Showing posts with label Virtual worlds. Show all posts
Showing posts with label Virtual worlds. Show all posts

Saving bear cubs in Cataclysm - or - the story of why e-learning needs game designers

This week Cataclysm, the third, long-awaited expansion for the massively multiplayer online role-playing game World of Warcraft (WoW), has finally been released. The expansion brought many changes to the game and completely redesigned Kalimdor and Eastern Kingdoms, the two old continents that have been part of the game since its launch. In a sense, it does feel like a new game all together, and even experienced players have to relearn many aspects of the game.

But I'm not here to talk about all the game changes and complain about the missing portals in Outland and Northrend. Instead, I'd like to play a bit with some of the new elements of the game that facilitate learning and could be used to improve serious (aka not fun) online learning.

It must be said that WoW has never been a difficult game to learn. The basic mechanics and interface elements are pretty straightforward and easy to pick up even for casual players like myself. But I've got a feeling they took everything even a step further in the new expansion. Let's take a look at examples I've encountered so far as I'm trying to level up my gnome mage to level 85. So please, hop on my flying gryphon, so I can show you around.


Just in time learning

Cataclysm seems to be really good at providing simple tips to guide you through the game. For instance, as you reach a new level, you get notified of any new abilities or talent points that are available to you. A small, but very useful reminder.

Similar tips have also been implemented in some of the quests (missions you complete in the game). Apart from tips and hints in the quest instructions, you now also get easy to follow tips as you do the quest. For instance, tips on the procedure needed to complete the quest: 1) equip the lance, 2) now mount the bird, 3) ok, now click the button to flap the wings and make the bird fly! Easy to understand, and displayed just when you need it; you're not told how to fly the bird unless you've got your lance ready and have saddled up the bird.


Sounds simple, yes? So why don't we display tips like that in our online learning environments? "Stuck on the task? Head to the forum and ask for help!" And by the way, by tips I don't mean a whole set of complex instructions; we all know few people read the manual. By tips I mean simple to understand one line suggestions on what you should do next. For example, "Don't forget to replace the lance with your main weapon after you've completed the quest!"

Challenges you care about

While they are still many "Kill n of X, so I can make Y" quests in Cataclysm, you now often get quests that are more meaningful and more fun to do. For instance, one of the quests asked me to climb a tree, pick up the young bear cubs stuck in the trees, climb to the top, and toss them on a trampoline, so they can return to safety. I've got to admit I wanted to keep saving the cubs even after I saved the required amount for the quest!


What makes this quest great is that players can easily relate to the theme. You surely don't want to leave adorable bear cubs stranded in the trees, do you? The quest isn't just something you have to do to get more experience points, but something you want to do because you care about the bears (and because it's fun to climb trees).

Similarly, we're all more willing to learn about things we care about. And we care about things that are relevant to us, about things that touch us on an emotional level. And that can be achieved by telling great stories. Not stories like "Annie has 6 marbles and loses 2, how many does she have left?" (who the hell is Annie and why should I care?), but stories that capture our imagination, that get us involved. How do I save the bears? Won't they get hurt after I toss them on the trampoline?

Making the player feel part of something bigger

Games have always done a great job at making players feel special. You're the hero, the future of the world is in your hands; only you can save the princess! And WoW has always emphasized the importance of your actions through quests texts and interactions with various non-player characters in the game. But in Cataclysm, there is even more emphasis on making your storyline personalized (using phasing technology), especially in the starting zones that you go through as a new character.

The experience of starting a new worgen character is a great story on its own, told over and over again for each new player. You start as a human character, helping your people defend your city, which is under attack by the savage worgen beasts. As you're trying to get more help, you get bitten by one of the creatures, and at one point, you find yourself in jail, accused of turning wild. The world changes around you and the non-player characters help you to fill in the story of what's going on.

Similarly, as a high level player you are told to take a mercenary ship that will take you to one of the new continents of the expansion. While you wait for the ship to arrive, a group of Stormwind soldiers chatters around you about the recent world events, the Cataclysm. And just by listening to the soldiers, you can learn about what's new and about Deathwing, the dragon that is the cause of all the changes brought by Cataclysm.


It doesn't feel like homework, like something you have to do. You just casually listen in to the conversation the characters around you are having. It feels authentic, and it makes the Cataclysm story seem more believable, more tangible.

And a meaningful narrative is often what we fail to convey in online learning environments. We provide students with a series of resources and activities that will supposedly guide them to achieve the desired learning outcomes, but it's usually all boring, disconnected from reality, just an endless to-do list... Well, it isn't learning if it isn't hard, right? Well, no, I believe there must be a way to place fun and learning in the same bag.

Being an active member of the group pays well

Speaking of making the player feel special; Cataclysm also introduced a guild leveling system. Guilds (groups of players) now get experience points through various activities by their members. As a guild levels up, its members can get special perks and abilities. In order to use guild abilities, you have to build up your reputation with your guild by being an active player. So basically, it pays well to be loyal and active in your guild.

WoW Guild (source: WoWCataclysm.net)

Compare that to how groups usually work in our classes. Students, who do nothing, often get rewarded by choosing an active group that covers up for the inactive "player". Sucks, right? Well, it could be fixed if we also measured a student's "loyalty" to the group, just like in WoW. Unless you contribute enough, you just can't get the group perks (i.e. a good grade), so you're encouraged to play nicely with others and complete group tasks.

But my class just can't compete with WoW ...

I know what you might be thinking - it's easy to talk about having fun in immersive games like WoW, but making learning fun is just too difficult. Well, guess what? Making games fun isn't an easy job either! Good game design is both science and art that is difficult to master, and it takes tons of trials and errors to get it just right. WoW has been around since 2004 and in every expansion you can see big, gradual improvements in game design.

So, what I'm suggesting is that we find better ways to apply the lessons learned by game designers to our online learning environments and instructional design. E-learning will probably never be as fun as playing WoW, but can't we all just try a little harder to make learning a bit more engaging than flipping through sleep inducing "interactive" courseware, and to start telling our students meaningful stories? Perhaps we won't be saving bear cubs in class, but there are many other missions we all care about and can teach us about what we need to know along the way.

And it doesn't need to be in 3D or full immersive environments. With a little imagination and clever game design I suspect we could turn our boring text-centered Learning Management Systems into Learning Experience Enabling Technology - LEET systems. We all know many teachers are great storytellers; we just need to find a way to enable them to tell better stories online as well.

Related posts:


Virtual worlds in education and Moodle

Today I'd like to share with you my recent paper about using virtual worlds in education, with a special focus on how we can use virtual worlds with Moodle. I wanted this paper to be a basic introduction to why virtual worlds are good for education, and also provide a basic overview of some of the most interesting virtual worlds/tools on the market today.
Here is the embedded version from Scribd:
I presented this paper at the 3rd International Slovenian MoodleMoot with a live demonstration of Webline.lite (a super easy way to add avatars to any website), and I hope I managed to encourage some teachers to think about virtual worlds as a possible addition to their online courses. This year I was positively surprised to hear so many teachers using blogs and wikis in their classrooms, so perhaps next year I won't be the only weirdo talking about virtual worlds anymore :)

5 common myths about Second Life

Recently, I've been spending a lot of time in Second Life talking to new users, and also talking to companies/institutions that want to get into Second Life. And one thing my colleagues and I have noticed is that some Second Life myths are still very popular among people. That is why I think that it's important to talk about what Second Life is and what Second Life isn't with a good dose of realism. So, here is our list of some of common myths that should in our opinion be addressed in any serious meeting/discussion about Second Life (and other virtual worlds):
  • Second Life = Real Life. Second Life is a just a virtual version of the real world with the same business models, customer needs and behavior. WRONG
Second Life is not real life
Many real world limitations don't exist in Second Life. For this reason, the Second Life users have the freedom to behave differently than in the real world, satisfy different needs (for example, the need to have fantasy outfits) and literally take the world into their own hands. Therefore it should come as no surprise that many established real world business and marketing models simply don't work in SL. Real companies entering Second Life must get to know the virtual world and prove their value to the users.

  • Second Life = the world wide web.
    Like on the web, users in Second Life will visit my island to get information about my company/institution. WRONG
Second Life is not the world wide web
Second Life residents are not in SL to receive the same kind of content in 3D as they could on the web. They are there for new experiences, not links to web sites. There is nothing worse for Second Life users than clicking an advertisement and being moved out of Second Life into a new browser window. Established web privacy/value trade-offs (for example, letting a company know your e-mail in exchange for a discount) must be re-evaluated and set based on specific usage.

  • It's easy to make money in Second Life. Second Life will, in a short time, grow my company profits or allow me a comfortable side income. WRONG
Second Life is not a money tree
Yes, we do have money trees in Second Life, but don't expect to get rich in SL with no effort. To make money, an individual or a company must be even more innovative and adaptable than in real world because of larger competition and a level playing field. Success requires time and effort. And don't get in SL just with the vision of making money. Get in, enjoy the ride, and be inspired by what other are doing.

  • We know what works in Second Life and in what direction the future will take it. WRONG
The future of Second Life is not clear
Nobody has a Second LIfe crystal ball, which can tell us SL best practices and future developments of virtual worlds. You can't even guarantee that Second Life will work when you've got an important demo scheduled! It is important to remember that virtual worlds are still in early development stages - think of the state of the world wide web in 1995. Don't trust people that claim they've got all the answers, and check the figures; Second Life doesn't have 10 million unique users! And just as we're all still finding our way around Second Life, nobody can predict for sure what virtual worlds will look like in 5 or even 10 years. Could anybody predict BitTorrent, Facebook, YouTube or Flickr in the Mosaic age?

  • It's useful for me/my company/my institution to start getting acquainted with Second Life. RIGHT
Get a Second Life
After the initial stages of experimentation, Second Life and virtual worlds will likely become a new way of communicating with colleagues, business partners, customers, friends and family and enable us a new way not only of doing business, but of living - just like mobile phones and the web have done in the past. Forward-looking companies/institutions and individuals that start learning about virtual worlds now will have an advantage in future. As I always say: there is no better way to understand a new technology than by trying it yourself. And I'd also suggest you to try different usages of Second Life. I might be spending a lot of time in Second Life for business/networking purposes, but I still find time for fun explorations with friends.

I'd like to finish this post by adding some links to articles/resources that can also be useful when discussion Second Life and virtual worlds:

And what are in your experience the most common myths and misconceptions you have to deal with when talking about Second Life?

Presentation: Second Life and Beyond

In the past few weeks I've been curiously exploring Jaiku, Twitter, and even Facebook (more about those in future posts); and that is mostly why I haven't been posting to my blog as much as I would like to. Another thing I've been doing is trying out different virtual worlds (There, Kaneva, Multiverse, ...). I was curious to see if Second Life is really the best in social virtual worlds we currently got. And I must say I now appreciate my Second Life more :)

The reason behind my "virtual worlds exploration" is that I will probably have to do some introductory presentations about virtual worlds (and in particular Second Life) in the next few months, and that is also why I spent the past week making a "master presentation" on the subject. My goal was to create a presentation with a brief explanation of what virtual worlds are, of what is Second Life, and of different things we can do with Second Life. And here is the result:
I think this presentation can be used for different audiences by taking out some slides, so I hope you will also find it useful for some of your presentations. As it is meant as an introductory presentation, I didn't focus on details, but rather on presenting the key facts and some of the most attractive aspects of virtual worlds and Second Life. I posted the presentation on SlideShare along with comments for each slides with links to sources I used, so I suggest you take a look at those comments as well. And of course: your comments/suggestions regarding this presentation are welcome either on SlideShare or on this post :)

What a wonderful Second Life!

Yesterday I had one of the most magical days in my Second Life thanks to some really great people and a bit of magic coincidence. I haven't had much of Second Life lately due to different first life obligations, so yesterday I had a great chance to do some catching up, and I was really reminded of why I still believe in the potentials of Second Life. Mostly, I was once again reminded of the unique way in which Second Life is able to bring people from all over together.

First, I meet up again with Eyebeams Electricteeth (of Learn 4 Life), who has great ambitions and plans to make SL more popular among UK educators (and also abroad) and is working on some interesting projects in SL (you'll probably hear more about that in the next months).

Unfortunately, he had some other things to do, so I moved on and asked to meet Desi somewhere, as we haven't seen each other in ages (my fault). After mentioning that I still don't have any place in SL, Desi kindly offered to let me use some space in their new Literature Alive! HQ on Eduisland II. So, we went to check out the place (2nd floor), Desi brought in a couch (with one really funny sitting pose ;) ), and we started talking. She also invited KJ Hax over, who invited Any Ixchel, and what happened was real serendipity. Later on we were also joined by Corwin Carillon, Eloise Pasteur, and Butch Dee, and we had a really inspiring discussion. We talked about Second Life in general, avatars, identity, and we also shared some useful SL tools (thanks for the tip about the MystiTool HUD! It's just amazing!). It was a real pleasure meeting you all!
After the discussion Anya, Desi, and I went to do a bit of gadget shopping. Soon Anya's friend Aiji Ducatillon joined us, and we went to Anya's place to do some hang gliding, and playing with toys (Aiji thanks for the ride and the massage; Anya thanks for the giraffes and the cats! :) ). It was a lot of fun, and I surely hope we can do this again sometime (I'm glad I now have some friends from down under I can hang out with in EU friendly times :) ).

I spent rest of the day in my new "office" space Desi has kindly offered to me. I brought in a big and comfy couch, a cookie and coffee giving table (just touch it :) ), and an info point that can tell you whether I'm online or offline and will open my blog when touched. I hope you'll all come to visit me sometime (http://slurl.com/secondlife/Eduisland%20II/196/219/47), and that we'll be able to have more serendipitous moments in that space. Feel free to use the couch any time, and don't forget to invite your friends over! :)

Come over any time

How could we make Second Life more teacher friendly?

A few days ago I was watching Daniel Livingstone's presentation Immersive and Web-Based Virtual Learning Environments, and although most of the things he talked about were not new to me, it did strike me that teaching in Second Life at the moment is no piece of cake if you don't have certain technical skills. Sloodle is an interesting project that tries to make Second Life more teacher friendly, but can you imagine an average teacher (who has already struggled to learn how to use Moodle) installing Sloodle and setting it up with his or her own Moodle site? Or setting up a quiz for students within Second Life by finding and modifying a quiz script? I honestly can't, and I think that until we can make teaching in Second Life as easy as using a web-based learning system like Moodle, I don't think we can expect a lot of existing teachers to do any serious teaching in Second Life (for the sake of the argument let's just say that Second Life (or a similar virtual world) is an environment we want to use in education, and that we want to have our teachers to teach in it). You all probably know that it's difficult enough to explain what Second Life is all about, not to mention convincing teachers to get an account and get seriously involved in it!
Teaching in Second Life can be confusing
So, what would we need to make Second Life more teacher friendly and consequently more student friendly? I think the best way to achieve that would be to integrate some teaching and learning tools right into the Second Life (or any other virtual world) client. Let me give you an example of how that could look like.

First, a quick look back in time. The things we have to do right now in Second Life to set up a quiz or a similar activity remind me of the internet in the middle of the nineties. Back then, internet was a cool thing tool that most people were still unaware or even afraid of. It was really cool to have your own website, but it was not easy. You had to get some server space, learn HTML (remember how proud we were when we managed to use frames? ;) ), and then you had to know how to upload files. Argh. Only the real enthusiasts bothered to learn all that. Compare that with the ease with which you can nowadays create (and publish) a website in iWeb or the wonderful one click web publishing - everything is so easy that even my grandfather was able to learn how to blog in a few hours! And that's just how Second Life should become if we want more people to adopt it. We need better interfaces, more interactivity, and the ability to create content without the need to edit the scripts directly. Everything should be as easy as blogging with the Sloodle Toolbar currently is (well, once you manage to set it up :) ).

What we'd need is a user-friendly tool with which we could manage our courses. The best would be if learning management tools were available right in Second Life - in a similar way that group administration works right now. Can you image how great it would be if we had an extra "Learning" button somewhere in the SL interface? This button could open a list of all courses an avatar is currently attending or teaching. With a few clicks, you could get more info on each of our courses, search for new courses, start your own course etc.. Right now there are already many interesting courses that are being taught in Second Life (not just by educational institutions, but also by individual residents), but no easy way to find them and keep track of them.
Learning and Teaching in Second Life
I think every Second Life resident should be able to set up a course - pretty much like you can create your own group. Linden Labs could charge a small fee to open a course (as it does with groups), and have special discounts for large educational institutions that provide more courses. As a teacher of a course you should be able to change some basic settings, manage the list of participants (students and teachers/tutors) in each course, make course materials and notes available to students, have a list of assignments with deadlines and grades, have the ability to view attendance stats in your virtual classroom (a certain space on a land you or your institution owns), have the ability to set up and rez objects that contain a certain script with a few clicks without having to manually edit the script (a quiz chair for example or and info point for students) etc. Of course, it'd be great if you could connect this teacher tool to other learning environments (Moodle or others) with just a few clicks, and even able to view and edit the content of SL courses on the web. They say that a picture is worth a thousand words, so let's try to imagine how such a tool could look like:

Course management in Second Life
And then of course, students should in my opinion also get some help to keep track of their courses in the 3D virtual environment. They should be able to view basic course materials, send messages to the teacher and other students (either using the virtual world's IM channels or maybe even send IMs to other chat clients outside the virtual world - Skype, Google Talk, ICQ etc.), get reminded of upcoming lessons (wouldn't it be great if you were automatically offered a teleport to the class location 5 minutes before the start of the lesson?), receive notices of changes, have the ability to upload reports, write posts, answer quizzes, rate courses etc. Of course, the content of all their courses should also be accessible through a web browser and on any mobile device.

These are just a few ideas of how I think future teacher/students tools in 3D online virtual worlds should look like. I don't think it'd be a good idea to build an education-only virtual world (some sort of 3D Moodle) that focuses just on education - at least not until our avatars are able to travel between different worlds with all their luggage. In my opinion we need to provide better support for education in existing virtual worlds - education is after all one of the very important aspects of our lives, so why shouldn't it be more visible and better supported in the so called real-life simulations? I hope we will start seeing more tools like this soon, and that providing such tools will make second life easier for both "virtual" teachers and students. As virtual worlds are slowly making their way into mainstream and evolving in more open and connected spaces we now have the opportunity (and perhaps even a moral obligation) to bring out our own ideas about the future of education in virtual worlds and also demand better support for teachers and students in these new environments. That is why I would like to end this post by asking you, dear reader, this question:

What do you personally think should the killer app or tool for teaching in virtual worlds be like if it were to bring 3D immersive environments a step closer to the average teacher and make studying in these environments easier to follow for learners?

Eduserv Symposium 2007: Virtual worlds, real learning?

This Thursday I attended the Eduserv Foundation Symposium: Virtual worlds, real learning? through Second Life. I registered early enough to get a sit at the Eduserv Island, and I must say I had a great time listening to all the presentations. It was quite a long event, so I've got quite some notes to share :)

First I'd like to say a few words about how the event was delivered and organized. The quality of the video and audio stream was in my opinion very good. Both the video and audio worked perfectly through the event. We had a few problems with video at the beginning, but a quick log out and log in fixed it for most of us. I especially liked the fact that there was a live streaming of the presenters' desktop - all the presentations in SL that I've attended so far had slides preloaded as images in SL, and although the quality of the slides was excellent when loaded, it does take a while to load the image, you also have avatars touching the screen all the time, and often the slides aren't in sync with the presenter's talk. So from my personal view streaming the presenters' desktop was definitely a great idea despite the fact that the image wasn't crystal clear. But I liked the fact that we were able to see the same image the audience in RL saw (including websites and computer alerts ;) ), and the fact that the slides were completely in sync with the presenter. During the presentations we also had a smaller frame on screen with the presenter's face, which was a nice feature. If we also had the RL audience on another screen I'd give the technical part of the streaming an A+, so without that they deserve "just" a good A :)

A great feature of the SL event was the participant registration. Those that registered early were put on the Eduserv Island attendance list, so there was no need to worry about losing your sit in case you had to log out and log in back to solve technical issues. Definitely a great idea!

Also, I really liked the fact that they prepared free delegate bags in SL, which included a free T-shirt, the event schedule, and speaker details. That definitely made me feel welcome, although the lunch and tea breaks were quite boring for us (the SL attendees) as there was no virtual tea party or lunch organized ;) But anyway, overall I really enjoyed the event, and I must say the organizers did a great job, especially considering that this was their first SL event of this kind. (Oh and by the way! It was great to be finally able to attend a SL event during the day - finally an Europe centered schedule ;) )


Of course the reason for attending the virtual symposium wasn't just the quality of the streaming, but the presentations. Here are some notes of mine for each of the presentation:

  • Learning in Second Life (Jim Purbrick, Linden Lab)
We started the symposium with a pretty elementary presentation of Second Life: what Second Life is and what it can be used for (no mention of casinos though ;) ). Although Jim isn't an educator, I think he made a good point when presenting the skills needed to create content in Second Life. He pointed out that the skills that people need to create virtual goods aren't useful just in Second Life, but are much broader digital skills. Still, this presentation was quite business centric, and "branding" was a word we heard quite a few times during this presentation.

The symposium continued with another business-related presentation by IBM. IBM would like to take part in building the 3D internet in which different virtual worlds and formats could connect through standards, and at this moment they are experimenting with different virtual worlds. First, Roo presented how IBM uses Second Life. They have some interesting projects in SL (Australian Open project, Greater IBM Connection etc.), and they also use SL to host virtual meetings (also informal) a couple of times a week, during which people can meet and talk, and create a better digital social and spatial presence. They also see great possibilities for organizing training, medical simulations, rehearsals, conference streaming, doing research and many other areas. However, they don't want to use SL to talk about confidential informations, so they've decided to experiment with their own metaverse project, which can be hosted on own their own servers, behind their firewall and can present some sort of 3D intranet and a safe business environment, in which they can also host confidential meetings. I think that might be the future of many enterprises - building a presence in a public virtual world and at the same time having a private virtual world for internal uses. I think schools could do the same - have private and safe classrooms on their own servers, but at the same time present their achievements to the world in public spaces. For more info about Roo's presentation see his post at eightbar.

During this presentation we heard the reasons for building a SL presence from a more educational point of view. The Edinburgh University chose to enter Second Life because it is cross-platform, because it is not a game, but still quite playful, and because several educational institutions already had a SL presence. During the presentation Hamish pointed out some important things they considered while building Holyrood Park (their SL space): they wanted to have students talking and meeting outside, and also they wanted to get away from classical spaces and artifacts that are used in traditional classrooms. I think these are very good points, and I really think Holyrood Park is a great educational space that makes visitors feel really comfortable. Also, Hamish presented the benefits of using SL for their university (presence in an important media space, opportunities for learning, teaching, research and development), pointed out some of the educational potential of SL (new learning spaces, active learning, digital identity and presence,...) and also some issues that the unversity has to deal with (legal issues, systems requirements, accessibility,...).

The next presentation was about the Second Nature island, which is owned by Nature Publishing Group and that has a lot of great scientific tools and simulations to offer. NPG sees Second Life as a great tool for science education, scientific research, and as a communication tool (to host scientific meetings, events, and conferences). Joanna presented some of the existing content on Second Nature island, which I first visited after her presentation. Second Nature is definitely an interesting place in SL, and I certainly can't wait to see more content added!

Next, Gilly presented the Leicester University Second Environment Advanced Learning (SEAL) project and their University presence in SL.



And the final presentation of the day saw Stephen Downes playing the techno sceptic and (in my view) presenting Second Life more rationally. Stephen reminded us that SL is a game ("and it's ok!"), and he presented some of the SL current issues: the fact that a company owns Second Life, the problems of scalability, the fact that SL heavily relays on its economy, private propriety etc. Stephen made an excellent point by saying that SL "taps into a latent conservatism" - SL feels very safe and it is very tempting to do the old things in a new space using the old way. SL isn't like Web 2.0, and it should be: in Stephen's words it should be distributed, open source, non commercial, diverse, democratic, and a place to create our own identity for free - more like the web we know and love. I certainly agree with Stephen: SL in its present form is not the future for education (something I've already pointed out in one of my previous posts).

  • Panel session
And at last there was also a panel session (questions from SL were taken through an IM channel), during which many interesting questions were asked and answered. I got the feeling that most of the questions were about the current SL issues. And we got some nice promises from Linden Lab that they will be opening their software even more, and that they are working on optimizing the maintenance process. Can't wait to see that really happen :)


And with the panel session the virtual symposium was over for us avatars. It was interesting to see all these different points of view, and I think the presenters were well chosen. For those of you who missed the event a recording should be available soon enough on the Eduserv's website. If you won't have much time to listen to the presentations, just make sure you listen to Stephen; I assure you it will be 30 minutes well spent :)

My first teaching experience in Second Life

In my previous post I wrote about the plans of having virtual meetings in Second Life with our postgraduate students of the E-business Management course. And I've got good news! The first virtual meeting tool place yesterday evening our time (12.00 SL time) in Sloodleville. 7 of our students attended the meeting (+ 1 that only managed to be with us for a short time, because her SL client kept crashing), which is more than we ever dared to expect in the first week (and we didn't even offer extra points for attendance!).

During the meeting students had the chance to ask questions about the course activities that take place in our e-classroom (based on Moodle, which we still haven't hooked up with SL), and I also prepared a short exercise in which we learned about the use of the SL inventory. I prepared a box that students had to accept, find, drag it in-world, open it, and then copy its content to their inventory. The box contained some notes (instructions on how to use objects, tips and tricks about using SL, and a note with some ideas and questions about business uses of SL), our faculty T-shirt, and two boxes of content (one with animations, and one with useful objects like a cup of coffee, a glass of margarita etc ;) ). The notes contained in our box are in Slovenian, but I can make a translation to English if anyone is interested in reading them. And here's a picture of me and my students playing with the boxes:
Opening MeP boxes
I must really say all the students did amazingly well, and in no time we were all wearing our official T-shirts:

Everyone wearing FM T-Shirts
Aren't we pretty? ;) We also had a drink, tried dancing a bit, and we learned that not all boxes are meant to be worn. All in all it was a lot of fun, although we did have some minor technical problems (I think we can officially call technical glitches a SL feature; now I understand what "perpetual beta" means ;) ). I had a lot of fun during our 1,5 hr long class, and I hope the students also enjoyed it. One of the things I really enjoyed was seeing students that thought they didn't have enough knowledge/experience with computers to be be successful in our course catching up on new concepts in SL very fast. I'm so proud of them, and I think that this experience can help them become more confident ICT users in general. Also, the first student feedback was very positive, so I hope they keep attending our meetings, and that we'll have a lot more fun in the future.

We plan to use our future virtual meetings to have discussions on themes that are related to the course, perhaps we'll have some field trips. I'd also love to include some guest participants our students could interact with. For now the plans are still pretty open; we want to give our students the opportunity to choose discussion topics and activities for our virtual meetings. I'd also like to use this post to invite guests to join our virtual meetings. If you're in any way involved in the business/management field (you can be a student, teacher, virtual entrepreneur,...) and would be willing to have a talk with my students, please contact me (iAlja Writer). I'd also love to meet with other teachers in-world to "exchange notes" as Glynn (who spotted our class in action yesterday) already offered :)

What more can I say? Teaching, and interacting with students in SL is fun! Seeing the students' avatars adds another dimension to online communication. I usually don't like text-only synchronous chats with multiple users, but chatting with multiple avatars in SL is really engaging. It still isn't as good as having a real conversation with the students, but it comes close. Especially if you consider the fact that we were able to meet in a virtual place, while still being in the comfort of our own homes, wearing our pajamas :) So my decision is that I'm not giving up on Second Life. It does have a lot of problems (especially technical), but the learning/teaching potential of virtual worlds that can already be seen in SL is just too tempting to ignore.

Another thought about the 3D Web...

After my previous post on my thoughts about the future 3D Web, I got some really interesting comments. We were also wondering who the next big player in the 3D virtual worlds game would be and guess what? The first video I see this morning is a trailer from Sony about Home, a new community based service for the Playstation Network (thanks Trevor for this one). Take a look by yourself:
Looks familiar? Yep, it's their version of Second Life with some great features to connect gamers. And it does look soooo pretty. But what it doesn't look like (at least from this trailer) is an open environment. It is limited to a single console and my first impression is that it is a very sterile environment. Maybe a bit too much.

Anyhow, I take Sony's Home community as a sign that virtual 3D communities are getting big and that that the digital natives of the next generation will probably will be very comfortable with virtual worlds and the ability to travel between different worlds - just as today's natives are comfortable with MySpace, FaceBook, YouTube and Flickr. However, I do hope that more open alternatives (Croquet and Ogoglio are worth mentioning again) will be available on the market. It is also up to us - the users, consumers - to support open source projects and demand more open environments. Let's not just settle for the first cute thing that comes around; we can and should have so much more!

Thinking about 3D Web - or is it Web 3.0?

I've been doing quite some thinking about virtual 3D worlds recently. Second Life and different MMORPG games are getting an impressive amount of coverage in traditional media and that in my opinion is a sign that something important is going on. That is also why I've decided to write a short piece on virtual worlds and virtual economies for students that will be taking the E-business course this year. Virtual worlds are growing and shouting for attention, and we just can't pretend they don't exist anymore.

The edu blogoshpere has been noticing virtual worlds for quite some time now. A few days ago Vicki Davis wrote an interesting post The frontier of education: Web 3D that looks at virtual 3D worlds from an educational perspective. She did a great job when identifying some of important potentials of virtual worlds for education:
    • You can overcome stereotypes
    • Student Collaboration
    • Authentic Assessment / Project Based Learning Possibilities
    • Role Playing
    • Potential for group synergies
    • Storage, Legacy, and Global Audience
    • Scenario Simulation
    • Digital Storytelling
She ends her post with the question What do you think? and in this post I'd like to share some of my recent thoughts on the development and future of virtual worlds.

From my experience, a great potential of virtual worlds is also the greater presence of non-verbal forms of communication. That is perhaps the feature of virtual worlds that I personally find very attractive. It's what (at least for me) makes the virtual world seem almost real. I love the way avatars get bored if you leave them standing on one spot, I love the way they look busy while typing and the fact that you can make your own gestures and poses is not only entertaining, but also very real-life like. Virtual worlds can in my opinion to some extent also be used to learn and practice non-verbal communication.

I also think that the therapeutic potential of Second Life is very important. People with different forms of autism are finding Second Life very positive (read the article Virtual world teaches real-world skills), Second Life is also used to fight agoraphobia (fear of open spaces) and it can also help us understand each other better through simulations. A few days ago I ventured into the Virtual Hallucinations building that simulates schizophrenia. I must say this experience had a huge impact on me and Imy perception of this disease (if you can't or don't want to visit the place, you can read this personal account of the experience on Second Life Herald).

I definitely agree with Vicki that virtual worlds have great educational potential and that they will play a big part in our future. However, I do share Sean FitzGerald 's reservation towards Second Life - I hope Second Life as it is will not be the future of the web or the core of Web 3.0.

Here are a few things I think need to be done for a better user experience and a move towards a 3D Web or Web 3.0 that can be accepted by a greater number of users (and of course educators):

Open protocols and standards
Just as Sean pointed out, I also hope that we'll have more open standards that the whole community has decided on. The Web 3.0 is supposed to be about open technologies and open identity - I hope we manage to integrate that in virtual worlds. I think it'd be great if your avatar could shoot movies in Second Life and directly upload them to YouTube, or take snapshots and upload them on Flickr. Basically, I think that we need better connectivity among all our virtual worlds and social networks.

Better accessibility
Last night I wanted to go into Second Life to take some snapshots for the study material I was preparing for my students and guess what? I couldn't log on, the grid was shut down due to some maintenance (without prior warning). This is also what happened when I first tried to enter Second Life. Not a very warm welcome, right? In Second Life they have scheduled maintenances at least on a weekly basis (usually sometime on Wednesdays). Yeah, it's great that they take care of the grid, but I these downtimes are too disruptive. In real world you don't get kicked out of your classroom once a week because the maintenance guys need to fix the classroom. The Second Life environment isn't very stable, and at the moment it is still often buggy, which is a problem if you'd want to use it for education.

Cross platform support
Moove, Kaneva seem like great worlds, but I can't yet get in them. Why? Because I'm on a Mac. I'd really like to be able to choose between different virtual worlds, but I'm stuck with Second Life for now. That is why I also think it'd be great to make virtual worlds work in web browsers. Some great projects that are trying to achieve that are under development - Croquet and Ogoglio. I just watched some screencasts about Ogoglio on YouTube and I must say I'm really impressed. (The world is still quite crude, but it looks very promising. The way it displays pictures and text from other websites through XML looks amazing - especially when compared to Second Life!).

Better Web 2.0 support

Second Life may look like the next generation of Web, but when you really think about it, it lacks some Web 2.0 features that we all came to like. Some things that I miss: a more powerful search (where is Google? :) ), the ability to tag objects (and people), I'd also love to see recommendations for places and objects (users who bought this also liked..., users that visited this place also enjoyed...). You do have some sort or a rating system, but here is what the official Second Life site has to say about that:
"Ratings have no functional effect on your Second Life — they're vanity numbers, and some Residents prefer to do other things with their L$ than rate, such as uploading (from File menu) new media to use in their inworld creations.

Tip: if you wonder how someone came to have ratings in the high hundreds of even thousands, it's likely because they're an older Resident, from a time when ratings cost L$1 apiece."
Great. Ratings have no functional effect and you have to pay to give them? Hm, doesn't really sound like Web 2.0 to me... I sure hope the Web 2.0 features and values will not be forgotten or lost in the Web 3.0!

Improved mobility

Soon we'll be able to use virtual worlds on our mobile phones, but I also hope that more virtual world will provide the ability to do some work offline. We do have all sorts of mobile devices that can get us online, but the Internet isn't available everywhere, especially when we travel. Just like I can write this blog post without being connected to the Internet, I think it'd be cool to be able to, for example, edit your avatar offline. (Moove already supports this - I hope it becomes a standard feature in virtual worlds).


So, these are just some thoughts about potential improvements of virtual worlds. I already wrote some thoughts about the potential future of 3D virtual world in my introductory post about Second Life. I like the idea of a 3D Web future, but I agree with Vicki - we need to support further development of virtual world that will be safe, enjoyable, user friendly and easy to control in educational settings. As educators I think we should talk about potentials and problems of 3D world and encourage our colleagues to try out new technologies. You don't really fully understand a technology unless you try to use it and really experience it first hand - as Vicki puts it: "second life learning is first person learning". I hope all these discussions we are having will motivate more educators to explore virtual worlds and share their personal experiences. I find personal accounts of Second Life adventures and explorations much more valuable and interesting to read than official manuals. Do not be afraid to try out virtual worlds and if you think you can't handle it on your own, ask for help! I'm more than willing to give you a short introductory tour, and I know that so are many other educators that are working in Second Life.

And now is your turn dear reader - what is your opinion about virtual worlds? Do you think we'll be able to use the potential they are offering us? Are we ready for the shift into virtual 3D workplaces?


By the way - some interesting resources for those interested in virtual economies: