Archive for June, 2008
Wesch’s World Simulation, Spring 2008
Jun 27th
I’ve been following the work Dr. Wesch has been doing at Kansas State for the past year or so, and he’s released the full length (16:20) video of his Spring 2008 class’ experience with the World Simulation. The video is significant from a political and cultural perspective, but I believe it is also critically important from an instructional design and pedagogy perspective as well. I’d certainly enjoy heairng more from Dr. Wesch regarding the World Simulation in regards to:
- interactive experiences for large classes
- large learning communities
- simulation design & development
- authentic assessment
Dr. Wesch’s site notes the video will be available for a limited time. You can access it via his blog, from veoh.com where it’s published, or embedded below.
Your Medium is Dying… Right, but Not Nice
Jun 27th
I typically don’t repost items directly from other sites; I prefer to tag those to resyndicated feeds (check the sidebar), but this short clip from The Simpsons is perhaps worth reposting. I noticed it while reading effectivedesign.org by John Curry, a friend and colleague.
Lego Digital Designer
Jun 24th
This evening, I was bouncing through my Google Reader checking for a few feeds I haven’t caught up on in a while , and specifically, I wanted to move the GeekDad blog from Wired further up my list of feeds and catch up a little bit. It’s one I typically read for personal enjoyment, but tonight I noticed something that had my mind jumping with educational possibilities – at home with my kids or in formal learning environments.
Initially, I stumbled across an interesting post about Legos. One pointed to a post at Gizmodo with a video tour through LEGO’s “Secret Vault” that contains almost every LEGO set ever released – unopened and unused. It was an interesting trip down memory lane ;-)
Then I came across GeekDad’s post about the LEGO Digital Designer. That jump will tell you more, but in short, the Digital Designer (a free download as far as I can tell) makes it possible to design your own LEGO bricks and/or use the collection of over 700 bricks to design and build to your heart’s content. But, that’s not really the cool part. Once you have finished your build, the software will generate a parts list to create a custom kit to purchase – thus allowing you to then receive your custom set and build with real LEGO’s the same thing you built with the digital designer.
I can imagine really entertaining, authentic, creative, problem solving possibilities all the way up through undergraduate classrooms (a great, fun introduction to architecture?) Definitely worth a look.
Podcast Episode 3: Legal Issues in Second Life
Jun 24th
Episode 3 of MUVE Forward The Podcast is available (length 18:36). In this episode I discuss (ramble) through ideas and thoughts regarding legal issues educators should consider when working with learners via Second Life (and virtual worlds in general). As always, the recording is definitely rough since it’s recorded via a cell phone while driving through rush hour traffic. I do not have professional production values! It’s all about the information.
In advance, a quick note of appreciation to AJ Brooks (RL: AJ Kelton) for the weekly SLED Roundtable he hosts on the Montclair State Island. One of those weekly meetings prompted this thought thread. And, a quick disclaimer – I’m not an attorney and do not claim to be one in any shape, form or fashion (and haven’t slept at a Holiday Inn Express recently either), so if you’d like a professional legal opinion, please contact your institution’s legal team.
Summary of topics:
- FERPA (U.S. Federal Law, Family Education Rights & Privacy Act)
- Copyright & IPR (copy bots, potential issues with Linden ToS – note below)
- Safety (griefing, cyber-bullying, sexual harassment, virtual to real world acts)
- Finance & Purchasing Requirements (institutional policies & guidelines)
The court case I mentioned but for which I couldn’t remember the name was “Bragg v. Linden Research.” The brief details are described in Wikipedia. The case was settled out of court, so the issue didn’t reach a public conclusion to set any precedent; I do believe the case hints at the issue I highlight in the Terms of Service in the podcast, and it likely will surface again at some point in the future.
Overall, I believe physical world laws and existing, institutional Acceptable Use Policies may be capable of governing the first three issues, but institutional guidelines, policies and requirements may have to be revised or amended to accommodate the use of institutional funds to purchase virtual “products” and, particularly, virtual currency. This may be more of an issue for institutions which are publicly funded by taxpayer dollars.
Listen for more details!
ISTE Island’s Blogger’s Hut
Jun 18th
I was recently made aware that MUVE Forward is one of four blogs currently nominated to be the featured blog of the month for July at ISTE Island’s Bloggers Hut.
Visit the Blogger’s Hut (slurl) and vote for one of the four nominated blogs by clicking on the appropriate white bar. If you are inclined to vote for MUVE Forward, it’s the bottom of the four bars.
The other blogs nominated are all worth a read; I was glad to see that I already had each of them subscribed in my RSS collection ;-) In addition to this blog, nominated blogs are:
Rambling Reflections by Lynne Crowe
Around the Corner by Miguel Guhlin
Phasing Grace by Grace McDunnough
Understanding Project Wonderland (NMC 2008)
Jun 15th
Project Wonderland – the Open Virtual Worlds project by NMC and Sun Microsystems – was highlighted by both a pre-conference workshop and a concurrent session. I attended the concurrent session on Thursday. All of my notes are available in the archive of my live blog, and Brett Bixler of Penn State also blogged about the session and project.
My comments here will focus on comparing Project Wonderland and Second Life. My primary interest in virtual worlds other than Second Life is whether or not they have capabilities to suggest they could or should supplant Second Life as the “MUVE of choice” for instructional activities.
Project Wonderland does offer several intriguing features that are particularly useful within learning environments. First, it natively supports live application sharing via X Windows; the session demonstrated the application sharing capability using what appeared to be the Windows Calculator. While there are limitations (only certain applications are supported), the capability still appears to be well ahead of anything I’ve heard suggested or planned by Linden Lab for Second Life. Second, as described by Dr. Jordan Slott, integration with business data is important, and it is very scalable. That provides unique advantages given opportunities to integrate enterprise management systems with the backend of a virtual environment platform. Third, the integrated telephony features to Wonderland are, in my opinion, truly impressive. It is possible to dial a call directly from within Wonderland; the caller on the other end of the line is represented in-world as an orb-shaped avatar. That avatar can be picked up and carried around by an in-world avatar and/or handed off to any avatar as an object; that makes it easy for teleconferencing and switching from multi-party to person-person private phone conversations.
Unfortunately, I believe there are several issues surrounding Project Wonderland that make it less attractive than Second Life at the moment.
First, Project Wonderland does not have in-world building or scripting tools; it utilizes what Dr. Slott referred to as an “Art Path” for building, and a scripting tool will not be available until a Fall 2008 release (assuming it stays on schedule). Wonderland uses existing tools like Maya, Photoshop, Blender or Gimp to develop objects and textures to be imported into the environment; they do have a World Builder that provides more rudimentary build tools, but it still provides a develop and upload type process whether than in world building tools. I prefer the in-world building tools of Second Life for two reasons. First, they allow in-world, real time collaborative building among avatars that Project Wonderland doesn’t seem to support very well. Second, despite the many complaints regarding the Second Life in-world build tools, I believe they make building more accessible to a broader audience; many more educators are capable of learning the Second Life build tools compared to those that will be able to learn 3D development tools like Maya or Blender. Dr. Slott did indicate that the 0.5 release of Wonderland – anticipated for Fall 2008 – will have a simplified art path, but I don’t believe that includes in world build tools that are less difficult to learn and use than tools like Maya, Blender, Gimp or Photoshop. For the long term success of Wonderland, I think it will be important for it to offer in-world build tools in addition to supporting 3rd party tools.
Second, as an open source project, Project Wonderland is being designed with less capability than Second Life and an intentional and necessary reliance on the open source community. Certainly, open source tools can provide a robust solution that’s ultimately configurable and ultimately affordable, and once it has matured, the development community is of tremendous benefit. However, the growth of any development community takes time (I estimate at least 1.5-2 years), so I think that makes Project Wonderland a longer term consideration as a realistic alternative to Second Life for most institutions. And, for any organization other than a research university, it seems unlikely that the programming proficiency necessary to customize or add features to a virtual world environment will be immediately available. So, until the development community has matured and stabilized (perhaps 3+ years out) and barring catastrophic changes or events at Linden lab, I believe Second Life will and perhaps should maintain educator’s preference in regard to virtual worlds for at least the next 2-3 years.
With that said, with the interest in and growth of virtual worlds combined with the development of Project Wonderland by a partnership between the New Media Consortium and Sun Microsystems, the project could certainly move much more quickly. And, there are other issues (interoperability) which could intervene and have a significant impact as well.
Ramapo Islands: Quality Learning in Second Life
Jun 15th
Am home from the NMC 2008 Summer Conference, so it’s about time I knock out my first real blog post in a month or so. I had the opportunity Saturday morning to listen to Peggy Sheehy (SL: Maggie Marat) talk about her two years of Ramapo Islands experience on the Teen Grid. Her presentation provided one of the most important take-aways from the conference for me regarding virtual worlds and Second Life in particular.
Briefly, if you have the opportunity to hear Peggy speak, take it! And, if you’re going to be at NECC, you should make time for at least one of her presentations. In particular, the 3D Storyworlds presentation on immersive digital storytelling should be of particular interest; Peggy was only able to allude to that project, in very vague terms during the presentation this morning; I wish I could be there for the presentation in San Antonio. It may also be worth checking out her personal site as well: Metaversedl.com
Saturday morning, Peggy provided an overview of Second Life for the relatively uninitiated in the audience and then described how they’ve gotten through the logistical issues of starting their well known Ramapo Islands SL project on the Teen Grid. Peggy then focused on what they’ve been doing and the impact it has had on the learning environment.
I’ve written frequently regarding the notion of “quality instruction” via Second Life
while maintaining proper focus on the desired learning outcomes, develop authentic learning projects that allow learners to engage learning content through interaction with communities and/or creation of content or products in a manner not possible through a physical or standard web-based learning environment.
For me, a significant part of that, which I have also written about, is not doing in Second Life what can be done more easily or better in the physical or web-based environments. Peggy’s and the Suffern faculty’s work on Ramapo makes it very clear that whether or not something can be done “more easily or better” isn’t always obvious.
Specifically, Peggy described a Second Life project completed by learners focused on John Steinbeck’s “Of Mice and Men.” Following the reading and study of the novel, students prepared for and conducted a mock trial via Second Life. Of course, given the notion of Occam’s Razor within the context of educational technology, the use of Second Life seems entirely unnecessary. The role play could be done in class without the use of any technology; and Second Life only seems to a layer of technical complexity. Peggy even alluded to that complexity when she suggested any faculty beginning a Second Life project needs to be excessively nice to tech support personnel (“start baking brownies”).
So, why engage Second Life in a traditional face-to-face environment for an activity that can be accomplished without technology?
I specifically asked Peggy if the English teacher had used the same activity in the face-to-face environment and how learner participation compared between the two environments. Peggy indicated that every learner participated in some respect, and that the student response was overwhelmingly positive from top to bottom. That contrasts starkly to learner interest for the same activity conducted without technology and Second Life. So, the answer to my question is simple – learners engage the activity with a significantly greater enthusiasm and interest when it’s presented and conducted via Second Life rather than through non-mediated interaction.
I don’t think there’s any question that the “novelty effect” has at least some impact on the situation, but given some of the comments by learners in regards to other projects at Suffern, it seems as though there’s characteristics of Second Life that have a unique effect on learner willingness and interest in the project. In short, Second Life mediates the personal, social risks many students may perceive in a traditional learning environment; even when learners are perfectly aware of which person is behind an avatar, Second Life still provides enough perceived anonymity that learners are comfortable engaging peers in a social environment. This blog entry by a Suffern teacher, in reference to a different Second Life project, clearly demonstrates the social buffer Second Life provides.
Going back to the definition of quality instruction via virtual worlds . . .
while maintaining proper focus on the desired learning outcomes, develop authentic learning projects that allow learners to engage learning content through interaction with communities and/or creation of content or products in a manner not possible through a physical or standard web-based learning environment.
The Suffern projects are demonstrating that projects in Second Life may allow learners to engage content through interaction in a manner that is not possible through a physical environment because the physical environment does not provide a social buffer and level of comfort that Second Life can and does provide.
Peggy and Ramapo’s experience with Second Life is pretty powerful. First, the Second Life experience is extending from Suffern Middle School into the High School – to allow learners to continue engaging Second Life. And, relationships via Second Life are transcending real life cliquish type social structures; here’s the short, paraphrased, condensed version of a story she told (I’m taking A LOT of liberties with the text below to communicate what Peggy shared with us during the session).
An observer in the classroom noticed one student receiving a message from a classmate.
Observer: “Who’s asking that question?”
Student: (looking over the top of the computer and pointing) “She’s sitting right over there.”
Observer: “Is she a close friend?”
Student: “Not really. We used to be, but she’s one of the popular kids now.”
Observer: “Do you talk very often.”
Student: “We never talked before, but since the Second Life project(s), we’ll say Hi if we see each other and talk on occasion.”

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