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

1 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 2 What is Web 2.0? and… Why should education care?

3 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

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

5 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 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 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 8 IRM College Second Life Government Center Welcome Center Crisis Center Conference Center - 60 Meeting Rooms 25 Auditorium for 220 (in June 08)

9 9 Forterra Worlds

10 10 Active Worlds

11 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 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 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 14 Questions???? Paulette Robinson Asst Dean for Teaching, Learning, and Technology robinsonp@ndu.edu 202-685-3891 Mike Piller Coordinator for Experiential Learning pillerm@ndu.edu 202-685-4862 Nate Allen Military Faculty allenn3@ndu.edu 202-685-2060


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