Recently in Virtual Worlds Category

Salt Marsh Dynamics ~ A Case Based Scenario

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In every outthrust headland, in every curving beach, in every grain of sand there is the story of the earth. ~ Rachel Carson

Due to limitations of space, distance and complexity, it is not always possible to bring real-world experiences into the college classroom. Field trips and traditional student internships can offer students authentic learning contexts however these are often short in duration or occur late in a course of a student's educational career and the quality of these experiences tend to vary greatly. During these experiences, students often have little opportunity to develop team building skills and creative problem solving. Multi-user, persistent virtual environments (MUVE) have shown promise for fostering community and situated learning because they can support immersive, collaborative, extended experiences and simulations similar to those found in real world contexts.

This project focused on the creation of a virtual learning environment to support case-based learning using the online virtual world of Second Life, for use in undergraduate Ecology and Environmental Geology courses here at Seton Hall ...

Exploring Quest Atlantis - A Review

Quest Atlantis, developed at Indiana University's Center for Research on Learning and Technology, is a 3D multi-user educational environment that explores the use of narrative to support deep learning of science content. Funded by the Macarthur and the National Science Foundation, one common environment and background story is used for a set of learning activities (quests) that focus on the fostering of social commitment through science. Extensive lesson plans and student resources have been developed to enhance and support the experience.

Creating Your Second Life

The first fall TLTC Faculty Bootcamp sesson on Creating your Second Life was held on Tuesday, September 16 in the new CTC classroom in the Walsh Library. After a short introduction and discussion on virtual worlds and their use in education in general and at Seton Hall, participants practiced basic skills in movement, navigation and communication within the virtual world of Second Life. Fun was had by all as attendees customized their "virtual" selves. If you missed this session, you have another chance on for Monday, September 22 from 3:00 pm - 4:00 pm. Handouts for the session are attached below. See ya there!

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TLTC Project Awarded a NMC Virtual Learning Prize

Over the past two years instructional designers at the TLTC and faculty (Marian Glenn and Martha Schoene) have been investigating the potential of virtual worlds to deliver immersive and complex learning scenarios. They have chosen the virtual world of Second Life to develop a virtual ecosystem that is inspired by the Sandy Hook salt marsh at Horseshoe Cove. A description of the project includes:

Process over content will be stressed to promote collaborative learning, advanced problem solving and the application of research and scientific thought as students gather, interpret and analyze data to solve an ill-defined real-world problems. The use of this environment will offer opportunities to study how situated affordances and constraints affect the student learning outcomes. http://tltc.shu.edu/virtualworlds/mediawiki/index.php/Virtual_Marsh
The creation of such an environment will require not only the landscape to be created but also interactivity - the students need to be actively engaged in the learning process through their interactions with this virtual environment. The need for interactivity (similar to online games) was submitted for consideration when NMC announced their Learning Prizes call for proposals. We are pleased to announce that this project was chosen for this highly competitive award. To read more about NMC's Virtual Learning prize visit: http://sl.nmc.org/2008/07/09/virtual-learning-prizes-awarded/

Earlier this week, the Idaho Business Review posted an article, Play2Train virtual world provides disaster training.

The article describes how the Play2Train environment (developed under the Idaho Bioterrorism Awareness and Preparedness program - IBAPP) in the virtual world Second Life has been utilized by graduate students at Seton Hall enrolled in the Master of Healthcare Administration program.

Drs. Anne Hewitt and Susan Spencer incorporated this virtual world training experience in March 2008, and are planning a second exercise in early July.


For additional information regarding the use of Second Life in the Master of Healthcare Administration program, please see these earlier ePirate posts:

Learning in a Virtual Environment
Bioterrorism Awareness Using Virtual Worlds


If you are interested in exploring the potential of utilizing Second Life in your classes, please contact your Instructional Designer.

Virtual Fun at the TLT Center

On Friday, February 29th faculty at Seton Hall participated in the "Leap into Second Life" workshop. Ten participants enjoyed a fun filled day learning about how to fly, walk, chat, change their appearance, make notecards and take pictures.
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Potential for Science Learning in Second Life

This youTube video is a must see for those exploring the potential of virtual worlds for science education. Learning experiences highlighted include:

o Real-time data visualization; the ability to compile real time weather data with geographic display
o Publishers of Nature have created Second Nature - Learners can interact with cholesterol molecules
o Genome Island - Content centers on genetics, the history of genetics and genomics. Learners can enter giant cell and interact with its component. Also supports experiential learning - learners can interact with models of classic genetic experiments
o ARC research center - Anatomical models are being created in various sizes for learners to explore. Learners can animate small pieces of these modles (examples include a beating heart)
o NMC Research Park - Potential for clinical simulation models is apparent

River City Mentioned in Local Press

The February 2008 Vicinity Magazine (distribution in Union County) featured a story titled Students, Science and Success. The article highlighted the use of River City at Ridge High School in Basking Ridge, NJ. River City is a simulation built in the 3D space Active Worlds and challenges students to find a solution to what is making an 1800's river town sick. River City was introduced to students through a collaboration between Ridge High School and the TLT Center. Heidi Trotta, Instructional Designer, first engaged the high school in the use of this virtual world while exploring opportunities to "Bridge the Gap" between high school and college (2006 FIG grant).

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