SlideShare ist ein Scribd-Unternehmen logo
1 von 6
Paving a Path for the use of Virtual Worlds in the School

                                           Transcription of Video

                                               Shannon Gray

Hello I would like to take this opportunity to thank the board members for considering my proposal this
evening when I am proposing is a pilot program to look at using virtual worlds to create parent centers.
Virtual worlds are an upcoming innovation that will make parent centers available to meet the schedules
of our busy parents. I would like to explain to you how this fits into our school financially. It would cost
roughly $5000 per school to have our parent centers virtually. However, if we are paying our parent
coordinators $12 an hour that comes out to roughly $18,000 a year; if the pilot is successful one parent
coordinator would be needed for five schools. They would be at each school one day per week. The
costs of the four additional parent coordinators would be $72,000 a year. To have the virtual world and
all five schools it would cost $25,000 a year. That is a savings for the school of $47,000. At this time, I
would like to present to you the innovation that I would like you to consider.

I would like to begin with a tour of the virtual world in Active Life. This particular clip is an example of a
college, Appalachian State University, and their online campus. This is an example of their information
garden where students go to gather information on topics like writing, or they can go and “sit” to listen
to books or to read. This gives you an example of what can be built in World and how an area could be
set up for parents. There are really numerous opportunities. If we can think it, then it can be created. A
Virtual World can be a very inviting place for parents. We can also set up area for parents to collaborate
with their children.

Next, I'm going to share with you the innovation and development process of virtual worlds as based on
the work of Everett Rogers. Let's first look at the need for virtual worlds and schools. As educators we
are required to have parent involvement at our school. Parents need 24 seven access to it the school;
Teachers also need to collaborate with parent and it would be helpful to parents if all the information a
teacher shares are in one place. Parents need to feel part of the school process. They need to fill
supported the have resources available. They need to feel confident in the school and they need the
school to be available to them.

The beginnings of virtual worlds have a long history and have been met with many obstacles along the
way. In 1950 Morden heilig developed Sensorama: a motorcycle riding experience where the wind was
blowing in your face, the seat vibrated, and there was a 3-D view. His plan was to create theaters of the
future. The issue with this is that with high cost, he couldn't find financers, and he lacked a social system

In 1961 Philco Corporation created the first head mounted display unit. They used a closed-circuit video
system to project and show an image. However, computers and image creation were not yet available.

In 1968 Ivan Sutherland created the first virtual reality headset, and was completely generated by
computer him as a very lifelike in depth. The issue was that the head mounted display was extremely
heavy and had to be hung from the ceiling First virtual-reality headset called ultimate display.
Most of the 1980s were spent working on flight simulators for the U.S. Army and computers began to
get faster and have more memory. In 1984 Michael McGeevy envisioned and created the human
computer interface and got the attention of the media and respect virtual-reality. However the media
presented virtual-reality in a way because people to have unrealistic expectations for virtual-reality and
this caused them to not believe in effectiveness.

In the 1990s this perception of virtual-reality continued in the public eye, however, virtual-reality has
moved on and it is used for entertainment, training, research, and education. The issue is that it is more
or less taking place behind closed doors, but is slowly beginning to get some attention.

Today, virtual-reality is being integrated into many arenas these include: virtual worlds, augmented
reality, virtual pets, 3-D graphics, HD video backgrounds, video animation, virtual doors, 360° display
and training.

I would like to share what research has to say about active world the virtual world that I am proposing
for the pilot study. Virtual worlds are bottom-up diffusion. Active world is an open source software
developed at Indiana University. This world allows researchers to look at diffusion patterns in a virtual
environment. There are currently 80 education world in active world. The activities range from
interaction, experimentation, meetings, and projects. Educational packaging prices are available and
there is support for educators in the active world educational universe.

In looking at the production, manufacturing, and distribution of this innovation one must realize that
virtual worlds are were the World Wide Web was in the early 1990s, when most people did not fully
grasp or anticipate what the business implications would be and when performance, lack of
applications, and poor usability hampered mass market adoption. Virtual worlds continue to gain
popularity in training, marketing goods, interactive areas for collaboration, economic trade, and
educational environment. The most widely spread commercialization at this time is with the younger
generation: Open Sims, PlayStation, Wii, Webkinz and such. It is likely that as the next-generation
proceeds, and technology advances, it will bring the virtual world into all aspects of our lives creating a
social shift within society.

The following is a timeline showing the evolution of virtual worlds. The 1960s to the 1980s demonstrate
the knowledge level of the diffusion process. This is when an idea is exposed and an understanding of an
innovation is created. In the 1970s knowledge of virtual technology began to emerge through flight
simulators and the capability to replace videos and models for training.

As we reached the 1980s we see evidence of the persuasion stage this is when favorable and
unfavorable attitudes are formed toward an innovation. In the 1980s high-performance computers
became available; this provided memory and speed needed for programmers to begin establishing
virtual worlds. However, this technology was still very expensive and had not yet reached into the home.
This is also the time when the World Wide Web became available.
In the 1990s we began to see early adopters and this reflects the decision stage of innovation. In the
1990s the first virtual world chat became available on the web. A world in 1995 provided a 2-D shared
room where people could meet and chat for social interactions with avatars and to imitate social
interaction. There were also the rudiments of building in the world. In the late 1990s Contact
Consortium held its first conference called Earth to avatars with 450 attendees. By the end of the 1990s
investors began to lose interest. There was a question at this time if virtual worlds were going to be
successful. However, social networking came to the rescue and lead to games like ever quest and World
of Warcraft at the end of the 1990s.

The 2000’s ushered in the implementation stage; this is when individuals put an innovation to use. In
2003 Second Life was launched as a beta program and regenerated virtual worlds. In 2009 the economy
of Second Life grew 65% to $567 million. Virtual worlds have not made it mainstream yet games like
World of Warcraft are where the largest implementation can be found.

The confirmation stage is when an innovation has been accepted in the mainstream. This is a future
stage for virtual worlds. However, in the near future virtual world technology will be connected to GPS
technology. You will be able to find friends in a crowd of avatars by following your phone. Such additions
to this innovation will help it be seen in the mainstream.

This S-curve was created in by the CEO of Second Life, Mark Kingdon. He created the chart to show that
the number of users and virtual worlds are increasing. The numbers are repeat users and not new sign
ups. Though this is not the actual virtual world being utilized, it shows that there is more interest and
use of virtual worlds. Data on virtual world is still very broad, and difficult to collect. I believe that this is
because it is still in the early emergent stage overall. Most of the users represented on this chart would
be innovators and early adopters, and maybe early majority. The technology is not diffused enough to
represent the late majority. This is shown in the numbers. In comparison to other innovations which
have users in the billion, virtual worlds are still in the thousands. However, I believe that the potential to
impact society is just beginning to get recognized. The educational use of this technology could play a
major role in the diffusion of this technology.

Next, I would like to look at the adopter’s, adoption, and perceived attribute of virtual worlds. Early
adopters include educators for professional development, organizations such as is deemed, the
international Society for technology in education and, ASTD, the American Society for training and
development. Educators conduct classes, collaborate with peers, and participate in conferences. The
military use virtual worlds for professional development teleconferencing, role-playing, simulation, and
recruiting. Universities, secondary schools, and corporations are beginning to adopt virtual worlds for
learning. Tours, treasure hunts, and collaborative projects are among the strategies engaged in with in
virtual worlds. Virtual worlds create a power of presence, offer apprentice type exercise, and authentic
experiences through role-play.

This chart shows the adoption phase of virtual worlds. According to Wienes, virtual worlds in the
workplace are coming down from the hype bubble and are entering into the early adoption phase for a
universal audience. Virtual worlds are on the verge of expansion.
When looking at moving toward adopting virtual worlds, the key elements that lead to failure are a
focus on the technology instead of the user and their needs. There needs to be an objective and goal to
increase the adoption of virtual worlds. The goal is to move 2D technology into a 3D environment.
Badger, 2008, suggests four strategies for being successful when introducing an innovation for adoption.
I would recommend that these steps are followed if we proceed with the pilot study. First we need to
define our case, consider the team members skills, use a crawl and walk then run approach, and provide
tutorials and training.

Every innovation has laggards. At this time with the virtual world, laggards are hard to determine since
we are so early in the adoption phase. Most organizations drop the use of virtual worlds within 18
months if they do not feel successful. These are individual that will likely be hard to pull back into the
use of virtual worlds. Within the school, teachers who do not have strong technology backgrounds or
interest in technology will probably be among the last to adopt virtual worlds.

We will be able to encourage laggards by having a monthly newsletter with progress and success stories,
by providing tutorials to make the transition easier. We can also utilize user-friendly virtual worlds,
trained mentors to assist those who struggle, invest in and recruit the top 20% of interested teachers
into the program. We can also begin providing professional development and teacher meetings in a
virtual environment. There should also be someone available to answer questions in a very timely
manner.

I would now like to focus on the use of perceived attribute. There were many expectations of virtual
environments when they were introduced. Consumers were expecting to be in 3D worlds where they
were interacting with an imaginary world through all of their senses. The advancement of technology
has been much slower, so many have displaced disappointment toward the technology. We have to
embrace the technology where it is in its advancement and growth in order to form a strong tie with the
virtual world and education.

Looking at the five perceived attribute of the virtual world as proposed by Rogers, the relative
advantage of virtual worlds in the school would be the flexibility of scheduling, parents can participate
around their schedule. When looking at compatibility, the teachers that parents interact with will be the
teachers that parents already know. The children will be familiar with the virtual world and will have a
common knowledge of how to navigate it so they can collaborate with their parent. In looking at
complexity, this may be the first time parent’s work with this technology. There will have to be tutorials
and face-to-face demonstrations to introduce them to the process. They also have to receive answers to
questions again in a timely manner. There is no cost to parents; so triability will be easy for them. They
will be able to experiment and utilize the technology at no cost other than their time in getting familiar
with the program. For observability, there will be tutorials and mentoring available to the parents.

Next, we will look at critical mass: virtual worlds follow a decentralized diffusion system. Virtual world
originate from a variety of sources. There are a number of worlds available to meet the needs of users.
Virtual worlds, unless utilized in education or corporations are diffused horizontally among users. As
users progress in virtual worlds, they reinvent the world. Virtual world users are decision makers who
make many decisions; spontaneous and planned. Virtual world users follow a problem centered
approach.

Virtual worlds in the school will follow a centralized plan. The decision on how to design and implement
the virtual world used by the school will be made by a committee with input from users. There will be
individuals trained to be experts that will mentor others in the school. The building of in world artifacts
will be done by designer; however, there will be sandboxes for others to learn how to build to
contribute to the virtual world environment. In the beginning, reinvention of the virtual world will be
limited; the goal is for this to grow as users become familiar with the technology.

It is speculated that virtual worlds will reach critical mass by 2017. Currently fewer than 10% of virtual
world registrants actually become active users; however, this figure is projected to increase to 27% of
users by 2017. Virtual worlds such as Sulake’s Habbo Hotel, have registered nearly 100,000,000
registrants, and it had 10 million unique monthly visitors. While Linden Lab, Second Life has a similar
pattern, with 12 million registrants and about 1 million active users. The research indicates that virtual
worlds represent a massive activity that is growing in Asia, the Americas, and Europe; which so far
emphasize an interest that appeal to children and teens. Adult virtual world are beginning to emerge
with more social and educational applications.

In looking at reaching critical mass in our school we will utilize those most interested in diffusing the
technology to become trained experts in order to mentor and train other individuals in the building. We
will market the in world parent center to teachers in a way that creates positive attitudes and share
success stories so that they can see the value of virtual worlds. This will be a targeted school so adoption
is not an option. Utilizing the technology will be adopted by the school and not the individuals.

In moving towards critical mass in the school, we will uncover the change agent in our school by having
a survey that will find out who the key teachers are in respect to adoption of using virtual worlds in the
school. The change agents will be trained on both virtual worlds and mentoring for the adoption of the
virtual worlds. The change agents will be responsible for diagnosing and sharing any issues and will team
to develop a plan to fix the issue. The change agents will help motivate users to utilize the virtual world
and will seek ways to recognize those that are strong users. The change agents will help to mentor and
facilitate the use of virtual worlds. They will help develop the grade level team and will meet with them
monthly to ensure understanding and present strategies. The change agent will help laggards to better
utilize the technology through support and reinforcement. And the change agent will eventually step
back and become a consultant for the user.

You may be asking why there is a need for a virtual world parent center. Our parents are looking at 24
seven parenting. Our parents work crazy hours, are going to school, and have several family
commitments. It is difficult for them to come into the school. Parents are under information overload.
We are constantly sending home information on how to help your students learn. This information is
coming from different teachers and it is often sat down and forgotten. Parents also may be busy and do
not get a chance to check backpacks every night. Some assignments are difficult for parents.
Assignments students bring home may be difficult for parents to help them with. We have several
students that are learning English as second language. Parents that are second-language learners may
need more time to process information and may fill uncomfortable in the school.

A virtual world parent center will meet these needs in several ways. A virtual world parent center would
be available around the clock for parents. They could access information and write questions on listserv
within the world to get answers. Their work schedule and commitment to not interfere with finding
information. They could sit in the comfort of their home and browse the resources. Teachers compose
important information and reminders to send home. Information could be uploaded so the parents can
find important announcements, permission slips, homework, and much more. This would keep the
information organized and readily available. There will be links to homework help sites within the Virtual
World. Parents will be able to find resources that will help their children of homework problems. English
language learner parents can take their time and process the information presented. They can look over
information that they know what to ask the teacher. As much as possible, information will be available
in multiple languages. There'll be links to translation sites to help a parent.

The goal of the school and the requirements of the State are to have parents as active members of our
community. We usually see the same parents at the school on a regular basis. This is fantastic and we
want to continue to see these parents, but past attempts at getting the parents we don't see in the school
there have been unsuccessful. The goal and hope of a Virtual Parent Center is that we will be able to
reach the parents that seem to be out of our grasp. A Virtual World may be the opportunity that we need
to establish stronger ties with our parents and to build a stronger community.

Weitere ähnliche Inhalte

Was ist angesagt?

YouMeWe NPOAnnual report 2020-2021
YouMeWe NPOAnnual report 2020-2021 YouMeWe NPOAnnual report 2020-2021
YouMeWe NPOAnnual report 2020-2021 Michael Clemons
 
Sharing Communities - Share Adelaide
Sharing Communities - Share AdelaideSharing Communities - Share Adelaide
Sharing Communities - Share AdelaideSharon Ede
 
Developing a Digital Citizenship Program
Developing a Digital Citizenship ProgramDeveloping a Digital Citizenship Program
Developing a Digital Citizenship ProgramCathy Oxley
 
We're All Cyborgs Now
We're All Cyborgs Now We're All Cyborgs Now
We're All Cyborgs Now Sami Niemelä
 
Cannes Young Lion Health Award, 2016
Cannes Young Lion Health Award, 2016Cannes Young Lion Health Award, 2016
Cannes Young Lion Health Award, 2016Kathryn Callow
 
Virtual Worlds and Entrepreneurship _Teigland
Virtual Worlds and Entrepreneurship _TeiglandVirtual Worlds and Entrepreneurship _Teigland
Virtual Worlds and Entrepreneurship _TeiglandRobin Teigland
 
Use of Video and Digital Storytelling
Use of Video and Digital StorytellingUse of Video and Digital Storytelling
Use of Video and Digital StorytellingAnn Treacy
 
WASBO 2007 - It's STILL A Flat, Flat World
WASBO 2007 - It's STILL A Flat, Flat WorldWASBO 2007 - It's STILL A Flat, Flat World
WASBO 2007 - It's STILL A Flat, Flat Worldderrylyons
 
Enhancing innovation through virtual worlds
Enhancing innovation through virtual worldsEnhancing innovation through virtual worlds
Enhancing innovation through virtual worldsRobin Teigland
 
Crowdsourcing Tedx Cibeles August version 2011
Crowdsourcing Tedx Cibeles August version 2011Crowdsourcing Tedx Cibeles August version 2011
Crowdsourcing Tedx Cibeles August version 2011ana maria llopis
 
Imagine Cup Faculty/Academic Brochure
Imagine Cup Faculty/Academic BrochureImagine Cup Faculty/Academic Brochure
Imagine Cup Faculty/Academic BrochureLee Stott
 
Augmented Reality in Education
Augmented Reality in EducationAugmented Reality in Education
Augmented Reality in EducationSMACAR Solutions
 
Teigland 3D Learning Online Education Conference
Teigland 3D Learning Online Education ConferenceTeigland 3D Learning Online Education Conference
Teigland 3D Learning Online Education ConferenceRobin Teigland
 
Development Challenges, South-South Solutions: July 2011 Issue
Development Challenges, South-South Solutions: July 2011 IssueDevelopment Challenges, South-South Solutions: July 2011 Issue
Development Challenges, South-South Solutions: July 2011 IssueDavid South Consulting
 
Improving Literacy for People with Vision Loss
Improving Literacy for People with Vision LossImproving Literacy for People with Vision Loss
Improving Literacy for People with Vision LossVanessa Avila
 

Was ist angesagt? (20)

YouMeWe NPOAnnual report 2020-2021
YouMeWe NPOAnnual report 2020-2021 YouMeWe NPOAnnual report 2020-2021
YouMeWe NPOAnnual report 2020-2021
 
Sharing Communities - Share Adelaide
Sharing Communities - Share AdelaideSharing Communities - Share Adelaide
Sharing Communities - Share Adelaide
 
Developing a Digital Citizenship Program
Developing a Digital Citizenship ProgramDeveloping a Digital Citizenship Program
Developing a Digital Citizenship Program
 
We're All Cyborgs Now
We're All Cyborgs Now We're All Cyborgs Now
We're All Cyborgs Now
 
Cannes Young Lion Health Award, 2016
Cannes Young Lion Health Award, 2016Cannes Young Lion Health Award, 2016
Cannes Young Lion Health Award, 2016
 
Virtual Worlds and Entrepreneurship _Teigland
Virtual Worlds and Entrepreneurship _TeiglandVirtual Worlds and Entrepreneurship _Teigland
Virtual Worlds and Entrepreneurship _Teigland
 
Use of Video and Digital Storytelling
Use of Video and Digital StorytellingUse of Video and Digital Storytelling
Use of Video and Digital Storytelling
 
WASBO 2007 - It's STILL A Flat, Flat World
WASBO 2007 - It's STILL A Flat, Flat WorldWASBO 2007 - It's STILL A Flat, Flat World
WASBO 2007 - It's STILL A Flat, Flat World
 
Enhancing innovation through virtual worlds
Enhancing innovation through virtual worldsEnhancing innovation through virtual worlds
Enhancing innovation through virtual worlds
 
Crowdsourcing Tedx Cibeles August version 2011
Crowdsourcing Tedx Cibeles August version 2011Crowdsourcing Tedx Cibeles August version 2011
Crowdsourcing Tedx Cibeles August version 2011
 
Class 2 ppt part 1
Class 2 ppt part 1Class 2 ppt part 1
Class 2 ppt part 1
 
Imagine Cup Faculty/Academic Brochure
Imagine Cup Faculty/Academic BrochureImagine Cup Faculty/Academic Brochure
Imagine Cup Faculty/Academic Brochure
 
Augmented Reality in Education
Augmented Reality in EducationAugmented Reality in Education
Augmented Reality in Education
 
Bendigo
BendigoBendigo
Bendigo
 
Teigland 3D Learning Online Education Conference
Teigland 3D Learning Online Education ConferenceTeigland 3D Learning Online Education Conference
Teigland 3D Learning Online Education Conference
 
Geelong alia final
Geelong alia finalGeelong alia final
Geelong alia final
 
Development Challenges, South-South Solutions: July 2011 Issue
Development Challenges, South-South Solutions: July 2011 IssueDevelopment Challenges, South-South Solutions: July 2011 Issue
Development Challenges, South-South Solutions: July 2011 Issue
 
Things to Watch: Music Edition (October 2011)
Things to Watch: Music Edition (October 2011)Things to Watch: Music Edition (October 2011)
Things to Watch: Music Edition (October 2011)
 
NSF SoCS 2011
NSF SoCS 2011NSF SoCS 2011
NSF SoCS 2011
 
Improving Literacy for People with Vision Loss
Improving Literacy for People with Vision LossImproving Literacy for People with Vision Loss
Improving Literacy for People with Vision Loss
 

Andere mochten auch

20131207 BH Report: Innovation - The Rate of Adoption
20131207 BH Report: Innovation - The Rate of Adoption20131207 BH Report: Innovation - The Rate of Adoption
20131207 BH Report: Innovation - The Rate of AdoptionBruce H.
 
Channel roles in a dynamic marketplace @ bec doms
Channel roles in a dynamic marketplace @ bec domsChannel roles in a dynamic marketplace @ bec doms
Channel roles in a dynamic marketplace @ bec domsBabasab Patil
 
How prices are determined
How prices are determinedHow prices are determined
How prices are determinedSuresh Madhavan
 
Product life cycle & marketing strategy
Product life cycle & marketing strategyProduct life cycle & marketing strategy
Product life cycle & marketing strategyHitesh Sunny
 
Pricing Ppt
Pricing PptPricing Ppt
Pricing Pptsid30
 
PPT on pricing strategies
PPT on pricing strategiesPPT on pricing strategies
PPT on pricing strategiesITC Limited
 
Pricing methods..
Pricing methods..Pricing methods..
Pricing methods..Sujith Nair
 

Andere mochten auch (12)

20131207 BH Report: Innovation - The Rate of Adoption
20131207 BH Report: Innovation - The Rate of Adoption20131207 BH Report: Innovation - The Rate of Adoption
20131207 BH Report: Innovation - The Rate of Adoption
 
Channel roles in a dynamic marketplace @ bec doms
Channel roles in a dynamic marketplace @ bec domsChannel roles in a dynamic marketplace @ bec doms
Channel roles in a dynamic marketplace @ bec doms
 
Rate of adotion of an innovation
Rate of adotion of an  innovationRate of adotion of an  innovation
Rate of adotion of an innovation
 
How prices are determined
How prices are determinedHow prices are determined
How prices are determined
 
Price Determination
Price DeterminationPrice Determination
Price Determination
 
Determinants of price
Determinants of priceDeterminants of price
Determinants of price
 
Product life cycle & marketing strategy
Product life cycle & marketing strategyProduct life cycle & marketing strategy
Product life cycle & marketing strategy
 
Pricing Ppt
Pricing PptPricing Ppt
Pricing Ppt
 
Product life cycle
Product life cycleProduct life cycle
Product life cycle
 
Product life cycle
Product life cycleProduct life cycle
Product life cycle
 
PPT on pricing strategies
PPT on pricing strategiesPPT on pricing strategies
PPT on pricing strategies
 
Pricing methods..
Pricing methods..Pricing methods..
Pricing methods..
 

Ähnlich wie Transcription v irtual world project

ViO Presentation The Future of Communications and Virtual Environments
ViO Presentation The Future of Communications and Virtual EnvironmentsViO Presentation The Future of Communications and Virtual Environments
ViO Presentation The Future of Communications and Virtual EnvironmentsWill Burns
 
Intro to Virtual Worlds
Intro to Virtual WorldsIntro to Virtual Worlds
Intro to Virtual Worldskjordanbaker
 
Virtual reality
Virtual realityVirtual reality
Virtual realityshay1204
 
Alternative Reality
Alternative  RealityAlternative  Reality
Alternative Realityshrionsong
 
We Are Social: Think Forward 2016
We Are Social: Think Forward 2016We Are Social: Think Forward 2016
We Are Social: Think Forward 2016We Are Social
 
Teaching with Technology: Social Media Tools and Mobile Apps for Secondary S...
Teaching with Technology:  Social Media Tools and Mobile Apps for Secondary S...Teaching with Technology:  Social Media Tools and Mobile Apps for Secondary S...
Teaching with Technology: Social Media Tools and Mobile Apps for Secondary S...Cheryl Peltier-Davis
 
Teaching with Technology: Social Media Tools and Mobile Apps for Primary Sch...
Teaching with Technology:  Social Media Tools and Mobile Apps for Primary Sch...Teaching with Technology:  Social Media Tools and Mobile Apps for Primary Sch...
Teaching with Technology: Social Media Tools and Mobile Apps for Primary Sch...Cheryl Peltier-Davis
 
Camp creation 8nov12 ppt
Camp creation 8nov12 pptCamp creation 8nov12 ppt
Camp creation 8nov12 pptkayreentat
 
LIB 686 Final Paper
LIB 686 Final PaperLIB 686 Final Paper
LIB 686 Final PaperJamesLeach49
 
Virtual Environments and Web 3D – New Worlds with Old Problems?
Virtual Environments and Web 3D – New Worlds with Old Problems?Virtual Environments and Web 3D – New Worlds with Old Problems?
Virtual Environments and Web 3D – New Worlds with Old Problems?Tracy Kennedy
 
LSU Virtual Worlds Keynote 2009
LSU Virtual Worlds Keynote 2009LSU Virtual Worlds Keynote 2009
LSU Virtual Worlds Keynote 2009tonyodriscoll
 
020908 Handshaw Workshop
020908 Handshaw Workshop020908 Handshaw Workshop
020908 Handshaw Workshoptonyodriscoll
 
110308 The World Bank Metanomics Transcript
110308 The World Bank Metanomics Transcript110308 The World Bank Metanomics Transcript
110308 The World Bank Metanomics TranscriptRemedy Communications
 
Vision 2020 Future of Education Workshop Outline
Vision 2020 Future of Education Workshop OutlineVision 2020 Future of Education Workshop Outline
Vision 2020 Future of Education Workshop OutlineRich James
 

Ähnlich wie Transcription v irtual world project (20)

ViO Presentation The Future of Communications and Virtual Environments
ViO Presentation The Future of Communications and Virtual EnvironmentsViO Presentation The Future of Communications and Virtual Environments
ViO Presentation The Future of Communications and Virtual Environments
 
Intro to Virtual Worlds
Intro to Virtual WorldsIntro to Virtual Worlds
Intro to Virtual Worlds
 
Virtual reality
Virtual realityVirtual reality
Virtual reality
 
Virtual reality
Virtual realityVirtual reality
Virtual reality
 
Alternative Reality
Alternative  RealityAlternative  Reality
Alternative Reality
 
rfc
rfcrfc
rfc
 
Knue2009 Final
Knue2009 FinalKnue2009 Final
Knue2009 Final
 
We Are Social: Think Forward 2016
We Are Social: Think Forward 2016We Are Social: Think Forward 2016
We Are Social: Think Forward 2016
 
Teaching with Technology: Social Media Tools and Mobile Apps for Secondary S...
Teaching with Technology:  Social Media Tools and Mobile Apps for Secondary S...Teaching with Technology:  Social Media Tools and Mobile Apps for Secondary S...
Teaching with Technology: Social Media Tools and Mobile Apps for Secondary S...
 
Teaching with Technology: Social Media Tools and Mobile Apps for Primary Sch...
Teaching with Technology:  Social Media Tools and Mobile Apps for Primary Sch...Teaching with Technology:  Social Media Tools and Mobile Apps for Primary Sch...
Teaching with Technology: Social Media Tools and Mobile Apps for Primary Sch...
 
Why Second Life?
Why Second Life?Why Second Life?
Why Second Life?
 
Camp creation 8nov12 ppt
Camp creation 8nov12 pptCamp creation 8nov12 ppt
Camp creation 8nov12 ppt
 
LIB 686 Final Paper
LIB 686 Final PaperLIB 686 Final Paper
LIB 686 Final Paper
 
Creating those dots
Creating those dotsCreating those dots
Creating those dots
 
Virtual Environments and Web 3D – New Worlds with Old Problems?
Virtual Environments and Web 3D – New Worlds with Old Problems?Virtual Environments and Web 3D – New Worlds with Old Problems?
Virtual Environments and Web 3D – New Worlds with Old Problems?
 
LSU Virtual Worlds Keynote 2009
LSU Virtual Worlds Keynote 2009LSU Virtual Worlds Keynote 2009
LSU Virtual Worlds Keynote 2009
 
020908 Handshaw Workshop
020908 Handshaw Workshop020908 Handshaw Workshop
020908 Handshaw Workshop
 
110308 The World Bank Metanomics Transcript
110308 The World Bank Metanomics Transcript110308 The World Bank Metanomics Transcript
110308 The World Bank Metanomics Transcript
 
Vision 2020 Future of Education Workshop Outline
Vision 2020 Future of Education Workshop OutlineVision 2020 Future of Education Workshop Outline
Vision 2020 Future of Education Workshop Outline
 
Era of the Child
Era of the ChildEra of the Child
Era of the Child
 

Mehr von shay1204

Weight 5th
Weight 5thWeight 5th
Weight 5thshay1204
 
Probability first
Probability firstProbability first
Probability firstshay1204
 
Measurement data first grade
Measurement data first gradeMeasurement data first grade
Measurement data first gradeshay1204
 
First grade tree problems
First grade tree problemsFirst grade tree problems
First grade tree problemsshay1204
 
Zombie barricade rules
Zombie barricade rulesZombie barricade rules
Zombie barricade rulesshay1204
 
Show Money in Coins
Show Money in CoinsShow Money in Coins
Show Money in Coinsshay1204
 
Candy Corn Number Bonds First Grade
Candy Corn Number Bonds First GradeCandy Corn Number Bonds First Grade
Candy Corn Number Bonds First Gradeshay1204
 
Comparison problem bar model
Comparison problem bar modelComparison problem bar model
Comparison problem bar modelshay1204
 
Estimation power point
Estimation power pointEstimation power point
Estimation power pointshay1204
 
Capacity #2
Capacity #2Capacity #2
Capacity #2shay1204
 
Telling time minute
Telling time minuteTelling time minute
Telling time minuteshay1204
 
Fantacy foot ball introduction
Fantacy foot ball introductionFantacy foot ball introduction
Fantacy foot ball introductionshay1204
 
Capacity story problems
Capacity story problemsCapacity story problems
Capacity story problemsshay1204
 
Story problems august 28
Story problems august 28Story problems august 28
Story problems august 28shay1204
 
^Th grade wk sept 3
^Th grade wk sept 3^Th grade wk sept 3
^Th grade wk sept 3shay1204
 
Pretraining
PretrainingPretraining
Pretrainingshay1204
 
References
ReferencesReferences
Referencesshay1204
 

Mehr von shay1204 (20)

Mosaic
MosaicMosaic
Mosaic
 
Weight 5th
Weight 5thWeight 5th
Weight 5th
 
Probability first
Probability firstProbability first
Probability first
 
Measurement data first grade
Measurement data first gradeMeasurement data first grade
Measurement data first grade
 
Survey2
Survey2Survey2
Survey2
 
First grade tree problems
First grade tree problemsFirst grade tree problems
First grade tree problems
 
Zombie barricade rules
Zombie barricade rulesZombie barricade rules
Zombie barricade rules
 
Show Money in Coins
Show Money in CoinsShow Money in Coins
Show Money in Coins
 
Metric pp
Metric ppMetric pp
Metric pp
 
Candy Corn Number Bonds First Grade
Candy Corn Number Bonds First GradeCandy Corn Number Bonds First Grade
Candy Corn Number Bonds First Grade
 
Comparison problem bar model
Comparison problem bar modelComparison problem bar model
Comparison problem bar model
 
Estimation power point
Estimation power pointEstimation power point
Estimation power point
 
Capacity #2
Capacity #2Capacity #2
Capacity #2
 
Telling time minute
Telling time minuteTelling time minute
Telling time minute
 
Fantacy foot ball introduction
Fantacy foot ball introductionFantacy foot ball introduction
Fantacy foot ball introduction
 
Capacity story problems
Capacity story problemsCapacity story problems
Capacity story problems
 
Story problems august 28
Story problems august 28Story problems august 28
Story problems august 28
 
^Th grade wk sept 3
^Th grade wk sept 3^Th grade wk sept 3
^Th grade wk sept 3
 
Pretraining
PretrainingPretraining
Pretraining
 
References
ReferencesReferences
References
 

Transcription v irtual world project

  • 1. Paving a Path for the use of Virtual Worlds in the School Transcription of Video Shannon Gray Hello I would like to take this opportunity to thank the board members for considering my proposal this evening when I am proposing is a pilot program to look at using virtual worlds to create parent centers. Virtual worlds are an upcoming innovation that will make parent centers available to meet the schedules of our busy parents. I would like to explain to you how this fits into our school financially. It would cost roughly $5000 per school to have our parent centers virtually. However, if we are paying our parent coordinators $12 an hour that comes out to roughly $18,000 a year; if the pilot is successful one parent coordinator would be needed for five schools. They would be at each school one day per week. The costs of the four additional parent coordinators would be $72,000 a year. To have the virtual world and all five schools it would cost $25,000 a year. That is a savings for the school of $47,000. At this time, I would like to present to you the innovation that I would like you to consider. I would like to begin with a tour of the virtual world in Active Life. This particular clip is an example of a college, Appalachian State University, and their online campus. This is an example of their information garden where students go to gather information on topics like writing, or they can go and “sit” to listen to books or to read. This gives you an example of what can be built in World and how an area could be set up for parents. There are really numerous opportunities. If we can think it, then it can be created. A Virtual World can be a very inviting place for parents. We can also set up area for parents to collaborate with their children. Next, I'm going to share with you the innovation and development process of virtual worlds as based on the work of Everett Rogers. Let's first look at the need for virtual worlds and schools. As educators we are required to have parent involvement at our school. Parents need 24 seven access to it the school; Teachers also need to collaborate with parent and it would be helpful to parents if all the information a teacher shares are in one place. Parents need to feel part of the school process. They need to fill supported the have resources available. They need to feel confident in the school and they need the school to be available to them. The beginnings of virtual worlds have a long history and have been met with many obstacles along the way. In 1950 Morden heilig developed Sensorama: a motorcycle riding experience where the wind was blowing in your face, the seat vibrated, and there was a 3-D view. His plan was to create theaters of the future. The issue with this is that with high cost, he couldn't find financers, and he lacked a social system In 1961 Philco Corporation created the first head mounted display unit. They used a closed-circuit video system to project and show an image. However, computers and image creation were not yet available. In 1968 Ivan Sutherland created the first virtual reality headset, and was completely generated by computer him as a very lifelike in depth. The issue was that the head mounted display was extremely heavy and had to be hung from the ceiling First virtual-reality headset called ultimate display.
  • 2. Most of the 1980s were spent working on flight simulators for the U.S. Army and computers began to get faster and have more memory. In 1984 Michael McGeevy envisioned and created the human computer interface and got the attention of the media and respect virtual-reality. However the media presented virtual-reality in a way because people to have unrealistic expectations for virtual-reality and this caused them to not believe in effectiveness. In the 1990s this perception of virtual-reality continued in the public eye, however, virtual-reality has moved on and it is used for entertainment, training, research, and education. The issue is that it is more or less taking place behind closed doors, but is slowly beginning to get some attention. Today, virtual-reality is being integrated into many arenas these include: virtual worlds, augmented reality, virtual pets, 3-D graphics, HD video backgrounds, video animation, virtual doors, 360° display and training. I would like to share what research has to say about active world the virtual world that I am proposing for the pilot study. Virtual worlds are bottom-up diffusion. Active world is an open source software developed at Indiana University. This world allows researchers to look at diffusion patterns in a virtual environment. There are currently 80 education world in active world. The activities range from interaction, experimentation, meetings, and projects. Educational packaging prices are available and there is support for educators in the active world educational universe. In looking at the production, manufacturing, and distribution of this innovation one must realize that virtual worlds are were the World Wide Web was in the early 1990s, when most people did not fully grasp or anticipate what the business implications would be and when performance, lack of applications, and poor usability hampered mass market adoption. Virtual worlds continue to gain popularity in training, marketing goods, interactive areas for collaboration, economic trade, and educational environment. The most widely spread commercialization at this time is with the younger generation: Open Sims, PlayStation, Wii, Webkinz and such. It is likely that as the next-generation proceeds, and technology advances, it will bring the virtual world into all aspects of our lives creating a social shift within society. The following is a timeline showing the evolution of virtual worlds. The 1960s to the 1980s demonstrate the knowledge level of the diffusion process. This is when an idea is exposed and an understanding of an innovation is created. In the 1970s knowledge of virtual technology began to emerge through flight simulators and the capability to replace videos and models for training. As we reached the 1980s we see evidence of the persuasion stage this is when favorable and unfavorable attitudes are formed toward an innovation. In the 1980s high-performance computers became available; this provided memory and speed needed for programmers to begin establishing virtual worlds. However, this technology was still very expensive and had not yet reached into the home. This is also the time when the World Wide Web became available.
  • 3. In the 1990s we began to see early adopters and this reflects the decision stage of innovation. In the 1990s the first virtual world chat became available on the web. A world in 1995 provided a 2-D shared room where people could meet and chat for social interactions with avatars and to imitate social interaction. There were also the rudiments of building in the world. In the late 1990s Contact Consortium held its first conference called Earth to avatars with 450 attendees. By the end of the 1990s investors began to lose interest. There was a question at this time if virtual worlds were going to be successful. However, social networking came to the rescue and lead to games like ever quest and World of Warcraft at the end of the 1990s. The 2000’s ushered in the implementation stage; this is when individuals put an innovation to use. In 2003 Second Life was launched as a beta program and regenerated virtual worlds. In 2009 the economy of Second Life grew 65% to $567 million. Virtual worlds have not made it mainstream yet games like World of Warcraft are where the largest implementation can be found. The confirmation stage is when an innovation has been accepted in the mainstream. This is a future stage for virtual worlds. However, in the near future virtual world technology will be connected to GPS technology. You will be able to find friends in a crowd of avatars by following your phone. Such additions to this innovation will help it be seen in the mainstream. This S-curve was created in by the CEO of Second Life, Mark Kingdon. He created the chart to show that the number of users and virtual worlds are increasing. The numbers are repeat users and not new sign ups. Though this is not the actual virtual world being utilized, it shows that there is more interest and use of virtual worlds. Data on virtual world is still very broad, and difficult to collect. I believe that this is because it is still in the early emergent stage overall. Most of the users represented on this chart would be innovators and early adopters, and maybe early majority. The technology is not diffused enough to represent the late majority. This is shown in the numbers. In comparison to other innovations which have users in the billion, virtual worlds are still in the thousands. However, I believe that the potential to impact society is just beginning to get recognized. The educational use of this technology could play a major role in the diffusion of this technology. Next, I would like to look at the adopter’s, adoption, and perceived attribute of virtual worlds. Early adopters include educators for professional development, organizations such as is deemed, the international Society for technology in education and, ASTD, the American Society for training and development. Educators conduct classes, collaborate with peers, and participate in conferences. The military use virtual worlds for professional development teleconferencing, role-playing, simulation, and recruiting. Universities, secondary schools, and corporations are beginning to adopt virtual worlds for learning. Tours, treasure hunts, and collaborative projects are among the strategies engaged in with in virtual worlds. Virtual worlds create a power of presence, offer apprentice type exercise, and authentic experiences through role-play. This chart shows the adoption phase of virtual worlds. According to Wienes, virtual worlds in the workplace are coming down from the hype bubble and are entering into the early adoption phase for a universal audience. Virtual worlds are on the verge of expansion.
  • 4. When looking at moving toward adopting virtual worlds, the key elements that lead to failure are a focus on the technology instead of the user and their needs. There needs to be an objective and goal to increase the adoption of virtual worlds. The goal is to move 2D technology into a 3D environment. Badger, 2008, suggests four strategies for being successful when introducing an innovation for adoption. I would recommend that these steps are followed if we proceed with the pilot study. First we need to define our case, consider the team members skills, use a crawl and walk then run approach, and provide tutorials and training. Every innovation has laggards. At this time with the virtual world, laggards are hard to determine since we are so early in the adoption phase. Most organizations drop the use of virtual worlds within 18 months if they do not feel successful. These are individual that will likely be hard to pull back into the use of virtual worlds. Within the school, teachers who do not have strong technology backgrounds or interest in technology will probably be among the last to adopt virtual worlds. We will be able to encourage laggards by having a monthly newsletter with progress and success stories, by providing tutorials to make the transition easier. We can also utilize user-friendly virtual worlds, trained mentors to assist those who struggle, invest in and recruit the top 20% of interested teachers into the program. We can also begin providing professional development and teacher meetings in a virtual environment. There should also be someone available to answer questions in a very timely manner. I would now like to focus on the use of perceived attribute. There were many expectations of virtual environments when they were introduced. Consumers were expecting to be in 3D worlds where they were interacting with an imaginary world through all of their senses. The advancement of technology has been much slower, so many have displaced disappointment toward the technology. We have to embrace the technology where it is in its advancement and growth in order to form a strong tie with the virtual world and education. Looking at the five perceived attribute of the virtual world as proposed by Rogers, the relative advantage of virtual worlds in the school would be the flexibility of scheduling, parents can participate around their schedule. When looking at compatibility, the teachers that parents interact with will be the teachers that parents already know. The children will be familiar with the virtual world and will have a common knowledge of how to navigate it so they can collaborate with their parent. In looking at complexity, this may be the first time parent’s work with this technology. There will have to be tutorials and face-to-face demonstrations to introduce them to the process. They also have to receive answers to questions again in a timely manner. There is no cost to parents; so triability will be easy for them. They will be able to experiment and utilize the technology at no cost other than their time in getting familiar with the program. For observability, there will be tutorials and mentoring available to the parents. Next, we will look at critical mass: virtual worlds follow a decentralized diffusion system. Virtual world originate from a variety of sources. There are a number of worlds available to meet the needs of users. Virtual worlds, unless utilized in education or corporations are diffused horizontally among users. As users progress in virtual worlds, they reinvent the world. Virtual world users are decision makers who
  • 5. make many decisions; spontaneous and planned. Virtual world users follow a problem centered approach. Virtual worlds in the school will follow a centralized plan. The decision on how to design and implement the virtual world used by the school will be made by a committee with input from users. There will be individuals trained to be experts that will mentor others in the school. The building of in world artifacts will be done by designer; however, there will be sandboxes for others to learn how to build to contribute to the virtual world environment. In the beginning, reinvention of the virtual world will be limited; the goal is for this to grow as users become familiar with the technology. It is speculated that virtual worlds will reach critical mass by 2017. Currently fewer than 10% of virtual world registrants actually become active users; however, this figure is projected to increase to 27% of users by 2017. Virtual worlds such as Sulake’s Habbo Hotel, have registered nearly 100,000,000 registrants, and it had 10 million unique monthly visitors. While Linden Lab, Second Life has a similar pattern, with 12 million registrants and about 1 million active users. The research indicates that virtual worlds represent a massive activity that is growing in Asia, the Americas, and Europe; which so far emphasize an interest that appeal to children and teens. Adult virtual world are beginning to emerge with more social and educational applications. In looking at reaching critical mass in our school we will utilize those most interested in diffusing the technology to become trained experts in order to mentor and train other individuals in the building. We will market the in world parent center to teachers in a way that creates positive attitudes and share success stories so that they can see the value of virtual worlds. This will be a targeted school so adoption is not an option. Utilizing the technology will be adopted by the school and not the individuals. In moving towards critical mass in the school, we will uncover the change agent in our school by having a survey that will find out who the key teachers are in respect to adoption of using virtual worlds in the school. The change agents will be trained on both virtual worlds and mentoring for the adoption of the virtual worlds. The change agents will be responsible for diagnosing and sharing any issues and will team to develop a plan to fix the issue. The change agents will help motivate users to utilize the virtual world and will seek ways to recognize those that are strong users. The change agents will help to mentor and facilitate the use of virtual worlds. They will help develop the grade level team and will meet with them monthly to ensure understanding and present strategies. The change agent will help laggards to better utilize the technology through support and reinforcement. And the change agent will eventually step back and become a consultant for the user. You may be asking why there is a need for a virtual world parent center. Our parents are looking at 24 seven parenting. Our parents work crazy hours, are going to school, and have several family commitments. It is difficult for them to come into the school. Parents are under information overload. We are constantly sending home information on how to help your students learn. This information is coming from different teachers and it is often sat down and forgotten. Parents also may be busy and do not get a chance to check backpacks every night. Some assignments are difficult for parents. Assignments students bring home may be difficult for parents to help them with. We have several
  • 6. students that are learning English as second language. Parents that are second-language learners may need more time to process information and may fill uncomfortable in the school. A virtual world parent center will meet these needs in several ways. A virtual world parent center would be available around the clock for parents. They could access information and write questions on listserv within the world to get answers. Their work schedule and commitment to not interfere with finding information. They could sit in the comfort of their home and browse the resources. Teachers compose important information and reminders to send home. Information could be uploaded so the parents can find important announcements, permission slips, homework, and much more. This would keep the information organized and readily available. There will be links to homework help sites within the Virtual World. Parents will be able to find resources that will help their children of homework problems. English language learner parents can take their time and process the information presented. They can look over information that they know what to ask the teacher. As much as possible, information will be available in multiple languages. There'll be links to translation sites to help a parent. The goal of the school and the requirements of the State are to have parents as active members of our community. We usually see the same parents at the school on a regular basis. This is fantastic and we want to continue to see these parents, but past attempts at getting the parents we don't see in the school there have been unsuccessful. The goal and hope of a Virtual Parent Center is that we will be able to reach the parents that seem to be out of our grasp. A Virtual World may be the opportunity that we need to establish stronger ties with our parents and to build a stronger community.