VWBPE Calendar

All sessions of the VWBPE 2019 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.

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Apr
6
Sat
2019
KEYNOTE :: Crossing the Horizon together: Scanning, transforming, and sharing “What Works” in Immersive XR
Apr 6 @ 11:00 AM – 11:50 AM

Keynote Presenter: Dr. Jonathon Richter, Salish Kootenai College and Executive Director, Immersive Learning Research Network
https://vwbpe.org/conference/keynotes-and-speakers-2019
Description:

The Immersive Learning Research Network (iLRN) facilitates collaboration between computer scientists, game developers, educators, learning scientists, and other research professionals to develop and showcase the scientific, technical, and applied potential of immersive learning. iLRN has recently partnered with The ICICLE XR for Learning and Performance Augmentation SIG and others, including EDUCAUSE, and the Consortium for School Networking (CoSN) on the “State of XR and Immersive Learning” project, which combines a systematic review and synthesis of the scholarly evidence and knowledge base on XR and immersive learning with a Delphi-inspired environmental scanning and forecasting exercise in the vein of the well-known Horizon Project. The project is sponsored by Unity Technologies, HP, zSpace, Adobe, and Dassault Systèmes.

In this session, iLRN Executive Director Dr. Jonathon Richter will provide details about this new collective effort and unveil ways learning professionals can both contribute to and gain from a synthesis of current and future virtual reality (VR), augmented reality (AR), mixed reality (MR), and other XR technologies for supporting and enhancing learning and human performance in evidence-based and research-grounded ways.

Accessibility: Voice & Transcriptionist

Gamification of education: The roles of collaboration and virtual identity
Apr 6 @ 04:00 PM – 05:00 PM

Presenter: Brant Knutzen (SL: MrK Kas), Educators and Trainers
Description: This project is an investigation of the factors which affect the engagement and satisfaction of learners using a multi-user virtual immersive environment. The focus is on the roles that the social construction of knowledge, and a virtual identity, play in influencing the decision of learners to continue exploring a virtual environment for solutions to problems. Can the gamification of tasks effectively motivate learners to continue? I invite you to try my new game in SL and see what you think!

Participants will be able to socially collaborate on solving problems in a virtual world
Participants will be able to form a new identity to solve problems in a virtual world

Accessibility: None provided by speaker