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Identities within Virtual Worlds
    and Future Metaverses:
Implications for our Existence in
          Online Spaces
• The implications of the change to
  digital learning
• Will it be accepted by the society?
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       (Prensky, 2011, p.1)
    changing
     through
 nurture or are
   they being
 influenced by
  technology?
Presentationtesting
Is digital learning already in used?
Presentationtesting
‘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) .
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.
‘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 life,
2009)
The open university:
Providing Geographically Dispersed Students &
 Faculty A Place to Meet and Learn Together:
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)
• ‘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,
                It amplifies     ‘You feel like
students from   learning via                          You can
various areas                    you’re there. We
                presentations,   call it a sense of   prototype real
which broaden   chat, calls.                          life productions.
their                            “presence”’.
imaginations.                    (Linden Lab,
                                 2011)
Ken Hudson,
Managing Director,
Virtual World Design
Center, Loyalist College
says
• Thus you can collaborate with the other
  educational environment. Such as the 700
  institutions.
Presentationtesting
Students might
              display
              cyberdisinhibition
              as i experienced
              on Unity 3d.




It may not
be relevant                        Addiction
for all                            (Vine,2010)
subjects




                 Ontology
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’.
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)

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Presentationtesting

  • 1. Identities within Virtual Worlds and Future Metaverses: Implications for our Existence in Online Spaces
  • 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 (Prensky, 2011, p.1) changing through nurture or are they being influenced by technology?
  • 5. Is digital learning already in used?
  • 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 life, 2009)
  • 10. The open university: Providing Geographically Dispersed Students & Faculty A Place to Meet and Learn Together:
  • 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, It amplifies ‘You feel like students from learning via You can various areas you’re there. We presentations, call it a sense of prototype real which broaden chat, calls. life productions. their “presence”’. imaginations. (Linden Lab, 2011)
  • 13. Ken Hudson, Managing Director, Virtual World Design Center, Loyalist College says
  • 14. • Thus you can collaborate with the other educational environment. Such as the 700 institutions.
  • 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)

Editor's Notes

  • #3: In this presentation, I will talk about:
  • #4: Marc Prensky finds that our students of this generation have changed.
  • #5: Relating to my point about whether students are being influenced by the media and technology.Greenfield says that .............
  • #7: Well, virtual worlds are already being used. Such as There are various educational institute on second life
  • #8: To prove this point, I will Pickout three successfull example, i will talk about 3 institutes on second life
  • #9: The students grades had rised and it enrouraged a lot more students to join second life.
  • #10: 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.’
  • #17: 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’.
  • #18: Immersionist might to agree