Monday, November 17, 2008
Torley's Guide to Making Movies in Second Life!
Sunday, November 16, 2008
Creating Engaging and Interactive Online Nursing, Medical, and other Courses
John mentions the use of different Web 2.0 tools to engage the students as well as his use of Second Life.
College Fair - Second Life
Hong PolyU, along with almost 40 colleges and universities set up their exhibition booths on Info Island on Sunday November 16th to meet potential students. Students came to discuss course offerings, admission and financial aid requirements, college life and other information to help them with the college selection process. The fair was held at: Alliance Virtual Library
http://slurl.com/secondlife/Info%20Island/128/128/2
PARTICIPANTS:
- The Hong Kong Polytechnic University, School of Hotel & Tourism Management
- The University of Akron
- East Tennessee State University
- St John’s University
- Berkeley College
- NY College of Osteopathic Medicine
- Penn State World Campus
- Darton College
- University of North Carolina at Pembroke
- University of the West of Scotland
- Rio Salado College
- University of the Incarnate Word
- Saint Leo University
- Great Northern Way Campus
- Jacksonville State University
- Seton Hall Law School
- University of Illinois, Urbana Champaign
- Bradford College (UKRC)
- Liverpool John Moores University, UK
- University of Wisconsin Wisconsin Oshkosh College of Nursing Accelerated Program
- University of Florida
- Ohio State University, Dept Women’s Studies
- Johnson & Wales University
- Georgia State University
- University of Wisconsin Oshkosh, College of Nursing
- University of Kentucky
- University of Puerto Rico Graduate School of Information Sciences and Technologies
- University of Kansas - Art Dept.
- College of DuPage
- Buena Vista University
- Bowling Green State University
- City College Norwich
- Northwest Vista College
- West Liberty State College
- Mercy College
- Squirrelverse

Sunday, October 19, 2008
Virtual world activity in UK education
Summary
This is the first snapshot survey where a significant number of respondents were supported by external, often research-based funding. The spread of funding sources is diverse, including national sources (JISC are mentioned by several respondents), European funding and non-academic sources. Of the other respondents, the majority had institutional support, e.g. from central funds, the department, or a Pro-Vice Chancellor’s fund; such funding is sometimes multi-departmental in nature.
Many respondents had either carried out some kind of teaching and learning activity, or were planning such events for the new academic year. These included collaborative learning and design, seminars, workshops, tutorials and induction courses. Several lecturers and supervisors were using Second Life to hold tutorials, or communicate with remote undergraduate or PhD students. A significant number of universities are carrying out research as to the effectiveness of using Second Life especially in teaching and learning.
Some, but not all, teaching and learning activities were assessed by the academics who carried them out, with no particular method of assessment being predominant. Positive benefits were mentioned by the majority, such as student skill acquisition, ease of communication and the ability to meet peers one would otherwise not meet. Problems such as the amount of work required to run in-world sessions were also reported.
As with previous snapshots, the two issues of obtaining funding for virtual world development, teaching and learning, and technical problems, predominated. Several respondents indicated a need for guides and tutorials, as well as a ready-to-use ‘kit’ of high quality, education-specific resources.
The general reaction of peers and academics to virtual worlds seems to have improved over time. More respondents reported largely positive, or a mixed, attitude locally and in the wider university sector. Some academics who were previously cautious or negative about the use of virtual worlds in education become more positive after using the technology, or seeing the benefits. Funding for research and virtual world projects has also had a positive effect on academic attitudes.
Looking ahead, most respondents who chose to answer thought that virtual worlds were more likely to be a ‘mainstream’ feature of UK education, rather than a ‘niche’ or ‘novelty’. However, several of these respondents felt this would be a gradual long-term development over several years.
Many respondents had used, or were considering examining, virtual worlds and online environments other than Second Life. A dozen such applications were cited. Of these three were mentioned by far the most: Google Lively, Wonderland and OpenSim. Lively was found to be disappointing in terms of education-relevant functionality, Wonderland had considerable communication potential, and OpenSim had attractive options for creating a closed virtual environment.
This theme, that Second Life is not the only option for teaching, learning and other educational activities in virtual environments, will be explored in future snapshots and activities of Virtual World Watch.
Sunday, October 12, 2008
The Forbidden City

Monday, October 06, 2008
Teaching tools for Second Life
Teacher guide
Sunday, September 28, 2008
Second classroom
Tuesday, September 16, 2008
Linking virtual worlds
Quite an interesting development in connecting people with one single avatar to many virtual worlds.
Myrl is a cross-world entertainment platform, bringing virtual worlds and their users together on the web. We are building a layer on top of each virtual world, linking them up to create an integrated playground with endless possibilities and applications.
The first release of Myrl is focused on social virtual worlds and connects users from 19 worlds like Second Life, Lively, Entropia and There. Check out the complete map of the worlds supported here.
Thursday, August 21, 2008
Student orientation to SL and University Life
The program consisted of 7 individual learning activities: learning styles, multiple intelligences, active learning, academic honesty, classroom etiquette, citing references and room design. Plus 3 competitions - parachuting, through the hoops and fashion show, and 8 live sessions on learning challenges, plagiarism, library and open Q&A finishing with a dance night tomorrow after the fashion show.

For details of the program see: http://virtel.shtm.polyu.edu.hk/sotel/ and you are welcome to visit our campus island and have a go at some of the activities. We have been using a couple of chat bots to help with some of the activities and also employed some student helpers to assist and support students on a roster basis so someone was always around from 9am to 9pm every day. Our island is called HKPolyu campus at http://slurl.com/secondlife/HKPolyU%20Campus/123/153/26
Monday, August 04, 2008
China islab in second life
An interesting look at a Chinese Second Life virtual world
Saturday, July 12, 2008
Flying to the moon - Teleporting across virtual worlds
"While unaffiliated parties have created versions of this process before, Linden says theirs is the first effort to achieve trans-world teleportation without logging out of one world and logging in to the other. No virtual goods were transported across the barrier, a major concern for Second Lifers concerned with virtual property theft and rapid depreciation of their assets' value." (from Linden Labs reported in Read Write Web
Thursday, July 03, 2008
Journal of Virtual Worlds Research
The Journal of Virtual Worlds Research has just launched its first issue. "JVWR is an online, open access academic journal that adheres to the highest standards of peer review and engages established and emerging scholars from anywhere in the world. The Journal of Virtual Worlds Research is a transdisciplinary journal that engages a wide spectrum of scholarship and welcomes contributions from the many disciplines and approaches that intersect virtual worlds research."
Vol 1, No 1: Virtual Worlds Research: Past, Present and Future. This is the inaugural edition of the Journal of Virtual Worlds Research and is published by the Texas Digital Library with Jeremy Kemp editor.
Chapters that interest me include:
- Toward a definition of virtual worlds
- Avatars Are For Real: Virtual Communities and Public Spheres
- A Typology of Virtual Worlds: Historical Overview and Future Directions
- Virtual communities - exchanging ideas through computer bulletin boards
- 3D3C Real Virtual Worlds Defined: The Immense Potential of Merging 3D, Community, Creation, and Commerce
- How Open Source Software Will Affect Virtual Worlds
3rd Issue: Culture of Virtual Worlds
Well done Jeremy for getting this going
Friday, May 16, 2008
Virtual Plants on Mobile Phones
See the story here: Virtual Worlds

Saturday, April 12, 2008
Monday, April 07, 2008
Private, Secure Sims & Open Source
An interesting post by 'Topher Zwiers' on MUVE Forward blog. He discusses the opening up of SL to commercial enterprizes for collaborative work. He says "this move by Linden Lab and IBM focuses on the collaboration potential of Second Life for global organizations: reducing travel costs, increasing communication, establishing deeper relationships within an organization, etc."
Friday, April 04, 2008
Tuesday, April 01, 2008
Lectures in Second Life
Second Life is a Multi User Virtual Environment (a virtual world) where the users or residents create the content and activities. It is currently being used or tested by over 400 universities around the world, and SHTM/PolyU is the first in Asia to develop a full campus and offer a number of courses in Second Life. We are also collaborating with other universities overseas and departments in PolyU to pilot new teaching ideas and develop best practices in teaching and learning in virtual worlds.
Friday, March 21, 2008
Virtual conferencing in Second Life
"Using the on-line virtual world Second Life, Conference Island provides a far more enjoyable meeting experience than video conferencing and is without doubt better value for money. And it out-performs telephone hook-ups because it is so visually stimulating.
It's about more enjoyable meetings. It's about putting people in the same room at the same time, even though they work in different parts of the world. Think about this: through Second Life you will give them a sense of shared space. Face to face across a table, dangling their feet in a swimming pool or flying on a magic carpet." Read more here.
Snapshot below of virtual meeting between PolyU students (HK) and staff from Rixos Hotel Group, Turkey