Learning in Virtual Worlds
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Second Life and other Virtual Worlds

Second Life and other Virtual Worlds | Learning in Virtual Worlds | Scoop.it
the learning is out there...
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Lindy McKeown Orwin's comment, February 21, 2013 12:50 AM
Email me on lindyaustralia@gmail.com and add me on Skype as Lindymac and we can talk more. I want to connect you to some people in Brazil using Second Life, Mariana.
Dr M Funes's comment, February 24, 2013 7:05 AM
Lindy, I have emailed and sent a Skype request. I have also finished my assignment for the Master in Online Education I am doing on your work and thought I would share the link with you here in case you want to visit and tell what you think. It has been a real pleasure researching it and being in direct contact with you.
Dr M Funes's comment, February 24, 2013 7:05 AM
here is the link: http://wp.me/p38dpM-1j
Learning in Virtual Worlds
Formal and informal learning in Virtual Worlds
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Gamification and school professional community

Gamification and school professional community | Learning in Virtual Worlds | Scoop.it
Many of you at this time of year will be pondering how to motivate your teachers to use technology wisely. Many of you will be thinking about  BYOD or one-to-one 1:2:1 technology initiatives. Many ...
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Instructors use role play, virtual worlds to 'flip the classroom' - CornellCast

Instructors use role play, virtual worlds to 'flip the classroom' - CornellCast | Learning in Virtual Worlds | Scoop.it
Plant pathology instructor Marshall Hayes uses role play to teach PLPA 2950: Biology of Infectious Diseases, by having his students reenact a crucial meeting during the London cholera outbreak of 1854. Hayes talks about his teaching method, called 'Reacting to the Past,' and his students, Paige Kulling and Brent Gudenkauf, describe the experience.
Lindy McKeown Orwin's insight:

Scenario based learning included.

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Rescooped by Lindy McKeown Orwin from And now..for something different!
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8 Awe Inspiring Video Game Infographics | Neo Mammalian Studios

8 Awe Inspiring Video Game Infographics | Neo Mammalian Studios | Learning in Virtual Worlds | Scoop.it

An impressive collection of 8 infographics that yield a great deal of positive information about the outcomes of video game utilization. Quite an eye-opener. -JL


Via Jim Lerman, Kim Flintoff, Peggy Sheehy
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Patricia Daniels's curator insight, July 16, 2013 11:31 AM

Eight video game infographics here. I scooped this for myself so I can read and reflect on it later. Some interesting points to think about!

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Second Life and other Virtual Worlds

Second Life and other Virtual Worlds | Learning in Virtual Worlds | Scoop.it
the learning is out there...
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Lindy McKeown Orwin's comment, February 21, 2013 12:50 AM
Email me on lindyaustralia@gmail.com and add me on Skype as Lindymac and we can talk more. I want to connect you to some people in Brazil using Second Life, Mariana.
Dr M Funes's comment, February 24, 2013 7:05 AM
Lindy, I have emailed and sent a Skype request. I have also finished my assignment for the Master in Online Education I am doing on your work and thought I would share the link with you here in case you want to visit and tell what you think. It has been a real pleasure researching it and being in direct contact with you.
Dr M Funes's comment, February 24, 2013 7:05 AM
here is the link: http://wp.me/p38dpM-1j
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Journal of Virtual Worlds Research | Pasion por el Conocimiento

Journal of Virtual Worlds Research | Pasion por el Conocimiento | Learning in Virtual Worlds | Scoop.it
Journal of Virtual Worlds Research http://t.co/rseOdxq8... (Journal of Virtual Worlds Research via @dwdeeds | @scoopit http://t.co/KSwjhLlM...)...
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Machinima MOOC at P2PU Gears Toward ISTE 2012! | Oh! Virtual ...

As you see from the image above, I have a few virtual worlds clients on my poor XPS laptop, now sneaking into its 4th year of life and beginning to brand its monitor with those Northern Lights-like shadows that are the ...
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Second Life: Mirrors and Reflections

Useful for machinima. The mirrors in the video are made from the water surface found in any region. To turn it into a mirror, you need to do some tweaking to it.

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eSchool News » Virtual worlds among latest trends in language education » Print

eSchool News » Virtual worlds among latest trends in language education » Print | Learning in Virtual Worlds | Scoop.it

Learning a foreign language has long been a high school graduation requirement, but technology has taken language learning to new levels with the availability of interactive websites, apps for handheld devices, and software that can target students’ weak spots.

Technology changes quickly, and recently, a new way of teaching and learning foreign languages has emerged: using virtual worlds, such as Second Life [2], to increase student engagement and confidence as they build new language skills.

Virtual worlds present a relatively new avenue for language learning, although groups and conferences have focused on this instructional method for the past few years.

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Experience Prepar3D® – Lockheed Martin - Prepar3D

Experience Prepar3D® – Lockheed Martin - Prepar3D | Learning in Virtual Worlds | Scoop.it

Lockheed Martin released academic licensing of its Prepar3D® simulation software to immerse students in learning and problem solving. The special pricing of $49.95 makes simulation accessible to the academic community for engaging the next generations in science, math and social studies curricula.

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Making OpenSim safe for students – Hypergrid Business

Making OpenSim safe for students – Hypergrid Business | Learning in Virtual Worlds | Scoop.it

OpenSim is making headway as a viable alternative to Second Life. About 98 percent of the functionality of Second Life is present in OpenSim. The remaining 2 percent primarily deals with vehicle physics.

Although it is still considered “alpha” software, OpenSim hosting is sold, and teachers, students, and businesses are taking advantage. The alpha status reflects more on the rapidly changing nature of the virtual world market, than the stability of the software itself.

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3D Virtual Worlds are NOT Dead, Dying or Disappearing | Kapp Notes

3D Virtual Worlds are NOT Dead, Dying or Disappearing | Kapp Notes | Learning in Virtual Worlds | Scoop.it

There are many reasons why I believe that virtual worlds are not dead, dying or disappearing. In fact, I believe that they are gaining momentum and are becoming more and more impactful as the technology gets better and more real world business cases are indicating the value of these environments, in addition there are several initiatives that are examples of the kinds of projects that are are driving virtual worlds.

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Video game nation: Why so many play

Video game nation: Why so many play | Learning in Virtual Worlds | Scoop.it
A journey through the world of video games, which 183 million Americans play – 25 percent over age 50. What's behind the fascination?

"Since its November release, Skyrim has won award after award and led reviewers to call it the "greatest role-playing video game ever made." In its first month, it made $650 million, almost double the entire year's gross in the United States for "Harry Potter and the Deathly Hallows: Part 2," the bestselling movie of 2011."

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Virtual Education Journal

Virtual Education Journal | Learning in Virtual Worlds | Scoop.it

The March 2012 Issue of VEJ has arrived. Inside this issue you will find articles from educators describing the exciting work being done in virtual environments.

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Rescooped by Lindy McKeown Orwin from Virtual University: Education in Virtual Worlds
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Virtual Ability: Guest Writer: Helping Veterans through Virtual Worlds Support: 2014 Mental Health Symposium

Virtual Ability: Guest Writer: Helping Veterans through Virtual Worlds Support: 2014 Mental Health Symposium | Learning in Virtual Worlds | Scoop.it
"Guest Writer: Helping Veterans through Virtual Worlds Support: 2014 Mental Health Symposium" http://t.co/Jwu5pg1xCJ

Via Helen Farley
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Rescooped by Lindy McKeown Orwin from Augmented, Alternate and Virtual Realities in Higher Education
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VWBPE draws record numbers with Rosedale, Ebbe keynotes - Hypergrid Business

VWBPE draws record numbers with Rosedale, Ebbe keynotes - Hypergrid Business | Learning in Virtual Worlds | Scoop.it

This year’s Virtual Worlds Best Practices in Education conferences brought in a total of 4,500 people, who attended in-person in Second Life and OSgrid, and online through streaming channels.

 

There might be some overlap between these numbers, which were reported by organizers today, but overall the results are significantly higher than previous years.


Via Kim Flintoff
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Philip Rosedale's Second Life with High Fidelity

Philip Rosedale's Second Life with High Fidelity | Learning in Virtual Worlds | Scoop.it
'Moore's Law means that at some point the richness and detail of virtual and augmented reality experiences will rival and surpass the real world,' Rosedale says. Read this article by Dan Farber on CNET News.
Lindy McKeown Orwin's insight:

I can't wait for high fidelity responsive avatars. 

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Virtual Disabilities in Virtual Worlds: Being Disabled in Second Life | Virtual University: Education in Virtual Worlds - 27 and 28 October 2011

Virtual Disabilities in Virtual Worlds: Being Disabled in Second Life | Virtual University: Education in Virtual Worlds - 27 and 28 October 2011 | Learning in Virtual Worlds | Scoop.it
I tried to get a disabled avatar on my brief excursion into Second Life last year, but failed. I did find a wheelchair after extensive searching, but couldn't sit in it – in fact, I couldn't even get it out of the box.
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Instructional Design for Virtual Worlds | Virtual University: Education in Virtual Worlds - 27 and 28 October 2011

Instructional Design for Virtual Worlds | Virtual University: Education in Virtual Worlds - 27 and 28 October 2011 | Learning in Virtual Worlds | Scoop.it
Welcome to stop #10 on the blog book tour for Learning in 3D! How does the instructional design process change when you’re working with virtual worlds and 3-D environments? That’s the q...
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Rescooped by Lindy McKeown Orwin from Digital Delights - Avatars, Virtual Worlds, Gamification
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Beam me up Scotty: Life-size hologram-like telepods revolutionize videoconferencing |

Beam me up Scotty: Life-size hologram-like telepods revolutionize videoconferencing | | Learning in Virtual Worlds | Scoop.it

WOW inagine a board room table or a classroom with pods like this to bring studetns together without hte travel!! ...the technology dr. vertegaal and researchers at the queen's human media lab have developed is called telehuman and looks like something from the star trek holodeck. two people simply stand in front of their own life-size cylindrical pods and talk to 3d hologram-like images of each other. cameras capture and track 3d video and convert it into the life-size surround image.

since the 3d video image is visible 360 degrees around the pod, the person can walk around it to see the other person’s side or back.

 


Via Ana Cristina Pratas
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The National Center for Telehealth & Technology (T2)

The National Center for Telehealth & Technology (T2) | Learning in Virtual Worlds | Scoop.it

The official website for the National Center Telehealth and Technology (T2). Visit this site to learn more about T2's work integrating technology and psychology. Includes virtual worlds.

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Games-based Learning - Technology and Innovation Research - Innovating with Technology - Department of Education and Early Childhood Development

Games-based Learning...
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Serious Games’ school opens in France

Serious Games’ school opens in France | Learning in Virtual Worlds | Scoop.it

Formerly described as a trend phenomenon by its detractors, serious games have now become more accessible and established. As a proof of its lasting establishment, a school dedicated to the education of soon-to-be serious games executives just opened.in France

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Mapping Game Challenges to the Taxonomy of Educational Objectives by Stephen Tang and Martin Hanneghan

NOTE: REQUIRES CREATION OF A FREE ACCOUNT TO ACCESS.

Play and challenges are important elements in a game design. It distinguishes games from technology demos. In game-based learning, play and challenges need to be designed with pedagogy in mind to clearly separate games for learning from the usual games for entertainment. In this article, we map types of game challenges onto the taxonomy of educational objectives. This serves as a useful guide for novice serious game designers to design the appropriate challenges for the defined “serious play”.

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Atlanta puts OpenSim in every classroom – Hypergrid Business

Atlanta puts OpenSim in every classroom – Hypergrid Business | Learning in Virtual Worlds | Scoop.it

ATLANTA, GA – Forsyth County Schools announced today that it has selected Dreamland Metaverse to host the NOBLE Virtual World on the OpenSim platform. The metro Atlanta district, with 35 schools and 38,000 students, is the first major school system in the nation to offer a 3-D virtual world environment to every classroom teacher.

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AACTE Handbook of Games (under construction)

AACTE Handbook of Games (under construction) | Learning in Virtual Worlds | Scoop.it
Created by: David Gibson, Description: The Handbook of Games and Simulations in Teacher Education is project of the American Association of Colleges of Teacher Education, the National Technology Leadership Coalition, and the International Society...
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