal their real life
identities, not disclosing
personal information
within their profile and
using text rather than
voice to communicate’.
Augmentationist: ‘people’s
real world identities tend
to be known, and there is
no sense of role-play, or
adopting the conventions
of a separate self-
contained space’.
18. References
• Bennetsen, H. (2006) augmentation vs immersion. Available AT:
HTTP://SLCREATIVITY.Org/WIKI/INDEX.Php?Title=augmentation_vs_immersion (ACCESSED: 10TH DECEMBER 2011)
• Greenfield, S. (2011) modern technology is changing the way our brains work, says neuroscientist. Available AT:
HTTP://WWW.Dailymail.Co.Uk/SCIENCETECH/ARTICLE-565207/MODERN-TECHNOLOGY-CHANGING-WAY-BRAINS-
WORK-SAYS-NEUROSCIENTIST.Html#ixzz1gfb8ba3y (ACCESSED: 10TH DECEMBER 2011)
• Linden LAB (2011) SECOND LIFE EDUCATION: THE VIRTUAL LEARNING ADVANTAGE. Available AT: HTTP://LECS-
STATIC-SECONDLIFE-COM.S3.Amazonaws.Com/WORK/SL-EDU-BROCHURE-010411.Pdf (ACCESSED: 9TH DECEMBER
2011)
• Prensky, M (2001) ‘DIGITAL NATIVES, DIGITAL IMMIGRANTS’ ON THE HORIZON 9 (5) [ONLINE] AVAILABLE AT:
HTTP://WWW.Marcprensky.Com/WRITING/PRENSKY%20-
%20DIGITAL%20NATIVES,%20DIGITAL%20IMMIGRANTS%20-%20PART1.Pdf (ACCESSED: 9TH DECEMBER 2011)
• Second LIFE (2009) CASE STUDY: THE NEW MEDIA CONSORTIUM. Available AT:
HTTP://WIKI.Secondlife.Com/WIKI/CASE_STUDY:_THE_NEW_MEDIA_CONSORTIUM_(NMC) (ACCESSED: 9TH
DECEMBER 2011)
• SECOND LIFE (2009) CASE STUDY: THE OPEN UNIVERSITY. Availability AT:
HTTP://WIKI.Secondlife.Com/WIKI/CASE_STUDY:_THE_OPEN_UNIVERSITY (ACCESSED: 9TH DECEMBER 2011)
• Second LIFE (2011) CASE STUDY: LOYALIST COLLEGE. Available AT:
HTTP://WIKI.Secondlife.Com/WIKI/CASE_STUDY:_LOYALIST_COLLEGE (ACCESSED: 9TH DECEMBER 2011)
• Second LIFE (2011) SECOND LIFE EDUCATION/ RESOURCES. Available AT:
HTTP://WIKI.Secondlife.Com/WIKI/SECOND_LIFE_EDUCATION/RESOURCES (ACCESSED: 9TH DECEMBER 2011)
• Vine, J (2010) BBC’S PANORAMA- VIDEOGAMES ADDICTION? Available AT:
HTTP://WWW.Youtube.Com/WATCH?V=r83287n6kfg (ACCESSED:10TH DECEMBER 2011)
Hinweis der Redaktion
In this presentation, I will talk about:
Marc Prensky finds that our students of this generation have changed.
Relating to my point about whether students are being influenced by the media and technology.Greenfield says that .............
Well, virtual worlds are already being used. Such as There are various educational institute on second life
To prove this point, I will Pickout three successfull example, i will talk about 3 institutes on second life
The students grades had rised and it enrouraged a lot more students to join second life.
By helping more than 150 colleges and universities learn to make broad use of virtual spaces, including institutions like MIT, Harvard, Yale, Princeton, USC, Rice, and many others, the NMC has built the largest educational project in any virtual world. The NMC's not-for-profit project has recovered all its costs through virtual world operations and became completely self-sustaining in early 2007.’
Distractions on the internet. Philip Zhai argues that ‘virtual reality is equivalent to actual reality and we may end up leaving the real world behind and what this would mean to the human race’.