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Educators and Second Life: local research

Between August 2009 and February this year, Holmesglen’s Kenneth Rankin (SL: Ken001 Silverfall) undertook some research in Second Life as part of his Master of Education studies at the University of Southern Queensland.

It’s a fascinating snapshot on the state of play in regards to educators and Second Life, and includes some substantive recommendations for the future that may generate some debate. More on that later, but first the data:

Research context

After reading some of the results, I took the opportunity of contacting Kenneth, to ask him for some background and clarification of specific results:

TMJ: When was the research undertaken, with whom was it conducted, what was the sample size and the overarching research methodology?

KR:

· Data was collected during Nov 2009 via a web based questionnaire on SurveyMonkey.
· 79 persons responded, but 14 did not fully complete the survey. Analysis was conducted on data collected from 65 persons.
· The survey was undertaken only by educators who had at least one avatar in Second Life.
· Background: The technology adoption cycle, described by Rogers, shows the adoption of technology in various phases of adopters. First are the Innovators, then the Early Adopters, the Early Majority, the Late majority and finally the Laggards. Most technologies will enter mainstream use only if they can cross ‘the chasm’ between the Early Adopters and the Early Majority. Second life has been predicted to remain in the Early Adopters phase until 2013 when it is expected transition into the Early Majority phase.
· The main question to be answered by this research was “what can be learned from the experiences of the Second Life Early Adopters to facilitate the move into the Early Majority phase?”
· The topic was: “The collection and analysis of avatar experiences in order to provide conduct and appearance guidelines for educators adopting Second Life”.
· The research was a cross-sectional, qualitative, non-experimental design. The survey consisted of 29 questions with a mix of open and closed questions.

TMJ: Were there any results that surprised you?

KR:

· 38% of educators have no real-world code of conduct.
· 74% of educators have no real-world appearance code.
· The main reason to lose the ‘newbie’ look was originally thought to be as a deterrent to ‘griefers’. It was found that people lose the ‘newbie’ look in order to increase credibility and to display experience.
· Female avatars appear to be the target of more griefing incidents than males and are specifically targeted for sexual griefing. 17 males reported 6 non-sexual incidents and zero sexual incidents (35%), while 48 females reported 23 non-sexual incidents and 9 sexual incidents (66%). This was a surprise in an environment that was expected to be female friendly and gender neutral.

The full results

· The respondents were 74% female, average age just over 47, mainly from Nth America (54%) then Asia/Pacific (31%) and Europe (15%)
· Highly experienced group with more than half having over 3 years of Second life experience.
70% of educators use multiple avatars (accounts).

Recommendation: Educators should aim to have a single purpose for each of their avatars. The most common singularity of purpose is to provide for a private avatar and a professional avatar.

62% of employers provide a real-world code of conduct (CoC)  for employees

23% of employers have extended their RW CoC into SL

6% of employers have an SL CoC

43% of employees believe that a CoC is required in SL and 43% believe that it is not required.

26% of employers provide a real-world appearance code for employees

6% of employers have extended that RW AC into SL

5% of employers have an SL AC

8% of employees believe that an SL AC is required and 89% believe that it is not required.

Recommendation: The Early Majority will look for greater structure and guidance in SL than that required by the Early Adopters. A CoC and an AC should be considered as facilitation factors to assist more educators to adopt SL.

Recommendation: Educators should not be dissuaded from the adoption of alternative forms and appearances for their avatar. Appearance, however, does need to be appropriate for the educational context, especially when representing an organisation.

Recommendation: Each avatar should have in their inventory, a collection of appearances or outfits that are appropriate to their range of educational contexts and functions.

89% of respondents chose human form in Second Life

6% represent themselves in the opposite gender.

44% have some form of name relationship with their avatar

79% have some form of appearance relationship with their avatar

Recommendation: Care should be exercised when selecting the name of the avatar at the account creation stage, as this is one of the few aspects of the avatar that cannot be changed later

66% of avatars have lost the newbie look within 1 month.

The main reason to lose the newbie look is to increase credibility and to display experience.

12% of avatar profiles provide enough information to identify the RW person

40% of avatar profiles provide enough information to identify the RW place of work

53% of avatar profiles provide enough information to identify the person’s RW position or role

Recommendation: Educators should exercise discretion with the information provided through the avatar’s profile. This information should be checked against the purpose of the avatar, the code of conduct and the privacy guidelines of the employer.

Of the critical incidents reported, 58% were of a positive nature and 38% were of a negative nature.

Recommendation: Educators need to be made aware of the ‘big 6’ SL community standards, the range of positive and negative incidents that can occur in SL and how to manage these incidents. Educators also need to be aware that griefing of a sexual nature does exist and appears to be specifically targeted at female avatars.

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This research provides a great deal of insight into the educator demographic in Second Life. A lot of the results aren’t surprising, but as a whole they do provide some fascinating launch points for further discussion. So over to you: whether you’re an educator or not, what stands out for you in the results? Do you agree or disagree with the recommendations put forward?

A big thanks for Lindy McKeown for the heads-up.

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Interview – Evelyn McElhinney, Glasgow Caledonian University

kali1 (This story appeared earlier today over at Metaverse Health).

Coming from a nursing background myself, I’m always fascinated by the work going on in virtual environments in regards to nurse education. To some extent it’s a natural fit in that clinical simulation is a pivotal part of the education process for nurses anyway – using virtual environments is simply an extension of recognised practice.

Evelyn McElhinney (SL: Kali Pizzaro) is a Nurse Lecturer in the post-registration department of Glasgow Caledonian’s School of Health. She teaches a number of advanced practice modules including modules within the Nurse Practitioner pathway. She joined the university full time 3 years ago, and was a lecturer/practitioner working in an advanced practice role within the National Health Service prior to that and has worked in a number of acute care areas including anaesthesia. Evelyn also happens to be active in the use of Second Life in Nurse Practitioner training, so I caught up with her to discuss her work to date and some broader issues around collaboration.

Lowell: From a nursing education viewpoint, what are your key areas of professional interest / research focus?

Kali: Advancing practice, physical examination, clinical simulation, and recently the use of virtual worlds for Nurse Practitioner Education.

Lowell: When you say nurse practitioner, can you define that a little? I’m assuming you mean someone undergoing their undergraduate nursing education?

Kali: Ah no in the UK Nurse Practitioners are Registered Nurses who are advancing their practice. A nurse who takes a history, physical examination, diagnoses, prescribes and treats.

Lowell: Ok, that’s similar to Australia then. So are there particular advantages for using virtual worlds with more experienced nurses like practitioners rather than nursing students?

Kali: The advantages are that they need flexibility as they have competing demands on their time. So any medium that allows for extra practice in a time conducive to them is attractive. However, virtual worlds can do more than the usual virtual learning environment.

Lowell: When did Second Life become a consideration in your work?

Kali: I considered Second Life after seeing a project by one of my colleagues. I had know about it’s existence as the University had a project exploring it’s use for marketing. That was in March this year.

Lowell: Can you describe the work you’re doing in Second Life and how it links to the University’s CU There initiative?

Kali: I am trying to develop a virtual patient which will be used by Nurse Practitioner students to practice history taking. I have also embedded heart sounds into the avatar’s chest to enable the student to link the history to the heart sounds they hear. They must click on the correct anatomical position to hear the sounds. This work links to the CU There project as it fulfills the criteria for use of virtual worlds in education. By creating an AIML bot/bots the students have the flexibilty to practice at any time either as an individual or as a group. I plan to have a number of patients and to build on the sceanrios to create longer problem-based learning scenarios. The bot we use were developed by myself and the School technician Andy Whiteford aka AndyW Blackburn.

Lowell: So what level of work has been required to get the lab to this stage and how much more is involved to get it to where you’d like it to be?

Kali: The clinical skills lab was designed by the CU There team with guidance from the head academic in charge of the simulation lab . The build was done mainly by a computer student who is seconded to the team. There are plans to build an ITU for a scenario for 3rd year students. For my scenario it is mainly me thinking of ways to expand each scenario in alignment with the needs of my students.

Lowell: The most common feedback I’ve gotten from nursing academics is a skepticism on what virtual worlds offer that a well integrated curriculum with comprehensive leraning management tools can’t, that is, aside from the advantage of not needing to get students to a real-world simulation lab, are there other benefits of working in environments like this?

Kali: The immersive environment enables authentic scenarios to be developed. There is also the ability to offer syncrounous text and voice communication, as well as the ability to show the whole class videos etc. We can also simulate things that would be difficult in real life.

Lowell: Is there an example of that you currently use?

Kali: Not at the moment. However, for undegraduates it could be useful for them to be inside a heart or lung to understand the anatomy and physiology. It is also much more interactive than other VLE’s.

Lowell: I suppose that’s the crux of the challenge for nursing educators using virtual environments: convincing others that things have moved beyond the gimmicky, would you agree?

Kali: Yes, you need to show them something that is pedagologically sound, something they can see is useful.

Lowell: On pedagogy, what do you see as the key foundations in your work and in virtual environments more broadly?

Kali and Colin_001Kali: Constructivism and social constructivism are the key learning theories in my work. By linking history and heart and lung sounds to other parts of a clinical scenario, I am building on the students previous knowledge to create new knowledge. People in simulations tend to act the same as they do in real life. The ability to capture the text allows for reflection on the decision-making of this particular group.

Lowell: What has the feedback been from students?

Kali: Positive- they can see they value. They feel they are in the sceanrio. However, it is early days. We have only had a few folk through as a pilot. We will be using it more in the next two semesters.

Lowell: Are there formalised evaluations planned on clinical skills training in Second Life ? Will there be comparative studies on those who used such tools versus those who didn’t and their subsequent outcomes?

Kali: Yes, a number of academics are evaluating their projects and one is plannning to compare in-world and out-of-world simulation. Some of these are through a University scheme, Caledonian Scholars.

Lowell: What’s your take on nursing research in virtual environments internationally? Is it fair to say it’s still very early days?

Kali: Yes, there are a number of good projects. However, it is still in it’s infancy. Simulation seems to be the most popular project.

Lowell: Is there any research completed or underway that has particularly interested you?

Kali: Many projects have impressed me. For example the work of John Miller at Tacoma, the Imperial College in London and the Ann Myers Medical Center. However, any project which is being used by students impresses me. With regards to research most are evaluations, however, my own university has just completed some research into student nurses’ clinical decision making (Dr. Jacqueline McCallum, Val Ness, Theresa Price, Andy Whiteford).

Lowell: Can you discuss what it’s found?

Kali: It’s still in publication, however a lot of what the students said was that they wanted to experience areas they had not been to, and that they also found the scenario exhausting. Interestingly, they did not do a single observation in an hours sceanrio in a busy surgical ward. They also did not know what to do with a patient who was demented and kept leaving the ward. I think they were too busy thinking what to do next, this was despite being prompted to do observations.

Lowell: You raise a very interesting point – perhaps virtual environments make a more natural stage for making errors as there isn’t the stress of the educator looking over their shoulder?

Kali: Maybe, although this sceanrio had educators involved. Although that is the beauty of simulation – make mistakes and no-one dies ;-)

Lowell: For the nurse who has been working in either a hospital or community setting for five years or more, how do you make virtual environments like Second Life an appealing and logical extension of their professional development needs?

Kali: By making the scenarios authentic and as realistic as possible. Also they must be available at all times to ensure maximum flexibility. The student must see the value to be motivated to take part. If they are fun, then great.

Lowell: Do you think Second Life is at a stage of usability that it can achieve that now?

Kali: Not yet in the UK – it is still not widely know as a social tool. However, if it is introduced in education they may see more value, as it helps them to learn.

Lowell: On usability though – it’s still quite a learning curve to actually use, particularly for those not as net-savvy as others?

Kali: Well you could say that about any VLE, and it is really only arrows and clicking. Changing clothes is not mandatory for education. Well, not all education. I think most folks would get it in a short space of time with some guidance.

Lowell: Again specific to nursing, is there any great degree of collaboration going on internationally in regards to projects like these? How do you think nursing faculties could further improve collaboration?

Kali: We are exploring a couple of collaborations. I know Scott Deiner in New Zealand has collaborated with American colleges. However, there is the potential for major collaboration both nationally and internationally. Although you need to have a firm idea about what you want to collaborate on. Also there is still a little bit of folk finding their feet, so to share is still scary methinks.

Lowell: Do you think there’s the critical mass for organised collaborative structures such online journals or other formats for working together?

Kali: There could be, and the Virtual World Watch here has opened up avenues for collaboration by highlighting the people who are involved with virtual worlds, although there is a bit to go.

Lowell: So for a nursing academic looking to integrate virtual environments into their teaching or research, would you have any simple advice?

Kali: Make sure you think about what you want to use it for. Script the scenario and look around at other people’s work to find out what the virtual world is capable of. Also visit educational areas and talk to other academics or join a group. Make sure there is a strong pedagogical structure to your idea and show it to folks when you have something to show!! Seeing is believing.

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To view the publicly accessible clinical skills laboratory in Second Life, go here.

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Interview – Denise Wood, University of South Australia

unisa-oct2009-2-smlDenise Wood (SL: Denlee Wobbit) is Senior Lecturer in the Bachelor of Media Arts program at the University of South Australia and the Teaching and Portfolio Leader of the School of Communication, International Studies and Languages. As one of Australia’s many educators who are utilising virtual environments in their roles, I was aware of Denise’s work in regards to disabilities and accessibility, so I asked her to have a chat about her efforts to date in Second Life.

As you’ll see below, that discussion covered a number of areas in detail. It’s yet another example of the promising work being done by Australian educators. I was particularly struck by the growing level of collaboration between institutions, which is imperative for ongoing success.

If you’d like to see the University of South Australia’s Second Life presence for yourself, here’s where to go.

Lowell: To start off, can you give a little history of how you got involved with Second Life at first?

Denlee: Sure – We initially became involved out of interest in the possibilities that virtual worlds offer for experiential learning. As an educator in the field of media arts, I was interested in exploring possibilities for engaging students in problem solving activities within a flexible environment that facilitates collaborative learning activities. So we applied for a University of South Australia (UniSA) Teaching and Learning Grant initially to fund the purchase of the island and to maintain it for a year while we conducted trials with some identified courses. That grant was successful and that is how we initially funded purchase and upkeep of the UniSA island.

Once I was teaching in Second Life (SL) I became concerned at the issues for students with disabilities. As someone with many years experience working with people who have disabilities and as an educator teaching in a University that prides itself on access and equity that was a concern. So we applied to the Australian Learning and Teaching Council (ALTC) for a grant to develop an open source environment to enhance accessibility in virtual worlds

Lowell: So how much experience with SL did you have prior to making the grant application i.e. was there a key event or experience that ‘turned the light on’ so to speak?

Denlee: I had very little experience in SL prior to applying for the grant. Most of my knowledge was based initially on review of the literature. I spent some time exploring SL prior to applying – and enrolled in building classes and so on, and of course visited education sims, but most came from reading case studies and my own knowledge of simulated learning environments.

Lowell: So how were those first days and weeks in SL for you – did you find it an incredible eye-opener for its opportunities or did it seem a natural extension for you on previous work you’d done?

Denlee: It was a wonderful experience – naturally a little overwhelming initially. Having applied for the grant and received the funding close to the end of the academic year was rather fortunate as it meant that I was able to spend many, many hours over the summer break immersed in SL – I was in SL every day – 7 days a week for about 6 weeks and really did become part of the community through that process. Knowing that we would be trialling courses the next semester was also great motivation to spend the time and make the commitment. I knew I would need to feel very confident myself before attempting to teach students in this environment. And attending building classes gave me the skills but also ideas about what works and what doesn’t in teaching in this context.

Lowell: Let’s talk about the first courses you taught involving SL – what were the educational objectives you were looking to achieve?

Denlee: I trialled two initially. One was a course focusing on games design so SL seemed a perfect environment for achieving the learning objectives relating to that course, which focused on problem solving, team work, collaboration and communication. Students (5 or 6 per team including external students) created immersive games using holodecks on sky platforms.

The other course was one in which students create online portfolios to market their design skills. They created Websites and built complementary portfolios (kiosks) in SL that linked to their websites. The aim was for the students to understand the changing nature of designing for electronic media and the relationship between Web design and the future potential of virtual worlds as an extension of that. What surprised me was that students at first seemed to enjoy the activities and they did some fabulous work, but they were not as positive about the learning experience as we had anticipated.

Lowell: What were the issues they seemed to be unhappy with?

Denlee: Some of the issues seemed to be about the platform (buggy issues and so on) but that didn’t explain it all. And when we really analysed the evaluation data it appeared to be related to their inability to see the connection between the learning activities and their future career aspirations. Many said they would prefer to have created the game in another platform like Flash or Director or another gaming platform. And some of the web design students said they couldn’t see the value as they didn’t believe the future predictions that 3D virtual worlds would become more popular for businesses and marketing.

Lowell: Did they perhaps see SL as less graphically appealing, so more like ‘work’ than play?

Denise-woodDenlee: Actually it was the reverse. Some saw it as inappropriate because it was too much like play – almost as if they had preconceived ideas about what is a valid or authentic learning environment.

Lowell: Ok that’s interesting! So are those courses still being taught in that context – has SL become part of the core work done given the mixed feedback?

Denlee: Well after that experience I was unsure of how to next proceed. But I decided to try again with a different course this semester, only this time I gave students the option of choosing to work with a “real client” in actual life or a client in SL. So in this course, students learn how to create accessible Web sites that are W3C compliant. They are required to work with a client organisation and either redesign an existing website or create a new site that meets very high standards in accessible design. Out of the 20 students in this course, 7 chose to work in SL and that course has proved very successful. The seven students meet with their clients in SL every week and attend a tutorial I facilitate in SL every Saturday. They are also working with disability groups in SL. And some of the tutes are conducted with Gentle Heron from Virtual Ability Island.

The difference – and this is the eye opener for me about virtual worlds – is that they are not focusing on the platform but using it as a conduit to engage on “real” work with “real” clients. What is particularly interesting is that in the previous trials we put enormous effort into running tutorials on how to use SL and we had mentors to help the students, yet they still complained it was hard to navigate and so on. However, in this class the students have had no training in SL at all – I left them to their own devices. They have taught themselves and helped each other. This has shown me that students will engage in learning activities when they are focusing on “real” world issues and not on the technology. The previous courses focused a lot on building in SL, and it appears that perhaps the students would have been more engaged in those courses if they had undertaken projects for clients and not focused so much on learning to build and script. In other words, problem solving can be more effective when students are focused on the project not the skills required to achieve the overall aim of the project.

Lowell: So let’s move over to your area of interest, accessibility. What specifically led you to that research area?

Denlee: I worked in the disability sector for many years prior to being appointed as an academic at UniSA. I was a researcher for an organisation that provides services for children with disabilities and then moved on and established a Govt funded organisation providing training in multimedia for young adults with disabilities. We provided contract work on multimedia projects to graduates of that program. While working in the field I was also actively involved with other organisations providing training in accessible web design. So when I came to UniSA it was only logical that I would want to redesign courses so that our students (future designers) would be equally skilled and committed to accessible Web design and I was able to progress my research at the same time.

Lowell: So did SL seem a natural progression for the work you;d been doing in that area?

Denlee: Yes, very much so. Many of the same principles apply – but we do need more creative solutions to tackle some of the challenges imposed by such highly graphical and multimedia rich environments. Once we received the ALTC funding, we embarked on ethnographic research with people in SL who identify as disabled. I leased an apartment on the Wheelies SIM and conducted many interviews from there. I was interested in identifying the benefits experienced by people with disabilities in virtual worlds as well as the accessibility challenges.

Lowell: Virtual environments are often touted as a boon for individuals with disabilities that may restrict some real world experiences. What’s the more objective view on the challenges and opportunities?

Denlee: The virtual communities provide a wonderful place for people with disabilities to socialise, gain information and for advocacy. The virtual environment also provides a place for people to experiment with identity and so they can choose to represent themselves as someone with a disability or not. It’s their choice – and those who choose not to appear “disabled” find they are more likely to be accepted for who they are, not judged by appearances. For those who are not able to get out of the house much, environments like SL provide a wonderful means for meeting others and also for providing the opportunity foe people in that situation to contribute to the virtual communities in SL. And what really fascinates me are the ways in which these communities have worked together to create their own solutions to some of the challenges.

Lowell: And on the other side of the coin, what are the accessibility challenges that stand out?

Denlee: Obviously SL is a very visual environment – so those with significant visual impairments find it difficult or impossible to navigate. Those who use screen readers for example, can’t access SL without assistive technologies in world as objects and inventory, and locations are not exposed to a screen reader. Then of course most multimedia is not captioned in SL. As voice has become more popular, the environment has become less accessible for those with hearing impairments when they are communicating with residents using voice and not text chat.

Lowell: So with these shortcomings, is there significant momentum toward solutions? And if so, is it primarily community driven or are Linden Lab actively driving some enhancements?

Denlee: Linden Lab has started to show greater interest of late because of the initiatives taken by residents themselves. A good example was the awareness raised by the Helen Keller Day event hosted by Virtual Helping Hands.

Lowell: What are some of the community driven activities that have inspired you?

Denlee: Well, groups like Virtual Ability Inc (VAI) who set up Virtual Ability Island, and of course Virtual Helping Hands and their virtual guide dog you see here. Wheelies and Cape Able (now owned by VAI) and the Health Support Coalition – all these groups show the power that comes when people who share common goals work together on solutions. What we are doing is building on that knowledge using the funding from ALTC to design an open source client that is accessible and can be used with SL and OpenSim. So we are working with these groups to ensure what we create is suitable and informed by their significant knowledge.

Lowell: Ok so how’s that progressing? Can you give a synopsis of key groups involved in its development?

Denlee: We are working with all the groups really – Virtual Ability, Virtual Helping Hands and members of Wheelies. Our contracted programmer is a member of VHH and we meet regularly with others from VHH as we proceed with design and development. We are also working with ReactionGrid, which is based on OpenSim, and they have provided us with four sims for our development work. They are very supportive of the importance of accessibility in virtual worlds.

Lowell: What does OpenSim offer that appeals in lieu of SL?

Denlee: The fact that it is open source. We can work with the open source community on solutions. Everything we do contributes to that open source community as well. We can work on the open source client when it comes to SL, but not at the server level, whereas we can tackle both with OpenSim. But, we are very mindful of the very large following of SL so we want to work at both levels since SL is still a wonderful conduit for linking people together given that large population base. The ideal solution is what I believe Linden Lab always envisaged, a grid with various virtual worlds linked together.

Lowell: Onto UniSA’s presence here – can you give an overview of what’s offered here and what any future plans are?

unisa-oct2009-1-smlDenlee: We will no doubt continue to maintain our UniSA island here – we are planning to trial using our island to facilitate career building – running careers fairs and so on. We are also undertaking research in the area of performing arts and hybrid performance. Intermediality – where actors on a “real life” stage perform with actors in SL.

Lowell: Is the UniSA presence a cross-faculty collaboration or predominantly your faculty?

Denlee: UniSA island is managed by me, but there are several other faculties (we call them Divisions), which plan to trial courses on our island including education and health sciences, and our computer science school also has a presence on SL. We are also doing collaborative work with many other universities. Our ALTC project is a collaboration involving UniSA as lead institution with Monash University, Edith Cowan University, the University of Sydney, RMIT and Flinders University, as well as the University of Sheffield in the UK. And we are also in communication with other Australian universities which have ALTC grants relating to this area.

Lowell: What’s your perspective on the Australian research momentum in relation to virtual worlds – are we leaders or followers?

Denlee: I think Australia is certainly undertaking significant research in this space – so definitely not just following the lead of international universities. We have a very strong presence in virtual worlds in both teaching and learning, and innovative research. Australia is certainly an important international player and making a significant contribution to the field. I think we will see that activity escalate in a short space of time as so many universities are now collaborating and sharing their expertise across many diverse disciplinary areas. A good example of the level of this activity is evident each year at the annual ASCILITE conference, which has attracted a rapidly increasing number of high quality research papers focusing on teaching and learning in virtual worlds.

Lowell: Do you feel there are solid collaborative structures in place to support the growing interest in a way that will be effective?

Denlee: We are seeing that happen I think at a number of levels. Firstly, the ALTC has funded quite a few projects relating to teaching and learning in virtual worlds so this is recognition of the importance of these environments. The ALTC requires universities to collaborate and so these projects bring together teams from universities across Australia. They also provide a mechanism for bringing projects together – so all that bodes very well for supporting collaboration. Also, we have seen a growth in interest in the informal networks recently established and AARNET is playing a major role in supporting collaboration among universities – it is well positioned to do so as the major internet service provider to universities across Australia. Education.au is becoming very active in this space as well and has shown great interest in working collaboratively with us.

Lowell: One area that seems to have a long way to go is public-private partnerships, including research. Do you think Australian business is being too hesitant or are there some structural issues more broadly that make collaborations like that difficult?

Denlee: Many of us are looking at the opportunities in that space and one obvious funding source that can assist research in this area is the Australian Research Council (ARC) through their linkage funding scheme. While the ARC does not fund teaching and learning projects, there is considerable interest from academics in undertaking high quality research relating to virtual worlds in partnership with industry groups, and I think you will see increasing uptake of research in this area in the foreseeable future.

Lowell: A final question. What are your plans over the coming 12-18 months?

Denlee: We will be continuing our research into accessibility solutions – that project is funded until the end of 2010. We will also be trialling careers fairs and industry engagement in the coming few months. I will be continuing to teach in SL focusing more on using SL as a platform for facilitating interaction between my students and clients via SL. We are furthering our research into mixed media performance in virtual worlds and we are currently working on a pilot project with the University of Adelaide focusing on entrepreneurship training in virtual worlds. I am working with Professor Noel Lindsay from the Entrepreneurship, Commercialisation and Innovation Centre at the University of Adelaide on that project.

Lowell: Any last words?

Denlee: I guess for me the most powerful thing about a virtual world like SL is that it provides a medium by which researchers, academics and students can come together to collaborate, undertake research and also for providing experiential learning opportunities for students within a global platform. The other significant aspect of this environment is the flexibility it affords for engaging people who might otherwise not be able to meet, whether due to disability, geographical location or other circumstances.

Check it out in-world

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Trademark protection gone mad: Linden Lab takes aim at educators

sl-wikispacesI’ve had the pleasure of having a chat to Jokay Wollongong in RL on one occasion, and hope to again in the future. I was more than aware of her work in Second Life prior to that catch-up, but only then did I realise her passion for the work she does. Sure, it’s part of making a living but it’s also a lot more than that – she is fundamentally driven by seeing the outcomes virtual environments can provide in education. In that, she’s no different to hundreds of other educators in Second Life.

That’s primarily why I’m gobsmacked and somewhat angry at a move Linden Lab has made, as reported by Tateru Nino over at Massively. Essentially, Jokay’s use of the URL sleducation.wikispaces.com has come under attack by Linden Lab, who’ve asked Jokay to take it down because of the use of ‘sl’ in the URL. As Tateru Nino outlines:

Under the Lanham Act, which controls the registration, usage and control of trademarks in the United States of America, Wollongong’s usage appears to fall squarely under nominative fair use, and thus legally unable to be counted as dilution of Linden Lab’s trademark which finally saw registration on 22 September this year.

Aside from the questionable legalities, I just can’t get past the apparent futility of issuing a takedown notice for a wiki site devoted to showcasing some of Second Life’s main strengths.  Sure, I can understand protecting a trademark makes exceptions difficult, but this has the whiff of a scorched earth policy. To that end, I’ve contacted the ever-helpful Pete at Linden Lab to get his thoughts on four specific questions:

1. What was the impetus for Linden Lab tackling Jokay’s Wiki specifically?

2. Does Linden Lab see it’s in its interest to issue takedown notices to educators showcasing one of SL’s strengths (i.e. it’s power as en educational platform)?

3. How much confidence should educators have that further trademarks won’t be registered, leading to a further change of landscape that can’t be forseen?

4. How would Linden Lab respond to claims that actions like this provide further motivation for people to move to other grids or platforms outside of SL?

Linden Lab deserve full right of reply and they’ll certainly get it (Update 2: you can read their response here).  My guess is that the takedown was instigated by Linden Lab legal people without a lot of consultation with others. Time will tell. I also had a brief chat to Jokay in-world late this evening, and although insistent on keeping positive about things, she made one key point that sums up the senselessness of this decision:

I’ll also be working to consolidate and publish my research on other platforms and will seek to diversify the wiki.  In the end all of this only strengthens my desire to establish presence in a broader range of virtual worlds, and we’ll be working on that over the coming months.

Then again, expanding the outcomes derived from Second Life into other platforms can only be a good thing. Perhaps it’s been Linden Lab’s intention the whole time ;)

Update: Jokay has posted her thoughts in more detail on her blog

Popularity: 1% [?]

A Second Life success story: NCI

It has been in Second Life for four years (having just celebrated its fourth anniversary), has over 150 staff, costs about US$13,000 each year to operate, holds 46,592 square metres of Second Life land (and rents quite a bit more), and is among the virtual environment’s most well-trafficked organizations.

It isn’t one of those corporate sites you read about, though. It’s a non-profit group, with little existence outside of Second Life. It’s NCI, a volunteer organisation that ranks among the most successful groups in Linden Lab’s virtual world.

nci-class-event-schedule

NCI’s basic mission is to assist and support newcomers to Second Life. Originally founded by Brace Coral in April 2005, Coral named the organisation New Citizens Incorporated (though the ‘incorporated’ part was merely in jest), and founded it on the principle that everyone in Second Life was able to contribute to the orientation and support of new users. Even those with only a few days of experience would have answers and information that newer users lacked.

Originally a self-help facility with social events and a building sandbox, the scope of NCI was already expanding by the time Carl Metropolitan took over as executive director in a popular vote in September 2005, when Brace Coral scaled back her Second Life activities.

With Metropolitan at the helm of the organization, NCI expanded significantly both in land and personnel, offering large numbers of classes and events, funded by advertising and donations, and standalone ‘aid stations’ called Infonodes scattered all over Second Life near areas where new users are likely to be found. NCI’s financial picture isn’t always a rosy one, however.

Advertising and donations don’t quite meet the operational bills each year, usually falling about US$1,500 short, which necessitates periodic fundraising activities to make up the shortfall, often in the form of charity auctions. NCI’s charity fundraisers are supported by quite a number of Second Life creators, as well as some corporations, such as Microsoft who donated software to the last big fundraising auction.

In an environment where users only have a limited number of group memberships available, NCI’s free-to-join group sports nearly 9000 members at present, and provides round-the-clock live-help for new users with questions and queries.

The NCI’s watch-words are civility, respect and courtesy, but maintaining a safe space for new users, protected from those who would exploit them or intentionally disrupt or harass them isn’t easy. NCI maintains strict rules of conduct, and enforces them swiftly when staff feel that new users may become upset or disturbed by the actions of a disruptive or abusive visitor. Indeed, one of the main pillars of NCI’s popularity is swift and strong enforcement of local conduct rules.

Keeping an organization like NCI running isn’t an easy job either. While class instructors and event hosts recieve payments from the organisation for their duties, nobody is getting a wage from the process. Senior staff can be under tremendous amounts of pressure. In the wake of NCI’s 4th anniversary celebration on 18 April, executive director, Carl Metropolitan decided that he needed a sabbatical, partly from the daily pressure of work, and partly due to unavoidable circumstances related to the USA’s economic downturn.

Presently, a new interim management team are settling in, with Afon Shepherd and Gramma Fiddlesticks cooperatively managing the organisation until Metropolitan’s return to duty. That NCI works at all is something of a surprise, being an expensive operation, with so many people from all walks of life, from most of the countries in the world, bonded primarily only by the willingness to help others and to donate their spare time.

NCI does work, however, and it works well. If you’re new to Second Life, it’s one of those must-visit places.

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NCI Major Locations

Popularity: 5% [?]

Skoolaborate: a growing success, despite government ineptitude

I spent this morning at a session organised for a team of French innovators called ‘Lead Educators : Virtual Worlds and the Immersive Web’ . I’ll talk more about that in another post but I wanted to devote this one to a topic we’ve covered previously: Skoolaborate.

Since that time, there’s been some incredible progress, with more than forty schools now involved. I had the opportunity to see Skoolaborate up close at Sydney’s MLC School today. Director of Online Learning at MLC and Skoolaborate‘s founder, Westley Field, spent an hour or so presenting the outcomes to date from the project, which was established in 2007. Essentially, the outcomes demonstrate the power of a well designed 2D content delivery system combined with the use of Skoolaborate‘s islands in Second Life. Here’s a small example of such an outcome:

The main messages I took out of the session aren’t news to educators working regularly with virtual worlds, but they bear repeating for the rest of us:

1. Virtual worlds provide a powerful complementary role within the broader learning context

2. Some students immerse themselves in the virtual world aspects, others don’t like it, and most fall somewhere in the middle

3. Having an evangelist within a school for learning innovations like Skoolaborate is crucial, but having a supportive Principal is even more important

It’s not an entirely rosy picture for Skoolaborate though. Funding has improved although it remains an ongoing battle, and the time commitment from educators involved is significant. Most importantly, I detected a level of frustration around some inequalities existing in accessing Skoolaborate. One of the most stark illustrations of inequality with it is due purely to State Government ineptitude.

Let’s use the NSW Department of Education and Training (DET) as an example. Essentially, no NSW (or Australian) public schools are involved with Skoolaborate. The reason: schools falling under the control of the NSW DET cannot access Second Life. Why? The usual response on blocking content is around protecting children from unwanted information. The thing is, in the case of Skoolaborate, educators have already identified the issue and solved it. Participating schools are set up in Second Life so that only authenticated students and teachers can access in-world activities. In NSW, the private schools involved have mandatory ‘working with children’ checks and worldwide each participating school must complete their own relevant police checks for each adult participant. In fact, successful registration to access any content requires completion of the police check. This would have to make Skoolaborate one of the most child-secure online learning environments in existence.

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Westley Field – MLC and Skoolaborate

What makes this issue particularly frustrating is that key bodies within the NSW DET actually understand that initiatives like Skoolaborate are delivering for students. The NSW DET’s own Centre for Learning Innovation (CLI) has staff well and truly across virtual worlds, and there’s recognition from its General Manager down that immersive worlds will be key to further online learning initiatives. 
Given that any school should be attempting to prepare its students for the realities of the outside world, and that units like the CLI already see the potential of virtual worlds for education, why would the DET have a policy of preventing access? It’s either a politically motivated call or a case of plain ignorance at the higher levels of the DET.

Either way, some serious questions need to be asked on how long the situation will occur. This may be a case of failing to protect children by not equipping them with appropriate knowledge. How will kids know how to navigate emerging technologies if they have no exposure in their schooling?

Update: Westley Field has contacted me to correct the assertion that no Australian public schools are involved with Skoolaborate – there are in fact public schools involved, just none from NSW. He also added: “The National Government , through its values in action program is leading the way by supporting us. This support partially based on the fact that we have all three sectors involved. We are very proud of that fact.”

Popularity: 5% [?]

Virtual Worlds Research Discussion Group

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Whilst Linden Lab list their education highlights for 2008, a standout from the past year in an Australian context has been the successful establishment of the Virtual Worlds Research Discussion Group.

Organised by organized by Greg Wadley (Uni of Melbourne), Deb McCormick (Monash Uni) and, Sabine Lawless-Reljic (San Diego State), there are weekly meetings held at alternate locations. The 2009 seminars kick off next Tuesday the 20th January with a presentation by Don Wen titled ‘A study of Avatar Personalization Systems in Three Virtual Worlds’.

Whether you’re actively involved in conducting research yourself or interested in hearing about research underway, these seminars are hard to go past. You can view to future schedule of seminars here. Second Life may be the venue of the discussions but they explore much wider horizons than that.

Popularity: 4% [?]