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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In most of the United States and most locations in Canada, Daylight Saving Time is in effect. Is your location affected? Check this page to find out when (and if) Daylight Saving Time begins for you.
Presenter: Josain Zsun (avatar), Chilbo
Description: Expedition Central was a location providing links for avatars to travel and explore Second Life.
With Cyrus Hush, (Expedition Central founder), passing, no further maintenance can be done. Had a Trusted Friend been provided with account information, ownership could be transferred and pending projects could be completed. New information will be presented, based on previous discussions.
Participants will be able to designate a Trusted Friend to access and transfer project rights, when a user can no longer login.
Accessibility: Voice & SpeakEasy HUD Tool
Compass Point Discussion Presenters: Hsiao-Cheng (Sandrine) Han (SL: Kristy Handrick), University of British Columbia; Kwesi Yaro (SL: Banapeh); Diana Ihnatovych (SL: dianaihn); Jennifer Zhao (SL: JenniferZhao); Peisen Ding (SL: AAADeanAAA)
Description: Have educators considered online education in relation to students’ cultural differences? Does that even matter? In MOOCs with students coming from different cultural backgrounds, do students learn differently because their cultural background? Should educators address it? Should courses be designed differently based on students’ different cultural backgrounds? Why or why not? This roundtable discussion will talk about how and why it is important to consider culture differences in education.
Cultural difference in learning
Cultural difference in online education
Accessibility: Voice and SpeakEasy HUD Tool
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