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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
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.
Accessibility: Transcriptionist will be provided
Presenter: Jessie Nunes (SL: Catalina Staheli), Northwest Arctic Borough School District
Description: Bringing powerful, positive change to remote, rural areas through an introduction of opportunities in online careers as content-creators, 3D modelers online, and more.
Reaching students through their interests.
Bringing rural students into the global society in positive, innovative ways.
Location: Lecture Area A
Accessibility: Voice and transcriptionist
Compass Point Discussion Presenters: Cynthia Calogne (SL: Lyr Lobo); Joyce Bettencourt (SL: Rhiannon Chatnoir); Renne Emiko Brock (SL: Zinnia Zauber); Buffy Bye (SL: Buffy Beale); Sheila Webber (SL: Sheila Yoshikawa)
Description: After a year of reflection and evolution the Nonprofit Commons re:Vision examines the future of shared communities, presenting professional development and promoting nonprofit organizations that use virtual world platforms. Our meetings feature learning and networking, helping the community to grow stronger in technology use.
Attendees will explore how to strengthen re:Vision among the educational and nonprofit communities.
Accessibility: Voice, notes, transcription
Hands on Workshop Presenters: Niela Miller (SL: Marly Milena), Educators and Trainers; Janie Teague-Urbach (SL: Katsii Tennen), Support and Help Communities
Description: We will show some short films demonstrating the use of Symbolic Modeling (SymMods) in areas of education, personal / professional development and creative expression, and discuss the theoretical basis and approach to applying metaphorical thinking in virtual teaching/learning. We will demonstrate some examples of this approach in the session. We will introduce an opportunity for being trained in facilitating the use of SymMods in virtual learning environments, particularly Second Life.
Participants will be able to understand how metaphorical thinking can enhance learning
Participants will be able to recognize and discuss possible applications to their own endeavors
Accessibility: Voice and SpeakEasy HUD Tool
Keynote Presenter: Dr. Jonathon Richter, Salish Kootenai College and Executive Director, Immersive Learning Research Network
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
Moderator: Adrienne Pascal (SL)
Assistant: Elisa Segoni (Elektra Panthar)
Description: Where will the future of teaching and learning with technology take us? What should we do to prepare ourselves? Our students? How do you choose which technologies to incorporate into your practice? Bring your ideas as we re:Vision teaching and learning with technology.
Location: VWBPE Quadrivium
Accessibility: Voice & Transcriptionist
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
Hosts: Marie Vans (amvans lapis); Valerie Hill (Valibrarian Gregg); Alyse Dunavant-Jones (Antemeridian Discjockey); All – Community Virtual Library
Description: Participants will first participate in an interactive presentation that describes Digital Citizenship and the goals of the sim. Each of several buildings houses either a multi-media presentation or interactive slide show for a topic within Digital Citizenship. The interactive materials in each building were created by a variety of educators across the metaverse, bringing a diverse set of perspectives and ideas which we will then discuss near the end of the allotted time.
Participants will be able to disseminate information on what it means to be digital citizen in Virtual Worlds.
Participants will be able to voice meaningful suggestions on improving digital citizenship education.
Access: Digital Citizenship Museum in Kitely. The Digital Citizenship Museum is part of the series of Cookie II islands run by New Media Arts. You will need a Kitely avatar or can hypergrid with an OpenSim avatar. Create an account here: https://www.kitely.com/
Log into Kitely. Go to Cookie II. Go to Digital Citizenship Museum.
For detailed information about creating a Kitely avatar or hypergridding from OpenSim SEE the program entry: CVL Presents: Hypergrid Resources Library Poker Run!
Location URL: In Kitely: hop://grid.kitely.com:8002/Cookie II/644/899/22
Accessibility: Speakeasy Hud tool
This venue will be available for individual exploration after the presentation.