All sessions of the VWBPE 2019 Conference are held in Second Life®. All times are in SLT (PST).
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Hosts: Shannon Bohle, Archivopedia LLC ; Marilyn G. Teolis, Medical Librarian
Description: The Adventures of Floridiana Jones is a game created by medical librarians and nurse educators for diabetics. There are two versions of the game. One is a mobile app and the other is in Second Life. Participants attending this event in Second Life will become players assuming the role of Floridiana “Andy” Jones, who along with his guide, Fadil, are searching for the priceless, Golden Ankh Necklace in an Egyptian pyramid. To stay alive, players must traverse all three levels of the pyramid, encountering many pitfalls amid their hunt for clues and answers until reaching the necklace. The project is part of a formal medical pilot study designed to engage patients, health care providers, and the public in order to augment their knowledge of diabetes management. Following their participation, players may volunteer to provide feedback, or participate in a survey or interview for the study.
Participants will experience an example of gamification for health education, specifically diabetes education.
Participants will learn techniques applied for gamification and data collection for research and publication purposes. They can participate on a volunteer basis in the clinical pilot study by completing a survey after undertaking the educational game.
Access: This is in Second Life. See the conference website for information about creating a Second Life account. Either SL or Firestorm viewers are recommended.
Location / SLURL: http://maps.secondlife.com/secondlife/Health%20Adventures%20I/50/98/2003
Accessibility: Provision for voice and text during the immersive experience
Presenter: Kenneth Y T Lim (SL: Veritas Raymaker),
Description: This presentation introduces an approach to the use of Augmented Reality (AR) in the design of learning environments, which foregrounds the surfacing of novice conceptions. Termed Learner-Generated Augmentation, the approach differs from the majority of current interventions with AR in that it does not presume upon the pre-design of learning artifacts by experts. In this way, it is more scalable and affordable than the approach that is currently default in the use of AR in learning.
Participants will be able to approach Learner-Generated Augmentation as a curriculum design paradigm
Location: Lecture Area B
Accessibility: Voice and SpeakEasy HUD Tool