VWBPE Calendar

All sessions of the VWBPE 2018 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 and most locations in Canada, Daylight Saving Time goes into effect on Sunday, 11 March 2018, the weekend before the VWBPE conference. Is your location affected? Check this page to find out when (and if) Daylight Saving Time begins for you.


Mar
11
Sun
2018
Venice in 1600
Mar 11 @ 07:00 PM – 08:00 PM
Venice in 1600 @ Second Life

Host: Brant Knutzen / MrK Kas, University of Hong Kong

Description: Based on findings from The Quest, this immersive experience introduces participants to the impact that an idealized virtual identity and the perception of a social constructivist environment have on learning within the virtual world. Gamified learning as a group process will be explored, and data collected on affective issues such as beliefs and attitude towards: the self, the technology, the learning experience, and self-efficacy. This project seeks to develop a methodology for focusing a survey on specific behaviors using the virtual world through tight integration with simulated situations. Participants will be able to experience first-hand the integration of virtual world behaviors (Second Life) and a learning management system (Moodle), designed to eliminate the coding required for HUD interaction and make survey data collection much more tightly focused on specific behaviors. This presentation will be a beta test of this new methodology.

1) Pirate Battle Ship game, designed to examine the social dynamics of operating as a team, and rewarding collaborative effort, and the use of camera controls
2) Assassinate the Duke: a social subterfuge examining the role of identity and self-construal in the virtual world, and rewarding the use of collaboration, communication, and deceit!

Location: SLURL will be available in the Participative Learning Moodle course 1 hour before the presentation.

Access: See the conference website for information about creating a Second Life account (Attendees). Either SL or Firestorm viewers are recommended.

1. Before the presentation, participants should create a new user account on the ParticipativeLearning.org website (http://participativelearning.org/enrol/index.php?id=9), and verify their email address to login to the Moodle course. Use the enrollment key: VWBPE

2. At presentation time, participants should login to their Second Life account and use the SLURL provided in the Participative Learning course to teleport to the Venice in 1600 build on Lingnan Drama Island.

3. Please listen to your tour guide. Remember: Gondolas are not bumper cars.

This venue will be available for individual exploration after the presentation.

For more fun join optional the VWBPE Passport to the Metaverse 2018 Rezzly Quest: https://vwbpe.org/conference/passport-to-the-metaverse-2018

Mar
16
Fri
2018
Use Cases for Social Virtual Reality
Mar 16 @ 10:00 AM – 11:00 AM

Presenters:
Lisa Laxton/Shelenn Ayres (Avatar)
Research and Development Community Foundation
Cynthia Calogne/Lyr Lobo (Avatar)
Educators and Trainers
Singergirl Mode
Business and Entrepreneurs
Dieter Heyne/Edward Tarber (Avatar)
Coders, Scripters, and System/IT Analysts
Gentle Heron
Support and Help Communities

Many virtual world technologies are available today in the social virtual reality realm. Because teachers and researchers often do not share institutional data, choosing the best technology can be a challenge. Each use case requires analytical thinking to solve problems considering: virtual world design rationale; features associated with social use; security requirements; and accessibility. Panelists will present use cases and solutions. Compass point discussion will follow the presentations.

Participants will be able to learn innovative approaches to educational virtual world use cases.
Participants will be able to learn about Infinite Metaverse Alliance and reasons for engagement.

Track: Analytic Thinking and Complex Problem Solving
Format: This is a Compass Points roundtable discussion, where the discussants will address the following four points on the compass:
• Excited: What are the recent advances in virtual world technologies today?
• Worrisome: What needs remain that can drive technology evolution?
• Need to know: What are the social virtual reality challenges to be overcome?
• Stance: How can educators and researchers get involved to help shape the future of social virtual reality?
Accessibility: Voice & SpeakEasy HUD Tool

Chemistry Experiments in Virtual Worlds
Mar 16 @ 03:00 PM – 04:00 PM

Presenter:
Wendy L. Keeney-Kennicutt/Julia Tiraxibar (Avatar)
Educators and Trainers

The design, implementation and assessment of college-level chemistry experiments conducted in Second Life suggest that VWs can be effective for teaching chemistry laboratory. In this pilot study, 55 students successfully completed two virtual experiments and showed learning gains similar to 67 students who performed identical real world experiments, as shown by pre/post quizzes and a practicum. Students held positive views of their virtual experience; teaching assistants had mixed opinions.

Participants will be able to better translate a physical lab experience to VR for students and TAs.

Track: Analytic Thinking and Complex Problem Solving
Format: Spotlight Presentation
Accessibility: Voice & Provide a written script during the presentation

Mar
17
Sat
2018
You’re Grounded! Theorizing Virtual Learning Space
Mar 17 @ 02:00 PM – 03:00 PM

Presenter:
Yen Verhoeven/TheoreticallyBlue Resident (Avatar)
Educators and Trainers

The digital landscape has opened a range of possibilities for understanding the different ways we learn in a virtual environment. To explore these ways, a new multidimensional learning theory, called Interactive Spatial Learning Theory (ISLT), was developed from a qualitative study in Second Life using constructivist grounded theory (GT) methodology. This presentation showcases how this methodology led to the development of ISLT and presents virtual world examples of its application.

Participants will be able to understand the use of GT methodology to study virtual spaces.
Participants will be able to provide feedback with regard to a new theory of learning.

Track: Analytic Thinking and Complex Problem Solving
Format: Spotlight Presentation
Accessibility: Voice & Provide a written script during the presentation

Mar
29
Thu
2018
Immersive Tribal Quest
Mar 29 @ 04:00 PM – 05:00 PM
Immersive Tribal Quest @ Second Life

Host: Dragon Shichiroji, Mystic Academy

Description: Take part in a fascinating and enhanced immersive adventure designed by Mystic Academy in which you take the role of the Explorer, discovering and learning about the wisdom and myths of indigenous cultures such as the Native American, Vedic, Aboriginal, Incan, and beyond earth. Participants will have much fun learning and gaining greater appreciation for these cultures which contain much value, hope and timeless wisdom for the modern world. A great set of gifts are your reward at the end to help you to go onward and also build other communities.

Location: http://maps.secondlife.com/secondlife/Inspiration%20Island/154/72/2514

Access: See the conference website for information about creating a Second Life account (Attendees). Either SL or Firestorm viewers are recommended.

This venue will be available for individual exploration after the presentation.

For more fun join optional the VWBPE Passport to the Metaverse 2018 Rezzly Quest: https://vwbpe.org/conference/passport-to-the-metaverse-2018