Stepping Into Web 2.0: Building New Learning Environments Panel Members Paulette Robinson, PhD—Intro and Virtual Worlds Nate Allen, PhD—Communities of.

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Presentation transcript:

Stepping Into Web 2.0: Building New Learning Environments Panel Members Paulette Robinson, PhD—Intro and Virtual Worlds Nate Allen, PhD—Communities of Practice Mike Piller, PhD—The Wisdom of Clouds

2 What is Web 2.0? and… Why should education care?

3 Areas of Web 2.0 Shift Abstract Personal Areas of ShiftWeb 1.0Web 2.0 KnowledgeDatabasesCommunities Nate Allen TechnologyDesktopCloud Computing Mike Piller Presence2D3D Paulette Robinson

Virtual Worlds Paulette Robinson, PhD National Defense University “A global learning community for government’s most promising information leaders.”

5 What is a virtual world?  3-D Web environment influenced by:  Early Virtual Reality  Single player games with gaming consoles, joy sticks, etc.  Multi-player online games (World of Warcraft)  Easy Access through the web (e.g., Second Life)  Collaborative  Multiple forms of Communication  Avatars  Customize and personalize  Transference  Increasing fidelity (realistic) over web

6 Types of Virtual Worlds  Over 100 virtual worlds in existence  Most common in the government  Second Life  Forterra (built on Olive platform)  Active Worlds  Nexus (National Guard)  Real World  Qwaq (build on Open Source Croquet platform)  RFI—NASA (new world on the horizon)  RFP—Air Force MyBase

7 Areas of Virtual World Use 1.Information Delivery (e.g., NOAA, NASA, CDC) 2.Meetings (IRM College Government Center) 3.Education and Training 4.Prototyping (facilities) 5.Analytical spaces (individual and group)

8 IRM College Second Life Government Center Welcome Center Crisis Center Conference Center - 60 Meeting Rooms 25 Auditorium for 220 (in June 08)

9 Forterra Worlds

10 Active Worlds

11 Benefits of Virtual Worlds  Collaboration from anywhere  Teleworking  Collaborative work projects  Education and Training  Synchronous Communication  Text chat  Voice  Body movement  3-D representation of objects  Avatar personalization  Presence and Transference  Can be fun

12 Challenges of Virtual Worlds  Emerging Technology  Learning Curve: Movement and actions are not intuitive  Security  Avatar level  Network level  Content  Cost of development  Ability to share content  Worlds are not interoperable  Identity  Privacy

13 Air Force 2.0: The New Learning Organization  Learner Centered Approach that Addresses  Knowledge Management  Continuous Learning (formal & informal)  Precision Learning  Enterprise-wide Technology (AF.edu)  Center/Portal —myBase (virtual world interface)  Provide push and pull system  Advanced knowledge management systems  Internet and Mobile delivery  Increased simulated and virtual technology  Visualization technology

14 Questions???? Paulette Robinson Asst Dean for Teaching, Learning, and Technology Mike Piller Coordinator for Experiential Learning Nate Allen Military Faculty