1 virtual worlds: which type is right for your institution? donald j. welch, ph.d. merit network...
TRANSCRIPT
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Virtual Worlds: Which Type is Right for Your
Institution?Donald J. Welch, Ph.D.
Merit Network
Michael Macedonia, Ph.D.Forterra Systems
Copyright Donald Welch 2007. This work is the intellectual property of the author. Permission is granted for this material to be shared for non-commercial, educational purposes, provided that this copyright statement appears on the reproduced materials and notice is given that the
copying is by permission of the author. To disseminate otherwise or to republish requires written permission from the author.
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Agenda Introduction Comparison considerations
Effectiveness Domain specificity K-12 cooperation Content Usability
Technical Reliability Performance Integration
Business Behavior Control Perceptions Cost Intellectual Property
Summary
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Introduction
Future of Virtual Worlds in Education Web → Course Management Systems Wireless
In 2003 I was on the cover of Communications Week for our classroom wireless network <5 years ago
Distance Learning
Parallels with the Web and wireless Early adopters From “justify” to “why don’t we have it” Real value
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Introduction
The way young people “Gamers” like to learn Inquiry based education Trial and error Contributory Social
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Introduction
VWs enable learning that we won’t be able to practically do any other way
First do the same things with new technology
Then do new things
It will be mainstream: Sometime
2 years? 10 years?
Decisions in the near future will have a major impact
Investment of scarce resources Failures
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Description of virtual worlds
Multi-FunctionMulti-FunctionSingle-FunctionSingle-Function
Pub
licP
ublic
Priv
ate
Priv
ate
SecondSecond LIfeLIfe
ActiveWorldsActiveWorlds
ThereThere
World ofWorld of WarcraftWarcraft
EverquestEverquest
Link TrainerLink Trainer
UCTUCT
ForterraForterra
Open Virtual WorldsOpen Virtual Worlds
BeyondBeyond
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Comparison Considerations
Educational Effectiveness
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Domain Specificity
Entertainment Business General
Purpose Education
Chemistry History Engineering
Scale Interface Physics Communication Collaboration Virtual Travel
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Domain Specificity Enterprises are looking for value Enterprises are looking for stability vs. limited
functionality Entertainment will trade Wow for stability Is a virtual world the best metaphor for
everything in the domain Web pages Flash Video Text VTC
Optimized for 1st person shooter Teamwork and communication
Optimized for creativity Flexibility
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Content Most of the education occurring in
virtual worlds today is not any different than what can be done with other online tools
This will change with new content, increased functionality, and new paradigms
How will we get a critical mass of content?
Ability to share? Commercialization?
Who will set the standards? OpenSource? Commercial providers? Collaborations?
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Usability
Access for the disabled Usability – ability to
master complex interfaces
Different audience for UI than games
Gamers vs. Professors vs. Non-Traditional Students
Can’t be a barrier for those who don’t or can’t game
Optimized for education Simple interface (based on
other experiences?) Integration with other online
systems Segregation and control
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Comparison Considerations
Technical
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Reliability
Uptime requirements for educational use are different than for commercial use
Classes that depend on it Students have tight schedules
Lots of dials that can be turned to balance stability
New Functionality Maintenance windows Infrastructure investment
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Performance
Performance Educational VW may take more performance and may be
enabled by a high performance campus network Public VWs have to work for the lowest common-
denominator
Will the VW engine have enough investment to keep up with performance needs?
Hardware Software Bandwidth
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Integration
Sharing of pedagogy Sharing of objects and
environments Environments that can be used Environments that can be
aggregated Environments that can be modified
Movement between virtual worlds
Image Interface Abilities Assets
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Business Considerations
Comparison Considerations
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Cost
Before the effectiveness has been developed/proven
After it is mainstream In what will the university
invest? Infrastructure Content creation Risk
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Privacy
Ability to Evaluate and Assess Students
Immediate feedback is valuable but who will know about it?
Classroom is controlled Good practice Ethics FERPA
Evaluation must be secure Who can observe the evaluation What resources can be brought into the
evaluation
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Behavior
Theft, fraud, exploitation of the vulnerable
Stealing of virtual valuables What virtual assets can be brought
into an educational setting?
Inappropriate behavior What is appropriate behavior in an
educational setting? Protection from outsiders Control of insiders Increasingly lawsuits in the real
world based on virtual world actions
Perceptions Advertising Social network convergence
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K12 Integration
Many higher education institutions increasingly have programs with K-12 students
When virtual worlds are part of the program are the behavior and privacy standards appropriate for high school students?
This may be harder in VWs than with current educational technology
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Control University image
Great learning environment High-tech, cutting edge Advertising/commercial
activities Image of educators and
students Both have different roles Are there new roles?
Trade-offs between new functions and stability
Trade-offs between scalability and stability
Government involvement Taxes Regulations Privacy Funding
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Intellectual Property
Piracy Significant investments in
object creation, content creation, pedagogy
How do we assign credit and ownership?
How does a university keep control of its core product?
Some universities are comfortable putting course content into the public domain
What about inquiry-based learning where students learn from each other – the professor is less important?
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Integration with other systems
Learning specific environments
Blackboard, SAKAI, etc.
Education Specific Environments
Banner, etc.
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Summary
Virtual Worlds are coming to education Critical decisions will need to be made as it
unfolds Important considerations include
Effectiveness Technical Business
Wrong decisions can Slow adoption Cause problems for the institution Cut off promising potential Cause unnecessary cost
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Answers?