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

Monday, February 15, 2010

Will you be my digital identity's valentine? #iteach

According to someecards.com, this ecard was the most shared card on Valentines day from their site:

Nothing Steve Jobs ever creates could fully replace you in my life


This is indicative of a social phenomenon created by the proliferation of mobile devices such as cell phones and iPods in our modern society. What this hints at is actually a problem more sinister and troubling than simply an adoration for our mobile devices. Has our engagement with the virtual spaces made possible by these devices hurting our real-life relationships?

Nokia promised in this add that the mobile devices (the 4th screen) would bring us all closer by getting us out in public again and share real experiences with each other.



While it has gotten many of us out more physically I am not sure we are all "there" when we go. What these devices do for us is open our daily life, wherever we go, to virtual or artificial worlds. Twitter, SMS, Facebook, Foursquare, etc. all are virtual worlds upon themselves. Sure, these virtual worlds are not the 3D immersive kind such as Second Life, Active Worlds, or World of Warcraft, but they are virtual worlds in the sense that we meet other people and interact with them there.



We have moved a large portion of our lives to these spaces and have carved out an identity there that resembles that of ourselves. In many ways this new digital identity is more pure and it is hard to tell which is the real self, the digital one or the one made of flesh. Online networked spaces allow for a kind of mediated psudo-telepathy where we can connect through our thoughts without all the physical baggage that weigh us down in our face-to-face relationships. Online, if I choose, no one has to know what I look like, what race I am, what my age is, etc. All that matters is the quality and tone of our thoughts put to words. This is not to say that all digital identities are genuine, it is just as easy to falsify one's digital self. But then, it could be argued that even the falsified self is as real online. Does it even matter to those who only know your digital identity if it isn't true to your physical one?

This weekend three things I saw brought this issue home to me. First, there was this tweet by @budtheteacher:Then, later that night I watched Disney's Enchanted with my family.



It struck me that the novel act of these characters moving back and forth between two worlds (the artificial, animated one and the real life one) was not so novel anymore. Only three years since its release and this kind of thing is happening everyday everywhere you look. Sure, we are not moving back and forth between visually immersive worlds (unless we are playing MMORPGs or using Virtual Worlds) but our online spaces are artificial and they are places where our digital identities live.

Finally, the next day (Valentines Day) my wife and I took our kids to an indoor play center in Edina, MN called Edinborough Park.

The park was packed, full of young children and their parents. It was probably close to capacity. Then my wife noticed that nearly half of the parents were not playing with their kids or even watching them. Instead, they were fully engaged with their smartphones. Now, I know I have been guilty of this at home at times (my wife consistently reminds me of it) but for parents to do this in public? This is an epidemic. When you step into your digital identity, can you simultaneously devote sufficient attention to your children? Are these parents who arguably, for the time they are using their smartphones, are teleported to a different world absent?

This brings up more questions than answers. If you don't know someone's digital identity, can you really know them? Can young children even know their parents if they are too young to know their digital identities? Can a parent really know their child if they are not friends on Facebook? If you marry someone based on a face-to-face relationship you have with them and do not know their digital self, how well can you know your spouse? Now I am starting to understand why a couple in 2008 filed for divorce because the husband's Second Life avatar virtually married another woman's avatar.

Don't get me wrong, I love my online social spaces and am not advocating anyone give them up. They are powerful and important. But, I think we need to consider when it is appropriate to move between worlds and we need to take more seriously who we are online. As for me, I think I am going to devote at least one full day each week to living off line with my family. I am going to encourage my wife to get to know my online identity better. And, when my children are old enough I will friend them on Facebook (or whatever platform everyone is using in 10-15 years).

Wednesday, July 23, 2008

Google Lively

I am not quite sure what I will use this for, or even what I will use this for, but I created a Google Lively room for this blog.


Monday, March 31, 2008

Hot Off The Press



Full Color Version:
http://www.lulu.com/content/2287172

Virtual World WebQuests: Principle elements of research supported learning experiences within virtual learning environments by Carl Anderson (Book) in Education & Language via kwout



Black and White Version:



I just published for the first time using Lulu.com. For those who don't know about Lulu, it is a service that lets you independently publish books for on-demand publication. That means, if you have 3 people who want the book they print 3 copies, if you ahve 300,000 people wanting the book they print 300,000 copies. Pretty cool.

Anyway, this book is my masters capstone. It is a detailed description of how virtual worlds can be utilized to effectively create cost effective 3d immersive WebQuests. Building on research done in the fields of game based learning, virtual worlds, constructivism, and intrinsic vs. extrinsic motivation I built an art curriculum that utilizes the pedagogical structure of a WebQuest but utilize a virtual world to house it. A platform evaluation is also present. I have to note that this platform evaluation was performed in the fall of 2007. Since then there have been more platforms that have surfaced. The results of this evaluation is not meant to be an end all be all off virtual world assessment for education but rather a suggested guide for educators to apply in search of the correct tool to fit their own needs.


Friday, February 8, 2008

Croquet



I just learned of this new open source virtual world. It is called Croquet and in the next few weeks I definitely have to give this platform a whirl. If Croquet is as easy to use as this video suggests it might just be the perfect virtual world app for education (I am making this prediction prematurely I know). I especially like the ability to broadcast your webcam image over the top of your avatar and how the program appears to display the 2d web within the world(s).

Thursday, January 10, 2008

Edusim3d - New Virtual World for your SMARTbaord

I spent a little bit of time playing around with this new program today called Edusim3d. It is a virtual world platform that is intended for use in front of a classroom on an interactive whiteboard. I have barely scratched the surface with this tool. According to the website it has only been available for one week. You have to register for a free account to be able to download Edusim3d and I would quantify the download and installation as moderately difficult but once you have it installed it appears pretty easy to navigate and build. The coolest feature I played with is the paint program. It lets you freehand drawings that are turned into 3d objects in the environment. I will definitely be playing around with this tool in the near future. Thank you Jo McLeay for the links in your blog post: The Open Classroom: It really makes you think#links#links#links#links

Monday, December 10, 2007

TIES 2007 Chris Dede: Immersive, Collaborative Simulations and Neomillennial Learning Styles: Implications for Education - notes


https://wiki.ties.k12.mn.us/Chris+Dede

Today's information is to vast and coming at us too fast for anyone to keep up with alone.

Rapid advances in information Technologies

Worries about whether our children are being prepared for the new information environment.

Division of Labor - which jobs are done by machines, which jobs are done by people

2 skills people are better at than machines
1. Expert Decision Making
2. Complex communication

Why teach something you can look up on Google in 15 seconds or less?

Learning Styles
-Sensory-based
-Personality-based
-Attitude-based
-Media-based

It is the media you use today that shapes your learning styles.
Some kids today do not act or learn like "digital natives" because of how they use digital media.

Juggling between digital media devices is not necessarily good or bad but it is characteristic of 21st century work.

Thinking has become distributed.

Cognition is distributed across human minds.

Showed video illustrating how necessary it is to be connected and be fluent with new communication technologies (cell phone, text messaging, IM, videoconferencing, etc).

New literacies are evolving as technology evolves.

The challenge is not to solve the problem but to understand the problem.

Multi-user Virtual Environments and wearable devices are next generation tools.

Most people see Muve's through the lens of video games.

Content in most online games are garbage.

We want to build things that are game-like because we want to harness the engagement of games.

Rivercity.

Fire is a wonderful technology because just by being near it you get a benefit from it.

Computers unfortunately you have to use to benefit from it.

The pedagogy is important.

Situated Learning - powerful in life but classrooms are removed from the real world
-can we have situated learning with muve's?

Ubiquitous Computing
-Augmented Reality
-Today no one really knows how many motors or microprocessors they own.
-Not necessarily good - Minority Report
-We now have the ability to create intelligent objects
-Handheld Augmented Reality - Alien Contact -Aliens landed outside of school and students work in teams to figure out why the aliens are there and what they should do about it. They have to work in teams to connect the information to get a clear picture.

Students are inside some sort of collaborative simulation and are using it to develop some sort of 21st century skill.

Soon cell phones will be capable of doing augmented reality.

Your students are struggling...lets give them something harder.

Neomillennial Learning Styles-Learning based on experience
-Students in the web 2.0 environment like to co-design their learning experience. They like to co-teach.
-They like to work together to construct knowledge

Unlearning is much harder than to learn

Changing adult behavior patterns is emotional - exactly the single biggest challenge in my role as technology curriculum integration specialist

media shape their messages
media shape their participants
infrastructures shape civilization

Solution to dark future is education

We need to avoid a world where an avatar world thrives while the real world rots away.

Saturday, December 8, 2007

TIES 2007 Conference

I have been feverishly getting ready for next week's TIES conference. Cara Hagen and I are presenting a workshop Sunday, December 9th and a session on Tuesday, December 11th on Virtual Worlds titled, "Online Virtual Environments in Education." In this session we will explore virtual worlds such as Second Life and Active Worlds and their potential for professional development and integration in the classroom. I have prepared a wiki for this session at http://ties2007vles.pbwiki.com/. I invite anyone interested in virtual worlds and education to edit this wiki.



Information on these and other sessions offered at TIES 2007 can be found at https://wiki.ties.k12.mn.us/Conference+2007.