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SESSION
ABSTRACTS
PANEL 1 - 10am to 11am PDT
Gaming and Virtual Learning Environments
Chair, Andrew Phelps, Rochester Institute of Technology
Daphne Economou,
Department of Computing and Mathematics, The Manchester Metropolitan University,
England
Virtual Location: VLearn
From Multi-Player
Dungeons to Educational Environments - Andrew Phelps
For most of human history, games have been invented and used to aid in
teaching concepts and abstractions, logical thinking and planning, memory
techniques and pattern recognition. Games provide a way to "make learning
fun" and to increase interactivity and therefore heighten awareness. Recently,
a new form of gaming has begun wide-spread use, the so-called "Multi-Player
Dungeon" or MUD. MUD's have been around for quite some time, and in fact
have been used to some degree in education, however only recently have
the technologies become available to represent a MUD as a persistent,
three-dimensional space complete with sound, embedded media, and avatar
representations. Additionally the technology is making these worlds available
on ever more ubiquitious hardware and network configurations. Already
these spaces are being used for commercial entertainment purposes with
great success, but educators around the world are now taking a very serious
look at these worlds as teaching tools. What are the pedegogical and social
issues involved with using these worlds as learning centers? Can the virtual
classroom replace the physical? Are there specific technological requirements
to overcome when using these spaces? This discussion will include review
of worlds previously used for on-line learning and a look at what the
next generation of worlds may offer
Building
design guidelines for the use of virtual actors in CVEs for learning based
on user and application needs - Daphne Economou
Daphne will discuss the methodology developed for requirements gathering
related to the use of Virtual Actors in Collaborative Virtual Environments
(CVEs) for learning. The methodological approach involves the development
of a series of learning environments of increased sophistication, in three
main phases described below. These were observed in use by parents, children
and teachers. The focus of study is on the interactivity and social communication
issues that arise in the learning situation. The research uses as a case
study the work of the Manchester Museum Education Service with children
at Key Stage Level 2 (9-11 years old) of the National Curriculum. The
particular learning situation is based on senet, an ancient Egyptian board
game from the Museum's collection of artefacts from the pyramid builders'
town of Kahun. Results based on observations with real users. The first
phase formed a 2D single display groupware system where interactions took
place face-to-face in the 'real-world' (external to the CVE). The second
phase was a conventional 2D multi-user groupware environment in which
the users were remotely located and interactions were internal to the
CVE. Observations of these two phases formed design guidelines that shaped
the third phase of the study. This was build on the Deva CVE system, a
3D multi-user groupware environment in which the users are remotely located
and interaction are internal to the environment.
PANEL 2 - 11am to Noon PDT
Multi-Cultures/Multi-Schools - Intercultural
Communication in Virtual Worlds
Chair, Beatrice Ligorio, Katholieke University of Nijmegen, Netherlands
Chris Corsbie, Universidad Americana in Asuncion, Paraguay
Virtual Location: EUROLAND
Euroland: a cross-national
European community - M.B. Ligorio
Euroland (http://www.garamond.it/euroland)
is a virtual Italian-Dutch community. Some ideas have been used to foster
collaborative learning and communication:a) Strong theoretical guidance:
the project design and implementation is based on the idea of building
a community of learners and practice; b) Genuine interdependency: students
were forced to take the partners' point of view by building 3D houses
containing cultural information about the other country; c) Attention
to the partner perception: some moments and activities were specifically
addressed at making conscious the perception of the distance partners;
d) Tutoring on line to improve the communication: the efficacy of communication
is considered important to overcome cultural differences. Different
collaboration strategies and several communication tools (http://pluk.wau.nl/Euroland/SharedFolder/Communication_Formats.doc)
are needed. To improve cross-national communities into virtual worlds
it is suggested to have: a) Cognitive Avatars: Avatars able to express
thoughts aimed at improving the communication, such as "I did not understand",
"I have an idea", "I need more information"; b) Emphasise visual communication:
a large part of the communication goes through not verbal communication.
Specific 3D objects could be designed for this purpose; c) Tutor's training:
tutorship can be improved by specific chat analysis and selecting example
of good practices; d) Atomised translations: short translation can be
provided to the students when speaking different languages by supplying
translation systems.
Avatar Worlds for
Foreign Language Education - Chris Corsbie
This presentation will
a brief survey and discussion of some issues involved in using avatar
worlds and other immersive environments for the purpose of foreign language
education. Topics that will be presented will be a brief report on an
informal case study conducted by Adriana Vilela of Columbia University
and Chris Corsbie of the University of Texas at Austin and two groups
of foreign language students, a group of Spanish as a Foreign Language
students from James Bowie High School in Austin, Texas and a group of
students of English as a Foreign Language at the Windlands Academy in
Patagonia, Argentina. Some subjects that will be addressed include the
suitability of avatar worlds for providing rich extra-linguistic context
to assist in foreign language learning, the relative desirability of text
based chat and audio chat for language learning, and the logistical and
technical challenges facing foreign language educators and students who
wish to take advantage of these types of language learning environments.
Input will be solicited from the audience about what would characterize
an ideal language learning environments in an avatar context. All members
of the audience are invited to contact the researcher, Chris Corsbie,
about participating in some exploratory case studies, especially if they
are studying Spanish as a foreign language.
PANEL 3 - Noon to 1pm PDT
MUDs MOOs and 3D MUVES - Case Studies
and Collaboratory Exemplars
Chair, Kevin Ruess, George Mason University
Mark Schlager & Judi Fusco, TAPPEDIN, SRI International
Vernon Reed, Sapient, Inc. University of Texas, Austin
Dr. David Gill, Watson School of Education, University of North Carolina
at Wilmington
Virtual Location: BABEL
The MUVEsim Experiment - Kevin Ruess
The MUVEsim experiment
studied whether people could gain understanding of and empathy for cultural
Others (people of different cultural/ethnic identity) by experiencing
cultural Otherness virtually. The design used experiential learning theory
(a role-play simulation) as a pedagogical framework, with the simulation
portion consisting of a job-interview within a MOO. The experiment also
used e-mail and a discussion list. Participants played either personas
of their own culture, cultural Others, or were "cultural informants" to
those playing cultural Others. Roles were not disclosed to other role-players
until debriefing. The simulation framework was generally effective, though
learning varied among participants.
Pushing the Limits: Cyberspace at the ACTLab
- Vernon Reed
During 1997-1998 the Advanced Communication Technologies Laboratory (ACTLab),
U of Texas, hosted a 3D virtual world, Utopia, on the Traveler platform.
We ran this world as a rule-free, unmoderated zone, to see what kinds
of behaviors would manifest. Ultimately, we shut down the world, due to
the selfish and malicious behavior of a few users. Additionally, we created
another VRML world, LegionWorld, running on the Sony CommunityPlace platform.
This world was designed to instantiate the concept of distributed identity
in cyberspace, and it provided some interesting insights into embodiment
and subjectivity.
Online Learning in the Virtual School of
Education - Dr. David Gill
The VSE, Virtual School of Education (on world DrGill), is home to a pilot
program in online learning. The VSE was created in an attempt to blend
aspects of distance education with modes of learning that generally can
only be found in the classroom. The VSE acts as a virtual meeting place
for classroom discussion, as well as a physical space for posting web-based
lessons which use the Eduprise tool set, a third party application. In
time, the VSE will house several online and ‘blended’ university classes,
as well as meeting and gathering spaces for partnership programs.
Establishing an On-line Community of Education
Professionals - Judith Fusco
TAPPED IN, is an online community of about 7500
educators. As Community Director of TAPPED IN for the past three years,
Judi will share the knowledge-building issues and findings that have emerged
in this work. Questions that it has raised are: what form of governance
and facilities are needed to support cooperation and group work; how can
people with similar interests find one another; how are the benefits and
costs of the system shared equitably; and how to foster cooperation and
trust.
PANEL 4 - 1pm to 2pm PDT
Science Education in Collaborative Virtual
Environments (CVE's) - Science Museums, Ecoworlds and 3D GIS
Chair, Margaret Corbit, Cornell
Theory Center, Cornell University
Omar Khan, Cornell University
Dr. Cinzia Gandini, Medico Veterinario, Spec. Clinica dei Piccoli Animali
Greg Steltenpohl, LifeLearn Davenport, Chaordic Alliance
Chad Rooney & Patrick McKercher, University of California, Santa Cruz
Virtual Location: SCICENTR
Introduction -
Margaret Corbit
Online virtual worlds provide a unique system for interfacing with information
and with simulations online. In addition to the visual 3D environment,
they allow for social interaction among the users of a particular space.
We will present several different approaches to developing science worlds
ranging from virtual hands-on informal science simulation exhibit to classroom
environments for teaching environmental science.
Vetunimi:
Medical Education in a Virtual World A Preliminary Investigation
- Cinzia Gandini
The Vetunimi project explores the effectiveness of the Active Worlds Technology
and its impact on the veterinary medical field as a new technological
approach to information and education. This study is focused on the evaluation
of significant and innovative features (3D object building, modeling,
object actions and bots) to achieve a powerful educational Virtual Environment
(VE). The resulting interests, contacts and collaborative work arising
from this VE are evaluated over a period of one year. The most relevant
characteristic of the Active Worlds Technology is its unique online programming
environment. This allows rapid changes to be made to the VE giving great
flexibility in presenting information and providing support. Ongoing work
includes: the support of isolated areas, the conservation of regional
(agricultural and breeding) traditions and the need for a reference point
to achieve a homogeneous cultural development. This study emphasizes the
presence of an ancillary support inside the VE based on real people, to
facilitate user communication. These preliminary results seem to be very
encouraging and a further investigation is in progress.
SciCentr - Informal Science Education in a Virtual World
- Omar Khan
Omar will discuss the development cycle and unique potential of virtual hands-on science simulation exhibits as they relate to three exhibits in SciCentr:
Fourier Fountain: A multiuser, "singing" fountain that will serve as a focal landscape for an area that presents exhibits on wave science.
Gene House: A multiuser exhibit where elementary plant genetics is explored through simulated cross-breeding of plants.
GridBot: A bot that generates explorable exhibits in Virtual Worlds. These exhibits are surfaces that are geometric interpretations of data sets, interpretations that can be explored and analyzed by users in the Virtual Environment.
ECollegE - Development and Pedagogy in an
Envrinmental CVE - Patrick McKercher and Chad Rooney
Many educators intuitively and from experience know that hands-on learning
can be very powerful, but we often lack the theory and pedagogy to convince
traditional colleagues, administrators, and funding agencies. Patrick
will offer a quick overview of such pedagogical foundations and point
out sources for further investigation. Patrick McKercher and Chad Rooney
will discuss the design and development of eCollegE, an immersive environmental
world created to serve as a bridge to the public schools. They will discuss
pitfalls to be avoided, as well as the potential for educational virtual
worlds.
2pm to 3pm PDT, 5pm to 6pm EST
Vlearn3D SPECIAL KEYNOTE Panel
Cyberforum@ArtCenter Fall 2000
Avatecture:
Merging Physical and Virtual Spaces
Chair, Mike Heim, Art Center College of Design
A special kick-off for Cyberforum@ArtCenter Fall 2000
Guests To Be Announced
Virtual Location: ACCD
Avatecture is the interplay of physical and
avatar structures. What is the current state of avatecture? Do virtual
worlds inform physical life? Are physical structures becoming interactive
installations? Can physical structures morph into virtual realities that
generate online avatar communities? Is the avatar world separate, parallel,
or tangential to the physical world? Through topic nodes and ritual movement,
this panel, led by Mike Heim in ACCD world, will explore the new modes
of construction and discuss the future of the 3D Net. This panel will
continue in a parallel universe, Active Worlds, on October 15 as part
of Avatars 2000.
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