VWBPE Calendar

All sessions of the VWBPE 2020 Conference are held in Second Life®. All times are in SLT (PST).
You may access this time zone converter for your local time: http://www.timeanddate.com/worldclock/converter.html.

Add these events to your personal calendar! To add all VWBPE conference events to your calendar, scroll down to the bottom of the calendar, find the “Subscribe” button and click on it. You will find options to add to your Google, Outlook or Apple calendar. To add individual events, click the event and find the “Subscribe” button on that page. You don’t have to miss any events at VWBPE!


NOTE:

In most of the United States, Daylight Saving Time is in effect as of 8 March 2020. Canada does not observe DST in 2020. Is your location affected? Check this page to find out when (and if) Daylight Saving Time begins for you.


Mar
16
Thu
2017
VWBPE 2017 Pre-Conference Social
Mar 16 @ 05:00 PM – 07:00 PM

It’s a St. Paddy’s Day Sham-Rockin’ Party!

Lots o’Luck will come your way if you join us for St. Patty’s Day! Get out your shamrocks and join us for a wee bit of blarney and a lot of Irish cheer! We’ll dance to some great dance tunes spun by DJ Coz OKelly and we’ll enjoy some Celtic music too. Wear your lucky green outfit and your dancing shoes!

We look forward to a bit of malarkey and lots of green beer on the new social sim designed especially for VWBPE 2017 conference.

Mar
15
Thu
2018
Conversation with Ebbe Altberg
Mar 15 @ 01:00 PM – 02:00 PM

Presenter: Ebbe Altberg/Ebbe Linden (Avatar)
Moderator: Kevin Feenan/Phelan Corrimal

Join us for an engaging conversation with Linden Lab CEO Ebbe Altberg, who once again opens up about topics that are most important to educators and communities of practice within Second Life. Topics will vary and conversation will flow organically.

Track: VRevolution
Format: Above the Book
Accessibility: Voice & Transcriptionist

Mar
17
Sat
2018
Avatars as Data Points
Mar 17 @ 03:00 PM – 04:00 PM

Presenters:
Mary Ellen Gordon/Pebbles Hannya (Avatar)
Educators and Trainers

Aaron Griffiths/Isa Goodman
Coders, Scripters, and System/IT Analysts

This presentation will introduce a new approach to teaching basic data science by using avatars as data points in data visualizations. The approach is intended to make this topics more approachable — particularly for those who may have math anxiety or limited prior quantitative background.

Participants will be able to conceptualize how virtual worlds can be used to teach basic data science concepts.
Participants will be able to access four data visualizations in Second Life to enhance their own understanding of basic data science or to help others do so.

Track: Creativity and Innovation in Design, Practice, and Learning
Format: Spotlight PresentationFormat: Spotlight Presentation
Accessibility: Voice & SpeakEasy HUD Tool

Apr
5
Fri
2019
GUINEVERE: Learn a language through games in virtual worlds
Apr 5 @ 12:00 PM – 12:50 PM

Presenters: Heike Philp (SL: Gwen Gwasi); Letizia Cinganotto
Description: Digital game-play has become a popular way of practising a language and many youngsters enjoy playing this in their spare time. EU funded project GUINEVERE (2017-2019) aims to demonstrate the potential of digital game-based learning in 3D immersive environments in order to improve teaching and learning outcomes in foreign languages.

The project team wishes to share their developed documents on game design and communication in Virtual Worlds.

Location: Lecture Area B
Accessibility: Voice and SpeakEasy HUD Tool

Apr
6
Sat
2019
Re-visioning art and design education: Nourishing collaborative creativity in virtual worlds
Apr 6 @ 09:00 AM – 10:00 AM

Compass Point Discussion Presenters: Yi Meng (SL: Emma de Pizan), Educators and Trainers; Xiangling Feng (SL: Belldance), Artists, Designers and Builders; Qian Wang (SL: Zoemmmua), Artists, Designers and Builders; Xinyi Wei (SL: Wuixinyi), Artists, Designers and Builders

Description: Today, much of the design work is collaborative and a group-oriented integrated process. This convergent process requires art and design education to provide new pedagogical spaces to nourish students’ creativity in a more collaborative sense. This presentation draws upon an empirical study and includes the teacher-researcher and three students-participants. They will use their own virtual world teaching and designing experience to elaborate how this technology affected collaborative creativity.

Participants will gain information about promoting collaborative creativity in art and design education

Accessibility: Voice and SpeakEasy HUD Tool

Dickens Project exemplifies virtual collaboration
Apr 6 @ 10:00 AM – 10:50 AM

SPOTLIGHT
Presenters: Valerie Hill (SL: Valibrarian Gregg), Peninsula College; Breiana Theodore (SL: Jodie Landon); Mary Pat Lynch (SL: Aoife Lorefield)
Description: The Dickens Project, a virtual simulation of A Christmas Carol and the life and times of Charles Dickens built by Seanchai Library, has been held annually in Second Life for six years. The Community Virtual Library partnered with Seanchai Library for the past three years to enhance the educational simulation with research and the Urchins of London game was added in 2018. The collaborative process illustrates best practices for virtual world learning.
Participants will observe successful virtual world collaboration for deep learning across distance.
Participants will interact with librarians, educators, and artists working together.

Accessibility: Voice and SpeakEasy HUD Tool

VR and virtual worlds: One and the same?
Apr 6 @ 12:00 PM – 12:50 PM

Presenters: Alyse Dunavant-Jones (SL: AlyseDunavantJones), Advocacy and NonProfit; Valerie Hill (SL: Valibrarian), Advocacy and NonProfit; Marie Vans (SL: amvans Lapis), Advocacy and NonProfit

Description: Through librarians’ perspectives, this presentation analyzes conflicting definitions of VR and virtual worlds and addresses friction between VR and 3D virtual world developers and users. The presentation contrasts two free, desktop-compatible VR worlds (AltspaceVR and Sansar) and summarizes the state of communities in these worlds vs. 3D virtual worlds like Second Life. Ultimately, it proposes best practices for future educational collaboration and digital citizenship across virtual platforms.

Participants will be aware of the complex relationship between VR and virtual worlds
Participants will understand advantages, challenges, and tips for collaborating with VR proponents

Accessibility: Voice and SpeakEasy HUD Tool