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
15
Thu
2018
How to Get There from Here
Mar 15 @ 02:00 PM – 03:00 PM

Presenter:
Barbara McQueen/Barbara Novelli (Avatar)
Educators and Trainers

Teachers are often unnerved by how much they need to learn to best use virtual worlds as a part of their technology arsenal. So they don’t use virtual worlds or only use them in a very limited way. This presentation will detail:

  • The most important virtual world skills to learn and fun ways to teach them
  • Simple to complex games and roleplays that deeply immerse students
  • Tasks for blogs, Moodle, Skype, machinima, social media, online conference rooms, and other educational software and devices

Participants will be able to create virtual classes that are flipped, gamified, and student-led.
Participants will be able to modify the presented tools/techniques to enhance teaching any subject.

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

Mar
17
Sat
2018
Liberate Agency Amplification Via Avatar Identity
Mar 17 @ 12:00 PM – 01:00 PM

Presenter:
Renne Emiko Brock/Zinnia Zauber (Avatar)
Educators and Trainers

Let go of control. Instructors empower students through agency with active learning ownership, not with ultimate authority. Build validating lessons prior to entering virtual situations with surprising personal investigation, mood board creation, and character sketches. Develop education buy-in through accelerated and immediate avatar customization to reveal individuality and unlimited potential. Use reflection exercises to reveal how this experience exposed their real investment in themselves.

Participants will be able to utilize revelations of student’s motivation via avatar development.
Participants will be able to foster personalized research, design, documentation, and blogging.

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

Mar
28
Thu
2019
The Adventures of Floridiana Jones
Mar 28 @ 06:00 PM – 07:00 PM

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

Apr
1
Mon
2019
The Queen’s Heroes in the Five Kingdoms
Apr 1 @ 01:00 PM – 02:00 PM

Host: Leticia De Leon (SL: Letty Luckstone), University of Texas Rio Grande Valley
Description: Participants in this immersive experience will engage in an allegorical experience that is both storytelling and game. This underwater paradise needs heroes that will save the five kingdoms from a man-made destruction. Guided by a HUD and a mentor, all heroes who heed the call will travel to the five underwater kingdoms to piece together the story and undergirding real life issues. Those who engage with this experience may do so in storytelling or game mode.
Participants will be the hero in an allegory that follows an underwater path to the five kingdoms.
Participants will evaluate environmental issues in a five-kingdom challenge to win the game.

Access: In order to access this experience, you must download and install the Second Life viewer and create a free account with Second Life. See the conference website for information about setting up an Second Life account. Once logged in, participants can teleport to this starting location in the VWBPE regions.

Location: Queen’s Herons Game Start
Accessibility: Speakeasy Hud tool, notecards

Apr
2
Tue
2019
You have been recruited to join The Agency!
Apr 2 @ 06:00 PM – 07:30 PM

Host: Brant Knutzen (SL: MrK Kas), University of Hong Kong
Description: You have been recruited to join the Agency, to stop dark forces from diverting the river of time.
Your team is forming up to teleport into the Nautilus, a submarine hidden on the edge of the Republic of Venice in the year 1600.
You must work as a group to find clues to the disappearance of Captain Nemo, and don dive suits to explore the ocean floor and reveal the mysterious beginnings of the dark force. Later, you will take command of the Black Pearl pirate ship, and stop the invasion of Venice!

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.

Access: This event takes place in Second Life. See the conference website for information about creating a Second Life account. Either SL or Firestorm viewers are recommended.

You will need to register in order to play the game however. The URL for registering an account on the Moodle server to play the game in SL is: https://participativelearning.org/enrol/index.php?id=9 (or simply bit.ly/THE_AGENCY)
To register, click on the “Continue” button, then read the instructions and click the “Create new account” button.

If you just want to tag along without registering simply go to the location.
Location / SLURL: http://maps.secondlife.com/secondlife/Lingnan%20Drama%20Island/214/23/13
Accessibility: Transcriptionist will be provided
Apr
6
Sat
2019
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