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Augmented Reality | Emerging Tech | Video Games | Virtual Worlds




      ARVEL
                                                     www.ArvelSig.com




        Applied Research in Virtual Environments for Learning




  EXCLUSIVE

E-Interview Research Framework by
JANET SALMONS

  ASK CHRIS

Research Advice
from CHRIS DEDE

 PROPHETS OF
SCIENCE FICTION

Science Fiction book reviews
by SHARI METCALF

  RE-THINKING
  ASSESSEMENT
New Media, New Methods
by LISA DAWLEY



                                                   OCTOBER-DECEMBER 2011
arvelsigSuperNews
                        Applied Research in Virtual Environments for Learning



The ARVEL SuperNews is an initiative of The Applied Research
in Virtual Environments for Learning special interest group of the




                                                                           ARVEL SuperNews was powered by …..http://writtenkitten.net
American Educational Research Association.


EDITORS: Jonathon Richter and Sabine Lawless-Reljic
AUGMENTED REALITY EDITOR: Patrick O‘Shea
EMERGING TECHNOLOGY EDITOR: Jeremy Kemp
VIDEO GAMES EDITOR: Moses Wolfenstein
VIRTUAL WORLDS EDITOR: …still rezzing
ASK CHRIS: Chris Dede
EDITOR AT LARGE: Jodi Asbell-Clarke
SCIFI COLUMN EDITOR: Shari Metcalf
CONTRIBUTING EDITORS: …roaming


EXECUTIVE COMMITTEE 2011-2012
HONORARY CHAIR & NOMINATION COMMITTEE CHAIR: Chris Dede
CHAIR: Lisa Dawley              PAST CHAIR: Jonathon Richter
PROGRAM CHAIR: Scott Warren     PROGRAM CHAIR ELECT: Amy Cheney
FINANCE/SECRETARY: Brian Nelson SPECIAL EVENTS: Patrick O‘Shea
COMMUNICATIONS: Sabine Reljic   MEMBERSHIP: Dennis Beck
AWARDS: Shari Metcalf           WIKI: Nicole Miller



CONTACTS:
WEBSITE: http://www.arvelsig.com
NING: http://arvelsig.ning.com
EMAIL: arvelsig173@gmail.com
CONTENT S
WHAT’S THE BUZZ                  SPECIAL FEATURE
4 Winter in ARVEL                14 E-Interview Research
                                 Framework
5 Letter from the ARVEL Chair
AUGMENTED REALITY                REGULAR FEATURES
7 Teacher-Designed AR            6 Movie Review
9 Software/App Reviews           17 Ask Chris
EMERGING TECH.                   18 SciFi Column
10 Let‘s Talk about Bodies       25 Club Photo
13 Software/App Reviews          26 Blog Alert
                                 27 ARVEL@AERA
VIDEO GAMES
                                 28 Art Reviews
19 Rating Video Games
                                 29 Announcements
VIRTUAL WORLDS
21 Jonathon Richter and Sabine
     Lawless-Reljic




                                                           3
|What’s the Buzz?
                                   Winter in

                   ARVEL
                     inter: brings to mind thoughts of snow, hot
               chocolate, and gifts. As companies offer new video
               games, new apps, and a myriad of new gadgets to
               interact with and learn from, the commercial hype is at
               its peak. Winter also marks the end of the year as
               daylight in the northern hemisphere ebbs and we reflect
               and prepare to renew ourselves with the rising of a new
               sun. We note the passing of efforts in our field: the loss
               of funding at the federal level for many areas of vital
               research, the closure of LEGO Universe MMO, and
               many other difficulties faced by children, educators,
               and the learning research community at this point in
               history. Now it is time that we all create hope and face
               the future.
               Scanning the horizon, things look like they will be
               increasingly interesting.
               Here at ARVEL, we‘ve been looking inward, too: times
               are changing quickly and we‘re galvanizing our
               determination to not only stay the course, but to be
               stronger and better at fulfilling our mission. While this
               fundamentally means stewarding a healthy Special
               Interest Group within the American Educational
               Research Association and all that that entails – we look
               to support that core by growing and engaging our
               community of practice.
               We‘re looking to better use the many media outlets that
               ARVEL has sprouted – the Research Wiki, the listserv,
               the ARVEL Ning Social Network, the ARVEL
               Immersive Learning Research Forum, the hands-on
               workshops and on-site experiences – and of course the
               high quality program at the AERA Annual
               Conference… as well as the ARVEL quarterly
               SuperNews – TOGETHER. Our organization is
               focusing on the purposeful, efficient, and meaningful
               use of this array of engagement opportunities to weave
               a fabric that embraces everyone in our immersive
               learning research community throughout the year.
               Together, we look to stick to our knitting and create
               this cozy ARVEL virtual sweater.
               On behalf of all of us at the ARVEL SuperNews, we
               wish you Happy Holidays and a sunny, enlightening
               and immersive new year!

               Jonathon Richter, Co-Editor




                                                                     4
ASSESSMENTS
                                                                            still very much alive. Instead of
                                                                            thinking about assessment as the
                                                                            evaluation of ―getting it right,― how
                                                                            can we engage in ongoing cycles of
                                                                            data collection, reflection and
                                                                            improvement that are customized to
                                                                            individual people? What types of
                                                                            data can we provide to learners that
                                                                            help them reflect on and interpret
                                                                            achievement of their own goals and
                                                                            interests, and in what forms can it be
                                                                            provided to create engagement and
                                                                            motivation in the learning process? I
                                                                            appreciate how Moses Wolfenstein
                                                                            and others start to lead us down that
                                                                            path in this issue with discussions of
                                                                            games-based learning.

                                                                            As an academic who thrives on
                                                                            applied research and the use of
                                                                            design-based research in my work,
                                                                            I‘m very excited about seeing the data
                                                                            from my designs put into action.
         Dr. Lisa Dawley is Mali Young in Second Life                       What data sets are meaningful, how
                                                                            do we aggregate and display the data,
Re-thinking Assessment                                                      what patterns can we discern, and
                                                                            when we do, what do we do with that

for a New World                                                             information? How do the players
                                                                            (learners) actually encourage the
                                                                            design of the system itself? Asbell-
How do immersive                     visualize a multiple choice test       Clarke‘s article on educational gaming
learning environments                where I must completely fill in the    ecosystems helps us understand how
                                     bubble, only to be informed of the     the players themselves are part of a
change the nature of                 results and how far I am from still    larger community and ecosystem that
assessment?                          being perfect, the 100%, the gold      actually influences the design of the
By Lisa Dawley                       star on the paper. I‘m sure this       game, that then returns to have an
                                     stems from some childhood              impact on the player and community
                                     trauma, or perhaps my lessening        (issue Summer 2011). Very cool.
A hearty welcome to our new
                                     tolerance for testing practices that
editors in this issue of the
                                     have gone awry in today‘s              Enjoy the issue. And get ready.
ARVELSIG SuperNews! We‘re
                                     educational system .                   AERA is just around the corner, and
thrilled to bring our members a
                                                                            the ARVELSIG team has been busy
variety of new perspectives and
                                     One of my goals as an educator is      behind the scenes to make this our
latest news about immersive
                                     to encourage others in the field       best conference yet—we hope you‘ll
learning.
                                     (and myself) to reframe our            join us on our Scholar‘s Journey
                                     thinking about the dreaded             (super secret project) where you can
Now, on to this issue‘s topic:
                                     assessment word. This can be           experience alternative assessments
assessment. I don‘t like the word
                                     hard to do in K-12 educational         first-hand. We hope to see you in
―assessment.‖ My mind begins to
                                     system where high stakes testing is    Vancouver in April!

                                                                                                                 5
Movie
                                                                                                       Review




                                            Source: http://www.mobile2u.com.pk/blog/desktop_wallpapers/hd_avatar_wallpaper.aspx
2008, p12 (I, Avatar. New Riders:




                                    W hat is from Sanskrit (ava-tāra) (Compact Oxford Englishdescent of a 2008).to
                                             an avatar? The etymology of ‗avatar‘ explains the             deity
“Somehow my invented self was
becoming a part of my real self,




                                      earth:                                                   Dictionary,
                                     ‗Avatar‘ is a spiritual concept made in flesh. Authors have revisited the concept in
dream to breathe.” Meadows,




                                     science fiction novels such as Snowcrash (Stephenson, 1992) and movies such as The
as if I’d somehow caused a




                                     Matrix (Wachowski, Wachowski & Silver, 1999), in which heroes are humans who
                                     can electronically transfer their mind into computer-generated bodies in cyber-
                                     worlds. The movie Avatar (Cameron, 2009) more recently pushes the technology
                                     advances to providing biological bodies (called avatars) operated via mental link by
                                     genetically matching humans in an effort to join the natives, the Na‘Vi, inhabiting
                                     the planet Pandora. The behaviors emitted by the avatars are thus controlled by
                                     the humans. Outside the movie industry, technology has yet to reach mind control
                                     over xeno-flesh capability yet. However, brain-controlled avatars are not too far
                                     behind as demonstrated by brain-computer interface research and emerging
Berkeley, CA)




                                     technologies such as the Advanced Virtuality Lab (AVL)‘s projects in Israel:
                                     Virtual Embodiment and Robotic Re-Embodiment (VERE) is funded by the
                                     European Union and aims to build interfaces for virtual worlds allowing users to
                                     control avatars mentally. VERE is a viable approach to the challenge of
                                     telepresence by providing natural avatar movements. Another AVL project, Being
                                     in Augmented Multi-modal Naturally-networked Gatherings (BEAMING project)
                                     produces lifelike interactions. A BEAMING proxy is a programmable bot that
                                     looks and acts like the person it doubles. Read more about AVL‘s projects at
                                     digitaljournal.com/article/314353. By S. Reljic-Lawless

                                                                                                                           6
|Augmented Reality
Patrick O’Shea, AR Editor: For this issue, I’ve invited Dr. Daniel Curry-Corcoran to present his   was constructed to study the
thoughts about an initiative that’s taking place in the Newport News (Virginia) Public School      values of delivering content
System involving teachers and students creating their own Augmented Reality experiences. Enjoy.    to students through teacher
                                                                                                   and student designed
A Newport News Public Schools initiative               Over the past year, Newport                 augmented reality (AR)
brings AR to teachers and students                     News Public Schools (NNPS) in               experiences. This process
By Dr. Curry-Corcoran                                  Virginia implemented a pilot                involved a scaffolded
                                                       project to examine the impact of            approach to teaching
Professional development in our public schools has an innovative teacher training                  educators the skills to
one primary goal - to improve teaching and             model. Using the latest in                  develop AR experiences,
learning. Given the vacuum in which many of these handheld computers and quick                     and then having them
trainings occur, many teachers struggle to transfer    response (QR) technology, a                 teach those same skills to
their new learnings into the reality of the classroom. professional development plan               their students.

An Exploration of an Approach to Developing
Teacher- and Student-Designed Augmented
Reality Experiences
Unlike traditional professional development sessions that utilize standard lecture and small
group work to drive learning, this AR training focused on exposing teachers to a process of
learning through the entire AR life cycle - from design, to development, through
production. Rather than focusing on content mastery, teachers focused on the process of
instructional delivery critical to ensuring their ability to lead AR experiences in their own
classroom. Despite inevitable issues of procurement, access, and change management,
preliminary findings highlight the potential of coupling handheld technologies and process-
based learning to improve teaching and learning.
   First, initial teacher misgivings        reflected during interview sessions    multi-step
and doubts regarding the ability to         and their work in the classroom.       multiplication
deliver new instructional techniques                                               problems, a key content strand covered
were overcome as teachers were                 A second important finding came     during the school year. In one instance, a
given ample time to question, plan,         in understanding how professional      ―dognapper‖ demands a ransom of 100
troubleshoot, and develop the final         development activities focused on      $100 bills and 75 $50 bills. While this
product they would use in the               process and delivery helped teachers   may seem straightforward, many
classroom. Teacher interest grew in         become more reflective on their more students were puzzled as to the actual
relation to their direct exposure in        traditional approaches to content      question being asked. While this led to
leading the development of the              delivery in the classroom. Reflecting  some concern among the Hidenwood
various stages of the AR experience         on the impact AR strategies could      team given the amount of time spent on
during training sessions. Teachers          have on more traditional teaching      this standard during lessons, teachers
who had more direct involvement in          approaches was apparent in many        were able to use the process-based
facilitating learning sessions had a        debriefing sessions. In Dognapped,     learning strategies of their AR to realize
deeper understanding for each step          the second AR experience designed      the need for more process learning in
in the development and production           completely be the Fifth Grade team     the classroom.
processes of an AR. Ultimately              at Hidenwood Elementary, students
these teachers internalized a richer        were required to follow clues to          A third take away examines the
mastery for each of the AR                  discover the whereabouts of their lost philosophical debate on the role
development stages, which was also          dog. This AR incorporated many         technology plays in the classroom.

                                                                                                                            7
Historically, technology has been          provide opportunities for all        Regardless of any individual's personal
used primarily as a support to             involved to use their creative    feelings regarding technology, the rapid
instruction, but has not always been       powers to create instructional    pace of technological development and the
integral to instructional delivery. This   resources.                        exposure that students have to it outside of
is even the case with modern                                                 the classroom will ultimately mandate that
handheld computers. When used as a                                           we find productive ways of using these
mere tool, despite their promise for                                         devices in the classroom. While we can
changing the instructional process,                                          continue down the road of using handheld
these devices too can spend far too                                          technologies as supports, our work at
much time on shelves in the                                                  Hidenwood has shown the promise that
classroom as students become bored                                           exists when these technologies are coupled
with overused applications or                                                with innovative strategies to incorporate
repetitive uses. A key finding in the                                        them into the work of teaching and
augmented reality work at                                                    learning. Students can take up the role of a
Hidenwood highlighted the promise                                            reporter, a light technician, or even a
that awaits us when technology                                               geologist, and apply what they are learning
becomes an integral component in                                             in the classroom to collaborate and solve
instructional delivery.                                                      real scenarios providing authentic settings
                                                                             for students and teachers to learn from.
     One key difference with the
Hidenwood project in comparison to
many projects using handheld
computers was the focus on
instruction rather than technology.
                                            1. The ARG required
Instead of providing content, these
                                            students engage with virtual
devices were used to create, deliver,
                                            and real-world materials.
and produce instruction. They were
not merely used as a tool during a
                                            2. The activity in the hallway
lesson but as tools necessary for the
                                            demonstrated how engaged
learning process. The experience of
                                            the students were.
creating the augmented reality
experiences, whether teacher or
                                            3. Students worked in pairs
student developed, continued to
                                            to follow the trail.

              Dr. Curry-Corcoran is the Executive Director of Accountability and is responsible for the supervision of
              staff in the departments of state and local testing, applied research, program evaluation, and the division‘s
              student information system. Dr. Curry-Corcoran also serves as the principal researcher for the school
              division. Dr. Curry-Corcoran has over 10 years experience in program management, evaluation, and
              research in public school settings. These experiences have afforded Dr. Curry-Corcoran with innumerable
              opportunities to develop collaborative relationships and partnerships among both school and
              administrative staff necessary for the success of a project of this scope. His research focuses have included
developing strategic evaluation plans for elementary and secondary reading and mathematics assessment programs,
measuring the effectiveness of federally-funded Title I teacher training programs, and analyzing the impact of
technology training on pre-service and in-service teachers. Dr. Curry-Corcoran‘s experiences as a researcher have
enabled him to develop a strong understanding and provide in-depth support to educators in a variety of fields,
including the development of technology infrastructure, appropriate uses of student-level data, curriculum development,
and the professional development and training of school staff. Dr. Curry-Corcoran has a long history of working on
large-scale school reform efforts involving technology integration and is currently supervising the deployment of the
school division‘s new student information system and helping to coordinate the augmented reality training of fifth grade
teachers at Hidenwood Elementary school. These efforts include the recruiting of teachers and administrators,
coordinating the purchasing and testing of the iPod Touch devices used, and planning for the expansion and training
initiatives to ensure the replication of efforts to other elementary schools.

                                                                                                                      8
Software
                                                                                             & App
                 Layar                                                     Junaio           Reviews
                 www.layar.com
                                                                          www.junaio.com
                 Platform: iPhone, Android, Symbian
                                                                          Platform: iPhone, Android, Nokia (N8)

GPS: yes                                                GPS: yes

Marker Based: No                                        Marker Based: Yes

Markerless: No                                          Markerless: Yes

Built-In User Actions: Web View                         Built-In User Actions: Post text, post image, post photo,
                                                        post 3d, social
Publishing API: Open key
                                                        Publishing API: open key + crowd
Application API: custom
                                                        Application API: custom
AR View Content: 3d, 3d-amin, 2d
                                                        AR View Content: 3d, 3d-amin, 2d
POI actions: Info, Audio, Music, Video, Call, Email,
SMS, Map, Event                                         POI actions: Info, Audio, Video, Map, Event

Offline mode: Online only                               Offline mode: Online only

                 Wikitude                                                 Sekai Camera
                 www.wikitude.org/en                                      sekaicamera.com

                 Platform: iPhone, Android                                Platform: iPhone, Android, iPad,
                                                                          iPodTouch
WIKITUDE API                 WIKITUDE WORLDS            GPS: yes
GPS: yes                     GPS: yes
                                                        Marker Based: No
Marker Based: No             Marker Based: No
                                                        Markerless: No
Markerless: No               Markerless: No
                                                        Built-In User Actions: Post text, post photo, post sound,
Built-In User Actions:       Built-In User Actions:     social

Publishing API: Bundled      Publishing API: open key   Publishing API: restricted+ crowd

Application API: open        Application API: custom    Application API: commercial

AR View Content: 3d, 2d      AR View Content: 2d        AR View Content: 2d

POI actions: Info, Event     POI actions: Info, Map,    POI actions: Info, Audio, Map,
                             Email, Call
Offline mode: Offline        Offline mode: Cacheable    Offline mode: Online only


This review information was retrieved from ―AR Browsers for Smartphones.‖ Read the entire
report at http://www.scribd.com/doc/56146988/AR-Smartphones

                                                                                                               9
|Emerging Technology
                                                                                        with their classmates and conducting
Let’s Talk about Bodies                                                                 the business of education. Women 40
Connecting our bodies with virtual                                                      years and older, however, were much
                                                                                        more willing to explore this brave
environments for research
                                   Let‘s talk a little about their bodies.              new world.
By Jeremy Kemp
      In my research of our graduate                                                         I honestly haven‘t a shred of
                                                  One fascinating results of my
students of library and information                                                     evidence to describe the foundations
                                            survey research with over 400
sciences‘ willingness to accept all the                                                 for the psychological basis for this
                                            respondents showed that problems
user for troll environments as a                                                        difference; my work was purely
                                            with vision (albeit self-reported) did
learning system and a tool to augment                                                   quantitative and based upon the
                                            indeed have a very strong impact on
our synchronous Web conferencing                                                        Unified Theory of the Acceptance
                                            our students‘ willingness to
system and asynchronous learning                                                        and Use of Technology. Now it‘s
                                            accept virtual environment tools in
management system, I was surprised                                                      time to start using some mixed
                                            their learning milieu. But, contrary to
to find that ―facilitating                                                              methods and reach out to our
                                            my expectation, folks who reported
conditions‖ such as the students                                                        students to better understand the
                                            having vision problems were MORE
home computing environment and                                                          human reasons for this difference.
                                            likely to accept virtual environment
general feeling of EEs with                 tools.
technology overall had very little                                                           But let me take a few semi-
impact on their acceptance for                                                          educated guesses about why our
Second Life. The general full wisdom                                                    students with vision problems and
among educational technologists has                                                     our students of different ages
been that tools like Second Life are                                                    accepted the use of multi-user virtual
too cumbersome and unwieldy for                                                         environments in their online
our poor overwhelmed students to                                                        education in interestingly non-
navigate and master.                                                                    intuitive ways.

      But, contrary to this general                                                     Let‘s talk a little bit more about their
                                        Screenshot of the default view in Second Life
feeling that ―cognitive load killed the                                                 bodies.
avatar,‖ the data is just not showing
this, at least among my community of                                                         I can only imagine the difficulties
techno-savvy librarians. Our folks                                                      that sight-impaired have navigating
tend to be extremely hip to the latest                                                  around the world. How many bruised
computer trends and methodology                                                         shins, aching shoulders and needlessly
for incorporating technology into the                                                   embarrassing situations must arise
process of gathering, manipulating                                                      from having a foggy view of the
and sharing information in                                                              world? I‘m not talking about total
communities. San Jose State                                                             blackness, walking with a red cane,
                                        Screenshot of zooming on the map
University School of Library and                                                        guide dog blindness. If you have any
Information Science is the largest             One further interesting result           trouble with vision the physical world
such school in the country with over     was that our women (and 85% of our             must become just that much more
2300 students working entirely from a    students are women) were much                  physically threatening; all filled with
distance. In fact, we never require      more likely to accept these tools once         sharp edges and ankle-bending
their bodies to visit our location.      they had passed their reproductive             missed steps. I have to imagine that
                                         prime. Women in their 20s                      the Second Life viewer presents some
                                         vigorously pushed back on the use of           wonderfully liberating controls in
                                         avatars and fantastical virtual                terms of zooming the view to an
                                         environments as a way of interacting           extreme close-up to any object or

                                                                                                                          10
other person in the simulator. And        larger portion of whom are                 deeper understanding and empathy.
what sight-impaired person wouldn‘t       unmarried and without child. Teri          Terri was able to leverage the vast
enjoy flying through cityscapes like      Lind here at our school of nursing         amount of user-generated content in
Superman when those very same             sees multiuser virtual environments as     the Second Life store to outfit each of
complex urban environments must           the perfect setting for exploring          her students avatars with a working
present some daunting challenges          emotional and affective issues in          uterus. With tummy‘s bulging ever
from the ground level? Will we see        healthcare simulation. Her brilliant       larger over time and a dramatic
any work in Vancouver concerning          idea is to impregnate all of her           culminating event, Teri explores
disabilities and avatars?                 students!                                  primal topics such as the risk for
                                                                                     mortality how it feels to…. Well, you
     A nursing colleague of mine is            These young ladies (and a few         get the drift. The IRB strains to
doing some very interesting work          men) become ―with child‖ on a              comprehend appropriately bland
with her young female students, the       fabulously awkward journey toward          euphemisms.



 Pictures with
 permission Teri
 Lind, SJSU,
 School of Nurses.



                         Pregnancy                   Delivery                           Post Partum
     Meanwhile, another colleague at      fear-of-heights queasiness. It turns out love you SIRI). And, in fact, I am
Indiana University is gathering           these are cheap tools for tickling our   writing to you now through my
information off the bodies of real        amygdales.                               headset using a tool originally
people in their response to the virtual                                            invented and evangelized by Ray
environment. Eye tracking, galvanic             So what‘s so ―emerging‖ about the Kurzweil. His same speech
skin response, electroencephalogram,      thought of connecting our bodies with recognition engine used in Dragon
and functional magnetic resonance         virtual environments for research?       and offered by Nuance is powering
imaging are all tools in our research     Well, perhaps I‘m more excited about     the Apple voice-recognition tools.
chests (should they be well-funded).      the pace of change here and how we       Yes, that‘s the same Ray Kurzweil
                                          seem to have broken out of the 20-year who invented a reader for the blind
     Another interesting area that        WIMPy doldrums. We have been             and who plans to maintain his body
arises from the earliest simulations in   satisficing with Windows and icons for in a frozen state to await the time
virtual environments developments         a decade, and are very recently          when our minds can be is uploaded
have to do with our body‘s inability      engaging -- at an explosive pace -- with to our silicon.
to withstand disconnected sensory         physical interfaces shining forth like
stimuli. Researchers found very early     a supernova out of a little company in
on that sending the brain visual          Cupertino.
simulate that does not match the
biological inertial guidance system in         Indeed, our jobs as researchers
our ears can cause some problems.         have become much more interesting
My wife demonstrates this concept         with touchy-feely, talky-wavy tools.
on long trips in the car by her           Our constant connection to the cloud
inability to read anything, or even to    now comes standard with haptic
look back to chat with my girls. And      feedback (bzzzzz) and our early
it doesn‘t take a multi-million dollar,   missteps into affective interfaces (I
high fidelity, military-grade flight      curse you, Bob) have now been
simulator to generate a physical          absolved by the dulcet tones of
response, including sweaty palms and      DARPA-birthed personal agents (I


                                                                                                                     11
The interesting thing about             And, riffing on this theme of        they were first explored as tools to
fantastical predictions of the           virtual environments, the cloud and       simulate destruction, they have
emerging technology is how the           body integration, Patty Maes work at      become so personal and ubiquitous
pinnacle development in most men‘s       MIT on the topic of fluid interfaces      that they are now useful in the most
plans for the future (including          directly applies to my point. See her     humble classroom and for the least
Kurzweil‘s Singularity) seem to          work also on ―sixth-sense‖ projected      martial effect. We may not live
always happen within the predictor‘s     interfaces and my favorite new toy        forever inside them, but at least
lifetime. Thus Maes-Garreau‘s Law        from sifteo.com. Beware the Owl           we will see further and grow and
stating, ―most favorable predictions     Bear!                                     heal with each other through them.
about future technology will fall                                                  -J
within the Maes-Garreau Point",               Emerging developments in
defined as "the latest possible date a   applied research for virtual
prediction can come true and still       environments for learning seem to be
remain in the lifetime of the person     headed toward a more physical,
making it."                              primal and sensual realm. Whereas




                       Jeremy W. Kemp is a full-time faculty member at SLIS and started teaching online in 1999. He
                       keeps the official wiki for educators using the Second Life immersive environment —
                        www.simteach.com . His instructional technology project connecting Moodle and Second Life
                       has attracted hundreds of participants from around the world — www.sloodle.com . Kemp has a
                       doctorate in education and master's degrees from Stanford and Northwestern University. He has
                       been awarded "Picture of the Day" three times on Wikipedia and "Featured Video" twice
                       on YouTube .



                       Kurzweil is involved in fields as diverse as optical character recognition (OCR), text-to-speech
                       synthesis, speech recognition technology, and electronic keyboard instruments. He is the author
                       of several books on health, artificial intelligence (AI), transhumanism, the technological
                       singularity, and futurism.

                       Read more about Raymond ―Ray‖ Kurzweil, an American inventor and futurist.
                       >> http://bigthink.com/raykurzweil

                       SixthSense augments the physical world around us with digital information and lets us use
                       natural hand gestures to interact with that information. By using a camera and a tiny projector
                       mounted in a pendant like wearable device (have you watch Time Travelers yet?), SixthSense sees
                       what you see and visually augments any surfaces or objects around us.

                       Read more about SixthSense, a wearable gestural interface.
                       >> http://ambient.media.mit.edu/people/pranav/current/sixthsense.html


                       Siftables are hybrid tangible-graphical user interface devices with motion and neighbor sensing,
                       graphical display, and wireless communication. Siftables provide a unique opportunity to give
                       children responsive feedback about the movement and arrangement of a distributed set of
                       objects.

                       Read more about TeleStory, an educational application developed on the Siftables platform.
                       >> http://ambient.media.mit.edu/people/seth/past/telestory.html


                                                                                                                  12
Software
                                                                                                  & App
                 Rocket Math                                                  Slice It!          Reviews
                                                                                Students may
                  Last winter, while overseeing the
                                                                                not realize it, but
                  library during recess, I noticed a large
                                                                                this app is full of
                  number of boys crammed around an
                                                                                opportunities to apply knowledge of
                  iPad. I was immediately suspicious.
                                                             geometry, area, fractions, and percentages. The goal is to
Why were they all swarming together and furthermore
                                                             slice a given shape equally into a specified number of
what could possibly be attracting a large number of boys
                                                             pieces. The shapes, number of cuts, and pieces change with
to the library during recess? They were playing Rocket
                                                             each new turn. The puzzles vary in complexity and become
Math! This app cleverly integrates learning math with
                                                             progressively challenging. Invite students to play and then
experimenting with rocket design. Students can practice
                                                             listen carefully to their conversations. Without prompting,
reciting math facts, counting money, telling time,
                                                             look for evidence of math concepts previously taught. Ask
recognizing fractions, decimals, geometric shapes,
                                                             students to take a screen shot of a solved puzzle and then
number patterns and even square roots. Every time a
                                                             have them discuss the reasoning behind the placement of
child completes a task, they earn money that can
                                                             their cuts. Have the class write step-by-step directions to
purchase rocket parts. This appears to be an exceptional
                                                             solve a given problem. What math terminology is necessary
motivator!*
                                                             in order to do this? This addictive app appears completely
                                                             different from the traditional geometry textbook or
                                                             worksheet, and yet it will provide a reason for students to
                                                             access knowledge from prior math lessons.*

Find the Common Sense Media ratings at
http://www.commonsensemedia.org/
                 Strip Designer                                               Project Noah
                  Ask students to retell the sequence of                        Project Noah connects students to real
                  events in a Revolutionary War battle,                         world learning while promoting
                  folktale, science experiment, or the                          environmental stewardship. With this app,
                  states of matter in the context of a                          students can join the forces of other
graphic novel. Strip Designer can import maps, images                           nature lovers across the world and collect
from iPhoto, or photographs taken with a mobile device       photographs of local plants and animals. Students can
directly into a comic strip template. There is a wonderful   collect photographic evidence on their own or for
selection of fonts, colors, text balloons, stickers, paper   organized projects, or "missions," set up by scientists. Each
backgrounds, frames, and filters from which to pick.         time students take a photograph; they are documenting that
Students will need to choose a page template that best       particular species. They will need to be able to classify,
matches the number of events they plan to retell. With       describe, and create search tags for every image they
all these wonderful graphic features, it will be a           submit. Project Noah can automatically access a mobile
challenge for students to explain events succinctly while    device's location and include that data with each sighting or
sticking to the facts. When the graphic novels are           students can choose to enter it manually. Geography
complete, simply save the comics to iPhoto, print them       studies quickly transform from an exercise in
out, or email as a JPEG, PNG, or PDF file. The app           memorization, to purposeful understanding of how
will also connect to Facebook, Flickr, or Twitpic.           different locations support unique life forms. With this
Retelling events in comic strip format is definitely a       project, students will need an understanding of Life Science
great way to build understanding skills and spice up a       classification systems and be able to observe and describe
traditional paper and pencil report.*                        the similarities and differences of a species.*




* Reviews reproduced with author permission. Dianne Darrow reviewed these apps for Edutopia.org at
http://www.edutopia.org/blog/ipad-apps-elementary-blooms-taxomony-diane-darrow.


                                                                                                                   13
|Special Feature

Making Sense of Online Interviews with the E-
Interview Research Framework
Changes in scholarly inquiry with         are meaningful. Is the individual one           I believe that research and
e-research By Janet Salmons               person in a physical world and            scholarship will be the next areas
                                          another in a virtual world? Where is      to feel shifts comparable to those
                                          the boundary, or is there a boundary,     that have occurred with the
The responsibility of the researcher      or does it matter?                        move from classroom teaching
is to explain the world to the world.                                               to e-learning. We already see that
Working within the discipline of a             These complexities have              electronic production and
selected mode of inquiry, the             implications for everything from          delivery of academic journals is
researcher ventures into the unknown      culture to commerce, politics to          changing the way scholars
then brings new discoveries to the        family life. And they have                convey their findings; this shift is
attention of scholars as well as to       implications for the scholar who must     transforming libraries and entire
those who can apply findings and          determine how to conduct ethical          industries based in print
solve practical problems. Researchers     research with credible, consenting,       publishing. How will the nature
in our time have opportunities to         legal-age participants. In particular,    of scholarly inquiry — the
make ground-breaking discoveries, to      the qualitative researcher who uses       questions asked, the
generate new knowledge, and explain       interviews may find it challenging to     characteristics of the researcher,
emerging ideas to those who can           determine whether a research setting      and the instructional,
benefit from such understandings.         is public or private, or who, in what     institutional, and infrastructure
But the worlds they seek to explain       identity, can legitimately sign an        systems that support research —
are such that accepted methods and        informed consent agreement to             change as e-research becomes yet
methodologies are not entirely            participate. E-researchers must           more widely adopted? How will
adequate.                                 ascertain how style or mode of data       these changes affect the ways in
                                          collection will align with the research   which research is taught,
      When Bob Dylan (1965)               purpose as any researcher must, but       conducted, and supervised?
observed that "the princess and the       consider as well additional matters
prince/Discuss what's real and what       about the communications type and              In this shifting environment
is not" he could not have predicted       technology, the digital identity and      those who guide or approve
just how lively that conversation         presence of the researcher, among         thesis or dissertation proposals,
might be today, given the liminality of   other questions.                          research fellowships or
modern life. Even the greenest digital                                                               publication
immigrants experience the ill-defined                                                                requests may find
threshold between real and virtual.                                                                  themselves in a
As people become familiar with ways                                                                  quandary because
to communicate via technology for                                                                    clearly defined
business as well as social purposes,                                                                 guidelines or
they are learning to operate through                                                                 standards do not
online identities whether in the form                                                                exist in many
of avatars or realistic, carefully-                                                                  emerging e-
constructed representations of words                                                                 research areas.
and images. The experiences they                                                                     They may
have in social media, game or virtual                                                                respond to
environments feel real and the                                                                       unfamiliar online
resulting friendships and relationships                                                              research

                                                                                                                 14
approaches by over-reaching to scrutinize the minutia, while                A letter from a doctoral student expresses a
missing important factors or risks. To address the needs of e-              common dilemma I hear from e-researchers in
researchers as well as those who oversee their work I developed the         academic institutions where research must go
E-Interview Research Framework. Components of the E-Interview               through a rigorous review process: "Many of
                                                                            my colleagues here have a kind of
Research Framework were introduced in Online Interviews in Real Time
                                                                            conservative opinion regarding how research
(Salmons, 2010), and developed further in the edited collection,            'should' be done, so your book has helped me
Cases in Online Interview Research (Salmons, 2012), both from Sage          in the work with finding substantial and
Publications.                                                               reliable arguments for doing my research in a
                                                                            way that I think fits my research questions.”
     Designing anything as seemingly formal as a framework might be
seen as a futile attempt to construct something solid of something fluid. Communications technologies, the gadgets they
run on, and the ways they are used are indeed in flux. The E-Interview Research Framework is organized as a flexible model
that can grow to accommodate new and emerging best practices or protocols for online interview research.

     The circular display is intentional; categories explored alone will not provide the systems-level view essential to an
understanding of the interrelated mechanisms of online interview research. Considered together, using the questions,
typologies and models that comprise the Framework can provide a comprehensive picture of the study at hand
important to the analysis of a study—whether one is designing original research or analyzing a study proposed or
                                                                        conducted by another researcher.

                                                                       The E-Interview Research
                                                                       Framework

                                                                       The E-Interview Research Framework consists of eight
                                                                       interrelated categories. Using the Framework is not
                                                                       a linear process; the researcher is encouraged to
                                                                       circle back and forth throughout the design stage,
                                                                       as answers to one question stimulate new
                                                                       directions.

                                                                           Every study needs a clear purpose, so Aligning
                                                                     Purpose and Design is a typical place to begin the
                                                                     process. By exploring the theories, epistemologies
                                                                     and methodologies, we can gain an understanding
                                                                     of how the intended use of online data collection
                                                                     methods aligns with the overall purpose,
                                                                     methodological and theoretical framework of the
                                                                     study. Answers to these fundamental questions lead
                                                                     to the next category: Choosing E-Interviews for the
Study. What motivates the scholar to collect data this way? Some researchers are motivated to study behaviors or
phenomena that take place online by exploring them in the kind of setting where they occur, others want to study
phenomena that occur in the physical world, but are motivated to conduct interviews online for reasons of access to a
broader sample. Whatever the motivation, is the rationale for selecting it defensible?

     Who will the researcher interview, and how will credible participants be found? The rationale for choosing e-
interviews is closely linked to decisions about sampling and recruitment, the next category of questions in the E-Interview
Research Framework. Among other issues, the e-interview researcher needs to be sure that potential participants are who
they say they are, and have access and skills as needed to participate in the study. The relationship of the researcher to the
participants, and degree of insider versus outsider status of the scholar in relationship to the study are explored in the
category termed, "Positioning the Researcher.‖

    The next two categories are also intertwined. Selecting the Information and Communications Technology (ICT) and Milieu to

                                                                                                                       15
be used for interviews is directly           Selection of an immersive                      Taken as a whole system,
related to choices made when                 environment for the interview cannot      the E-Interview Research
Determining E-Interview Style.               be separated from the selection of the    Framework can be used as a tool
                                             specific virtual world or game where      for planning and designing as
     All interview researchers need to       data will be collected. A key question    well as dissecting and analyzing
think through the level of structure,        for many researchers is: will the         research that utilizes online
from highly-structured limited-              interview setting be in a public or       interview data collection
response survey interviews to                private online milieu? While all one-     methods. The Framework serves
unstructured conversational, post-           one or group interviews require           as the organizing principle for
modern interviews and semi-                  informed consent of the participants,     Cases in Online Interview Research, as
structured options in between. In            data collected from observations of       the basis for commentaries on
online interviews "structure" takes on       the participant or his/her profile or     each of the ten cases and a
a great deal of significance since it        environment may or may not be             metasynthesis of all ten cases in
refers to the degree of advance              considered identifiable personal          the concluding chapter. On the
preparation of interview questions           information that merits informed          Sage Study Site you will find
and the way questions will be asked          consent. The Framework Consent in         additional materials including
and answered given the selected ICT.         Public or Private Online Milieux          resources for Institutional
If some or all of the dialogue is to         Continuum provides a basis for            Review Board or
occur using a text-based ICT, such as        making such decisions.                    dissertation/thesis committee
the chat feature in Second Life, a                                                     members or other reviewers as
researcher might find it difficult to             Of course none of these              well as sample syllabi and
think about, articulate and type             decisions will result in a contribution   other instructional materials.
questions quickly enough to retain the       to the literature unless the researcher
participant's interest and conversation      can actually carry out the interviews!         The E-Interview Research
flow.                                        Is the researcher adequately prepared     Framework offers a springboard
                                             to engage participants using the          for dialogue with other
      Choices related to use of visual       selected ICT and interview style?         methodologists and theorists, so
methods in the interview are part of         Conducting the Interviews is thus the     that collectively we can create
decision-making and selection of             natural next category in the E-           more acceptance of online
ICT. Mutual viewing of participant           Interview Research Framework.             research within the academy. I
and researcher in videoconference or                                                   welcome your input, as well as
virtual face-to-face discussion, or use            Finally, the category termed        your unanswered questions.
of researcher or participant-generated       Addressing Ethical Issues may send the    Visit www.vision2lead.com or
pictures, media, diagrams, digital           researcher back around the full           #einterview on Twitter to keep
artifacts and so on are possible             Framework circle, to ensure that          in touch, and to find updated
online. The Typology of Online Visual        every decision and stage of the study     information and news about
Interview Methods (Salmons, 2010) is         is carried out with respect for           webinars or related events.
one of the models offered in the             protection of human subjects. Once
Framework to explain options and             again, complex issues about what (or             References
their implications.                          who!) is real or human emerge. The               Dylan, B. (1965). The
                                             Framework offers key questions to                  gates of Eden. New
     The selection of ICT may also be        ask, and guidelines for ethical e-                 York: Sony.
associated with selection of the             interview research design.                       Salmons, J. (2010). Online
research setting for the interview.                                                             Interviews in Real Time.
                                                                                                Thousand Oaks: Sage
                     Janet Salmons has served on the graduate faculty of the Capella            Pub.
                     University School of Business and Technology since 1999. She was a       Salmons, J. (2012). Cases
                     recipient of a Harold Abel Distinguished Faculty Award for the             in online interview research.
                     2011-2012 year. She develops and teaches courses in leadership and         Thousand Oaks: Sage
                     team leadership, offers faculty development, serves as dissertation        Publications.
                     mentor for doctoral learners and as doctoral Colloquium faculty. She
                     is a scholar-practitioner and consultant through her company,
                     Vision2Lead, Inc.

                                                                                                                      16
Ask Chris
                                DEAR CHRIS: Many of my students               your publications - based on these, I
                                are addicted to video games and talk about    recommend you start a company right
                                them before, during, and after class. How     away! My suggested game title is
                                can I get them engaged with what I have to    ―PhotoSINthesis‖, and I would play
                                teach? ~ Steve Brushwell, 10th grade          up how plants have a secret identity at
                                teacher, Bloomington, Indiana                 night, sneakily consuming all that
                                                                              oxygen they made from carbon dioxide
                                DEAR STEVE: First, sign messages              during the day. Your female biologist
                                with a cool avatar name, like                 should dress in skimpier outfits, and
                                ―Brushbuster the Magnificent,‖ not            the male botanist should be more buff.
                                some lame real world moniker like             Build in some cheat codes to show
                                ―Steve‖. Second, you don‘t even tell          deleted scenes between the two,
                                me what subject you are teaching –            discussing just how kinky ―cross-
                                no wonder your students find you              transforming‖ plants can be. My fee
                                confusing! Once you figure out what           for this advice is 10% of gross sales, so
                                course you offer, then see my many            let‘s get the show on the road!
Ask Chris is written by Dr.
Chris Dede, Timothy E.          publications on teaching through                 --Dread Lord Dede
Wirth Professor in Learning     videogames, such as:
Technologies at Harvard‘s       Jane Austin and Lara Croft: Sisters
Graduate School of              under the Skin
Education. It will become the   Teaching Quantum Electrodynamics
most popular column, known      through Weaponry Specifications in
for its uncommon common         Halo
sense and humorous
                                No Justice, No Peace: Ethical
perspective.
                                Dilemmas of NightElves in WoW
Send your questions for Chris   In a few weeks of following the
                                instructions in my articles, you can          DEAR CHRIS: Unlike years before, The
to arvelsig173@gmail.com
                                ―level up‖ from pathetic to potent in         Institutional Review Board at my university is
                                your students‘ eyes.                          now starting to ask our research team to define
                                --Dread Lord Dede                             our virtual learning environment. The problem
                                                                              is, we, ourselves, are having trouble coming up
                                                                              with a mutually satisfactory definition. Can
                                                                              you help? ~ Gale Yedra, FiloDo University

                                                                              DEAR GALE: Your first mistake is
                                                                              going to the IRB at all. I just tell mine
                                                                              that we are teaching computational
                                                                              agents to play videogames, not people,
                                DEAR CHRIS: We're using panel data            so they don‘t bother me… Second,
                                drawn from server logs to assess in-game      your team should just ―agree to
                                behaviors and mapping that to player          disagree‖ – don‘t sweat the small stuff
                                feedback and what they learn as part of our   like words meaning the same thing.
                                sponsored research. We have been              This issue has never bothered any
                                witnessing some interesting patterns around   other field in education, so why should
                                student preferences and content               we be different?
                                understanding. We're wondering, at what       --Dread Lord Dede
                                point should we abandon educational
                                science and found our own
                                gaming company? ~ Y.M., anonymous
                                university

                                DEAR Y.M.: Thanks for sending
                                                                                                                     17
Prophets
     of
 Science                       Research the Future!
  Fiction




                                                                             Cyberpunk
Science Fiction and other unrequired-but-
necessary reading for Immersive Educational
Researchers by Shari Metcalf


For this inaugural column about virtual worlds in
science fiction, I could think of no better place to start
than Neal Stephenson‘s novel, Snow Crash, published in
1992. It‘s hard to believe the novel is almost 20 years old
because the ideas are still so fresh and creative. The




                                                                                 Genre:
protagonist, actually named Hiro Protagonist, is a down-
on-his-luck hacker who lives in a converted storage unit
and works as a pizza deliveryman for the Mafia, but
when he jacks into the Metaverse he‘s one of the lords of           ARVEL readers interested in the future of virtual worlds
the street, a warrior prince who‘s a celebrity in the wildly        for education should also read Neal Stephenson‘s later
popular online world of which he was one of the original            novel, The Diamond Age: or A Young Lady's Illustrated Primer
programmers. Get this book for great depiction of                   (1995). This book, which depicts an even more future
virtual spaces, including the nightclub in which Hiro               world of nanotechnology, has as its centerpiece the Primer,
reconnects with his girlfriend, and Hiro‘s virtual office, in       a highly advanced interactive storybook. The Primer was
which an AI librarian teaches Hiro the background in                designed as a gift for an aristocrat‘s daughter, but an illicit
ancient Sumerian culture that Hiro needs in order to save           copy falls into the hands of a four-year-old girl, Nell, who
the world.                                                          lives in poverty.

      Hiro‘s quest is in                                            The Primer is designed to bond with its owner, and to
fact to save the world                                              learn from her interactions with it. The book‘s advanced
- from a virus called                                               programming is able to map archetypal story tropes and
Snow Crash that                                                     educational goals onto Nell‘s life experiences in order to
somehow affects both                                                shape an ongoing story. Nell interacts with the story
computers and                                                       through a virtual representation of herself and her toy
humans. Hiro‘s ex-                                                  companions as the primer guides Nell through lessons in
girlfriend                                                          reading and self-defense, and over the years, proceeding
programmed the facial                                               through advanced topics in math, logic, and philosophy.
expressions by which
avatars express
emotions, which is                                                  There‘s a larger story, of course, dealing with class and
why she can always                                                  cultural interactions across Neo-Victorian and Chinese
read his feelings in                                                societies, and the potential impacts of a mass-produced
virtual space. Along                                                version of the Primer. One particularly interesting feature
the way, you‘ll meet                                                of the Primer is that, as a ractive, the narration and
Y.T., a teenage tough                                               animation are acted not by a computer program, but by a
girl Kourier on a                                                   ractor, a human voice actor who performs the narrations
motorized skateboard, encounter cybernetic canines,                 in real-time, as directed by the software. Nell eventually
visit a floating city for refugees financed by a scheming           learns of the human ractor with whom she‘s been
billionaire, and see Hiro and Y.T. save the world with              interacting over the years, forming a personal relationship
the help of both government agents and a Mafia boss.                beyond their virtual connection.

What non-scholarly though important readings would you like other Immersive Academics to read? Send your suggestions for Shari to
arvelsig173@gmail.com
                                                                                                                                    18
|Video Games
Assessing Video Games for Engagement and
Educational Value.
Rating systems provide point of reference
By Moses Wolfenstein
     In order to provide you with a common mechanism for evaluating the games reviewed here, we‘ve included a
couple of ratings for each title from independent sources. Ratings from the website Gamespot (1-10) are included to
provide a point of reference for evaluating the games in terms of Engagement. The rating from Common Sense Media
provide an independent perspective on the Educational capacity of each game. Common Sense Media provides a fairly
nuanced rating system and we recommend reading the full rating there for any game you‘re interested in. We‘re
presenting a simplified version of their age rating as well as their education rating (1-5) for each game. Please bear in
mind that both Gamespot and Common Sense media ratings are the work of individual reviewers. While these are
expert reviews, they are still subjective in nature.

                                       Minecraft
                                       Gamespot score: 8.5/10
                                       Common Sense Media rating: 3/5, Ages 13+

                                        When it comes to commercial games with reach for education, Minecraft is the
                                        clear winner for 2012. If you‘re an ARVEL SIG member, chances are you‘ve
                                        already heard of Minecraft by now. In fact I‘m sure some of you have probably
                                        logged untold hours unleashing the full force of your imagination in Creative
                                        mode, or exploring procedurally generated game worlds by yourself or with
                                        friends in Adventure mode. Even though Minecraft has technically just come out
                                        of beta, Mojang Studio‘s breakaway hit has already seen uptake in a number of
formal and informal educational settings. Two of the more visible examples are MinecraftEdu.com and the Minecraft in
Schools wiki (a spinoff project by our friends at WoW in Schools). Note that MinecraftEdu is working with Mojang
Studios to provide discount pricing on Minecraft for use in schools. Given its fundamentally creative orientation and
highly modable nature, Minecraft makes an excellent site for educational researchers and practitioners looking for a
virtual world to work with. Minecraft is available for both Mac OSX and Windows operating systems.


                                       The Elder Scrolls V: Skyrim
                                       Gamespot score: 9/10
                                       Common Sense Media rating: 0/5, Ages N/A

                                         Upon looking at the Common Sense media ratings for this game, you might be
                                         wondering why ARVEL SuperNews is including a review for a game that was
                                         rated as having no educational value and not appropriate for children. Despite
                                         these marks, there are several reasons why Skyrim is worth at least reading more
                                         about (and likely playing) if you‘re in the ARVEL community and you have an
                                         interest in games. Blending classic RPG game structure with an exploratory open
                                         world architecture, Bethesda‘s fifth installment in the Elder Scrolls saga stands
one of the more intricately built virtual worlds developed for a single player game. As with the previous Elder Scrolls
games it has already developed a rich community of modders, and as additional features of the game are released in later

                                                                                                                    19
patches we can expect to see a lot of creative player activity in the community. All of this is to say that by benefit of
generally being an extremely well designed game, Skyrim hits on a large number of James Paul Gee‘s 36 learning
principles that are found in video games. Finally, if you‘re doing work in and around adolescent gamers you can expect
to hear a lot of talk about Skyrim over the next couple of months so you might want to familiarize yourself with it just
to stay ahead of the curve.

                                                          Sesame Street: Once Upon a
                                                          Monster
                                                          Gamespot score: 8/10
                                                          Common Sense Media rating: 5/5, Ages 4+

                                                             Not all of our virtual environments are big open-ended
                                                             worlds, and not all young gamers are tweens and older. If you
                                                             work with, research, or have younger children then it‘s likely
                                                             that Sesame Street: Once Upon a Monster (developed by ever
                                                             innovative Double Fine Productions) has already come to your
attention. You‘ll likely note that the Gamespot and Common Sense Media ratings for this game are both quite generous,
and from experts I‘ve spoke with the game is definitely deserving of praise. That said it also comes with certain caveats.
As some online reviews indicate, the Kinect doesn‘t necessarily work well with the wiggly nature of most younger
children, and it might take additional calibration to get it working right (squirming aside). That said, the game has been
extremely well received, and even its design flaws can be taken as an opportunity within a design research paradigm to
ask what is necessary in terms of either game design or hardware design to create a system that works more effectively
for even the twitchiest of kids.



 Recent Publications                                             Open Calls: Conferences
 ETC Press (2011). Well Played, a journal on                     GLS 8.0
    video games, value and meaning. V1. n1                       http://www.glsconference.org/2012/
                                                                 Role-Playing in Games Seminar
 Becker, K., & Parker, J. (2011). The Guide to                   http://roleplayingames.wordpress.com/
    Computer Simulations and Games. Wiley                        DiGRA Nordic 2012
 Bogost, I. (2011). How to Do Things with                        http://digra-nordic2012.org/
    Videogames. U of Minnesota Press                             Southwest Texas PCA/ACA
 Cutting, A. (2011). Missions for Thoughtful                     http://www.swtxpca.org/index.html
                                                                 3rd Augmented Human International Conference
    Gamers. ETC Press                                            http://www.augmented-human.com/page/ah12-cfp
 Squire, K. (2011). Video Games and Learning:                    University of Wyoming Playology
    Teaching and Participatory Culture in the Digital            http://www.uwplayology.com/
    Age. Teacher College Press                                   Contemporary Screen Narrative: Storytelling’s
                                                                 Digital and Industrial Contexts
                                                                 http://contemporaryscreennarratives.tumblr.com
 Open Calls: Publications
 Journal of Gaming and Virtual Worlds
 http://tinyurl.com/6mnpjd4
                                                                 Upcoming Conferences
                                                                 AltDevConf Feb 2012: http://tinyurl.com/7maazb2
 International Journal of Game-Based Learning
                                                                 Indiecade 2012: http://www.indiecade.com/
 http://tinyurl.com/82fs8jx
                                                                 Miscellaneous
 Dungeons & Dragons & Philosophy                                 Games and Learning Reference Library on
 http://andphilosophy.com/submissions                            Mendeley: http://tinyurl.com/coymg6v


                                                                                                                    20
|Virtual Worlds, 1

Assessment Through The Looking Glass
Determining learning potentialities of and within virtual worlds
through science, traditional frameworks, and collaboration
By Jonathon Richter
Editor’s Note: While we seek to fill the        While this is a germane question   Such capacity, however, also
Virtual Worlds Editor position, ARVEL      for researchers engaged with learning   presents a non-trivial challenge
SuperNews co-editor Sabine Reljic and I    in video games, augmented reality,      when it comes to defining not just
each agreed to contribute something for
                                           or other new types of immersive         how, but WHAT to assess.
this column. ~ JR
                                           play to grapple with and answer,
                                           those using ―virtual worlds‖ have            So while it‘s true that these
     S   etting out to write a piece       particular challenges I think worthy
                                           of note.
                                                                                   construction toolkits in virtual
                                                                                   worlds have potentially powerful
specific to ―virtual worlds‖ resonant
with this issue‘s Immersive Learning                                               implications for learning – they also
Methods & Assessment theme, my                                                     present a wider possible range of
first thought was to try to somehow                                                research and assessment challenges,
address the persistent issues of User                                              depending as much on the choices
Interface and Design that many of us                                               of the designer of the learning space
who work to apply virtual worlds for                                               in the respective virtual world as the
learning persistently encounter.                                                   user interface and learner cognitions
Virtual world platforms give us a                                                  and performances, themselves.
toolkit that allows us to conjure                                                  Danger: Slippery Slope!
digital ecosystems for our Student-
Players. Somewhat like biological                                                       Further, these challenges
ecosystems, the methods for                   Virtual Worlds – at least the way    couple with regular and rapid
evaluating what we‘ve created in each    that I conceive of them – are more        changes in the virtual worlds
digital ecology for each population of   open with the user experience not         platforms market to present
learners can thus be rather mind         being as much a priori constructed by     learning researchers a frequently
boggling, interconnected, and the        professional designers than other         Sisyphean incline to make sense of
components hard to delineate.            types of immersive learning – save        and gather evidence of learning
                                         for, perhaps, augmented reality           within these media. Our knowledge
                                         toolkits. On many virtual worlds          base erodes, is rebuilt and the virtual
                                         platforms, the ability to MAKE            research wheel keeps getting
                                         STUFF is a big part of the user           invented, in isolation, over time.
                                         experience. Part of the selling point
     With a little more time to think, I of virtual worlds is that one can
came up with this guiding question:      define your own avatar role, stuff to
―What is the range of                    do, or embed a narrative / back story
considerations that learning             and conjure up your own raison
scientists need to answer when           d‘être. In your own virtual place, you
undertaking questions about              choose your rules, background,
learning assessment in virtual           setting, lighting, and who can do
                                         what, where. Educators can thus,
worlds?” In other words, how do we
                                         create their own classrooms and
know if and what students are learning define the parameters of the virtual                      (continued on page 22)
in virtual worlds?                       experience for their students.
                                                                                                                   21
|Virtual Worlds, 1

Assessment through the looking glass (cont.)
(from page 21)                                 By making a habit of
                                         systematically asking some basic
     Here, briefly then, are three       questions – such as: ―Is content
things that I think we can do about      represented in a valid way?‖ or ―Is
this seemingly pernicious problem:       content consistently represented
                                         here?‖ or ―What are the criteria used
      First, we can remind ourselves     to assess student understanding,
that learning in the virtual sense is    skills, or performances in this virtual
most likely not too different in many    environment? – and sharing the
important ways than learning in other    findings, we can help one another,
media – including face-to-face. These    collectively, in our inquiries and grow
―new worlds‖ may be fantastic, but       as a field of study.                      Further Reading:
what makes for meaningful learning
still probably applies. Let us frame          Third, Recognizing the sheer         The Virtual Performance
those practices and better port them     complexity and difficulty involved in     Assessment Project at Harvard
to the immersive learning                immersive learning research, groups       University:
environment. Together.                   such as ARVEL and their partners          http://vpa.gse.harvard.edu/
                                         can advocate, communicate, and
                                         celebrate advances in research            Virtual Worlds Assessment Group
                                         methods, tools, and results in our        on Facebook:
                                         area. The following article by Sabine     https://www.facebook.com/pages/
                                         Reljic in this issue will explore this    Virtual-Worlds-Assessment-
                                         exciting notion a bit more. We look       Group/88347640846
                                         forward to collaborating with you.
                                                                                   Assessment in Open Wonderland:
                                             With that, we urge our ARVEL          http://blogs.openwonderland.org/2
                                         members and others seeking evidence       011/08/12/assessment-in-virtual-
                                         of quality immersive learning             worlds/
                                         experiences to contribute their
                                         knowledge to our shared database          Assessment in Virtual Worlds, a
                                         and community conversation.               VWER Meeting (11/10/11):
     Second, we can rely on and                                                    http://www.vwer.org/?p=1381
make connections with other experts
in the learning sciences and use these
new and traditional assessment
frameworks to anchor the                 May 2012 be the Year of the
development of our shared                    Virtual Scholar !
understanding. By better defining the
contexts and conditions for learning
within and across virtual worlds‘
toolsets, we may create a more solid
foundation for understanding and
framing future research.


                                                                                                                22
|Virtual Worlds, 2
Sharing Knowledge and Mentoring Research on a Global
                                   technology continue to feed on
Scale in Virtual Environments      themselves in an insatiable loop.
Let ARVEL be your mentor                        Talk about going down the                Notice the galaxy map below. The
By Sabine Lawless-Reljic                   rabbit hole. Do we have agreed upon      Institute for the Future (IFTF)‘s
                                           terminologies and definitions for        interstellar map focuses on six big
                                           concepts and media that keep on          scientific forecasts: Decrypting the
The ARVEL SIG is far from being            evolving? CMC theories correlated to     Brain, Hacking Space, Massively
the first group interested in building a   best practices across disciplines and    Multiplayer Data, Sea the Future,
community of like-minded                   specific technologies and media in a     Strange Matter, and Engineered
professionals, but it is the first one     targeted culture? Pedagogies, lesson     Evolution. These six possibilities
with such a challenging goal: To           plans, activities, assessments? We are   ―emerge from a new ecology of science
provide an open collaborative              back to observing teaching and           shifting toward openness,
Commons of research-based                  learning events from micro to macro      collaboration, reuse, and increased
practices vetted specifically for          in a universe currently expanding as     citizen engagement in scientific
immersive learning environments.           rapidly as our imagination and           research‖ (Pescovitz, 2011). All of


                                                                                                     A Multiverse of
                                                                                                     Exploration: The
                                                                                                     Future of Science
                                                                                                     2021
                                                                                                     By the Institute For
                                                                                                     The Future

                                                                                                     For the complete
                                                                                                     map that includes
                                                                                                     peripheral
                                                                                                     interstellar clouds
                                                                                                     of creations, go to
                                                                                                     http://www.iftf.or
                                                                                                     g/futureofscience




them can be prototyped, or linked to       cyber simulators and real time data      virtual worlds registered accounts,
real-time data into virtual worlds for     monitors in Second Life, attracting      North America and Western Europe
further experimentation and open           thousands of visitors and working        dominate with more than 50 % in all
citizen engagement. For example, the       with other federal agencies and          age categories, followed by South
National Oceanic and Atmospheric           more than 60 countries.                  America and Eastern Europe on the
Administration (NOAA) has been                  Virtual explorations are indeed     rise with an average of 20%. ARVEL
blazing a new frontier since 2006          a global phenomenon. According to        Ning members are prominently from
when it opened its virtual headquarter     KZero‘s Q2 2011 quick stats for          North America (72%), but the

                                                                                                                    23
Arvel SuperNews Fall 2011
Arvel SuperNews Fall 2011
Arvel SuperNews Fall 2011
Arvel SuperNews Fall 2011
Arvel SuperNews Fall 2011
Arvel SuperNews Fall 2011
Arvel SuperNews Fall 2011

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Arvel SuperNews Fall 2011

  • 1. Augmented Reality | Emerging Tech | Video Games | Virtual Worlds ARVEL www.ArvelSig.com Applied Research in Virtual Environments for Learning EXCLUSIVE E-Interview Research Framework by JANET SALMONS ASK CHRIS Research Advice from CHRIS DEDE PROPHETS OF SCIENCE FICTION Science Fiction book reviews by SHARI METCALF RE-THINKING ASSESSEMENT New Media, New Methods by LISA DAWLEY OCTOBER-DECEMBER 2011
  • 2. arvelsigSuperNews Applied Research in Virtual Environments for Learning The ARVEL SuperNews is an initiative of The Applied Research in Virtual Environments for Learning special interest group of the ARVEL SuperNews was powered by …..http://writtenkitten.net American Educational Research Association. EDITORS: Jonathon Richter and Sabine Lawless-Reljic AUGMENTED REALITY EDITOR: Patrick O‘Shea EMERGING TECHNOLOGY EDITOR: Jeremy Kemp VIDEO GAMES EDITOR: Moses Wolfenstein VIRTUAL WORLDS EDITOR: …still rezzing ASK CHRIS: Chris Dede EDITOR AT LARGE: Jodi Asbell-Clarke SCIFI COLUMN EDITOR: Shari Metcalf CONTRIBUTING EDITORS: …roaming EXECUTIVE COMMITTEE 2011-2012 HONORARY CHAIR & NOMINATION COMMITTEE CHAIR: Chris Dede CHAIR: Lisa Dawley PAST CHAIR: Jonathon Richter PROGRAM CHAIR: Scott Warren PROGRAM CHAIR ELECT: Amy Cheney FINANCE/SECRETARY: Brian Nelson SPECIAL EVENTS: Patrick O‘Shea COMMUNICATIONS: Sabine Reljic MEMBERSHIP: Dennis Beck AWARDS: Shari Metcalf WIKI: Nicole Miller CONTACTS: WEBSITE: http://www.arvelsig.com NING: http://arvelsig.ning.com EMAIL: arvelsig173@gmail.com
  • 3. CONTENT S WHAT’S THE BUZZ SPECIAL FEATURE 4 Winter in ARVEL 14 E-Interview Research Framework 5 Letter from the ARVEL Chair AUGMENTED REALITY REGULAR FEATURES 7 Teacher-Designed AR 6 Movie Review 9 Software/App Reviews 17 Ask Chris EMERGING TECH. 18 SciFi Column 10 Let‘s Talk about Bodies 25 Club Photo 13 Software/App Reviews 26 Blog Alert 27 ARVEL@AERA VIDEO GAMES 28 Art Reviews 19 Rating Video Games 29 Announcements VIRTUAL WORLDS 21 Jonathon Richter and Sabine Lawless-Reljic 3
  • 4. |What’s the Buzz? Winter in ARVEL inter: brings to mind thoughts of snow, hot chocolate, and gifts. As companies offer new video games, new apps, and a myriad of new gadgets to interact with and learn from, the commercial hype is at its peak. Winter also marks the end of the year as daylight in the northern hemisphere ebbs and we reflect and prepare to renew ourselves with the rising of a new sun. We note the passing of efforts in our field: the loss of funding at the federal level for many areas of vital research, the closure of LEGO Universe MMO, and many other difficulties faced by children, educators, and the learning research community at this point in history. Now it is time that we all create hope and face the future. Scanning the horizon, things look like they will be increasingly interesting. Here at ARVEL, we‘ve been looking inward, too: times are changing quickly and we‘re galvanizing our determination to not only stay the course, but to be stronger and better at fulfilling our mission. While this fundamentally means stewarding a healthy Special Interest Group within the American Educational Research Association and all that that entails – we look to support that core by growing and engaging our community of practice. We‘re looking to better use the many media outlets that ARVEL has sprouted – the Research Wiki, the listserv, the ARVEL Ning Social Network, the ARVEL Immersive Learning Research Forum, the hands-on workshops and on-site experiences – and of course the high quality program at the AERA Annual Conference… as well as the ARVEL quarterly SuperNews – TOGETHER. Our organization is focusing on the purposeful, efficient, and meaningful use of this array of engagement opportunities to weave a fabric that embraces everyone in our immersive learning research community throughout the year. Together, we look to stick to our knitting and create this cozy ARVEL virtual sweater. On behalf of all of us at the ARVEL SuperNews, we wish you Happy Holidays and a sunny, enlightening and immersive new year! Jonathon Richter, Co-Editor 4
  • 5. ASSESSMENTS still very much alive. Instead of thinking about assessment as the evaluation of ―getting it right,― how can we engage in ongoing cycles of data collection, reflection and improvement that are customized to individual people? What types of data can we provide to learners that help them reflect on and interpret achievement of their own goals and interests, and in what forms can it be provided to create engagement and motivation in the learning process? I appreciate how Moses Wolfenstein and others start to lead us down that path in this issue with discussions of games-based learning. As an academic who thrives on applied research and the use of design-based research in my work, I‘m very excited about seeing the data from my designs put into action. Dr. Lisa Dawley is Mali Young in Second Life What data sets are meaningful, how do we aggregate and display the data, Re-thinking Assessment what patterns can we discern, and when we do, what do we do with that for a New World information? How do the players (learners) actually encourage the design of the system itself? Asbell- How do immersive visualize a multiple choice test Clarke‘s article on educational gaming learning environments where I must completely fill in the ecosystems helps us understand how bubble, only to be informed of the the players themselves are part of a change the nature of results and how far I am from still larger community and ecosystem that assessment? being perfect, the 100%, the gold actually influences the design of the By Lisa Dawley star on the paper. I‘m sure this game, that then returns to have an stems from some childhood impact on the player and community trauma, or perhaps my lessening (issue Summer 2011). Very cool. A hearty welcome to our new tolerance for testing practices that editors in this issue of the have gone awry in today‘s Enjoy the issue. And get ready. ARVELSIG SuperNews! We‘re educational system . AERA is just around the corner, and thrilled to bring our members a the ARVELSIG team has been busy variety of new perspectives and One of my goals as an educator is behind the scenes to make this our latest news about immersive to encourage others in the field best conference yet—we hope you‘ll learning. (and myself) to reframe our join us on our Scholar‘s Journey thinking about the dreaded (super secret project) where you can Now, on to this issue‘s topic: assessment word. This can be experience alternative assessments assessment. I don‘t like the word hard to do in K-12 educational first-hand. We hope to see you in ―assessment.‖ My mind begins to system where high stakes testing is Vancouver in April! 5
  • 6. Movie Review Source: http://www.mobile2u.com.pk/blog/desktop_wallpapers/hd_avatar_wallpaper.aspx 2008, p12 (I, Avatar. New Riders: W hat is from Sanskrit (ava-tāra) (Compact Oxford Englishdescent of a 2008).to an avatar? The etymology of ‗avatar‘ explains the deity “Somehow my invented self was becoming a part of my real self, earth: Dictionary, ‗Avatar‘ is a spiritual concept made in flesh. Authors have revisited the concept in dream to breathe.” Meadows, science fiction novels such as Snowcrash (Stephenson, 1992) and movies such as The as if I’d somehow caused a Matrix (Wachowski, Wachowski & Silver, 1999), in which heroes are humans who can electronically transfer their mind into computer-generated bodies in cyber- worlds. The movie Avatar (Cameron, 2009) more recently pushes the technology advances to providing biological bodies (called avatars) operated via mental link by genetically matching humans in an effort to join the natives, the Na‘Vi, inhabiting the planet Pandora. The behaviors emitted by the avatars are thus controlled by the humans. Outside the movie industry, technology has yet to reach mind control over xeno-flesh capability yet. However, brain-controlled avatars are not too far behind as demonstrated by brain-computer interface research and emerging Berkeley, CA) technologies such as the Advanced Virtuality Lab (AVL)‘s projects in Israel: Virtual Embodiment and Robotic Re-Embodiment (VERE) is funded by the European Union and aims to build interfaces for virtual worlds allowing users to control avatars mentally. VERE is a viable approach to the challenge of telepresence by providing natural avatar movements. Another AVL project, Being in Augmented Multi-modal Naturally-networked Gatherings (BEAMING project) produces lifelike interactions. A BEAMING proxy is a programmable bot that looks and acts like the person it doubles. Read more about AVL‘s projects at digitaljournal.com/article/314353. By S. Reljic-Lawless 6
  • 7. |Augmented Reality Patrick O’Shea, AR Editor: For this issue, I’ve invited Dr. Daniel Curry-Corcoran to present his was constructed to study the thoughts about an initiative that’s taking place in the Newport News (Virginia) Public School values of delivering content System involving teachers and students creating their own Augmented Reality experiences. Enjoy. to students through teacher and student designed A Newport News Public Schools initiative Over the past year, Newport augmented reality (AR) brings AR to teachers and students News Public Schools (NNPS) in experiences. This process By Dr. Curry-Corcoran Virginia implemented a pilot involved a scaffolded project to examine the impact of approach to teaching Professional development in our public schools has an innovative teacher training educators the skills to one primary goal - to improve teaching and model. Using the latest in develop AR experiences, learning. Given the vacuum in which many of these handheld computers and quick and then having them trainings occur, many teachers struggle to transfer response (QR) technology, a teach those same skills to their new learnings into the reality of the classroom. professional development plan their students. An Exploration of an Approach to Developing Teacher- and Student-Designed Augmented Reality Experiences Unlike traditional professional development sessions that utilize standard lecture and small group work to drive learning, this AR training focused on exposing teachers to a process of learning through the entire AR life cycle - from design, to development, through production. Rather than focusing on content mastery, teachers focused on the process of instructional delivery critical to ensuring their ability to lead AR experiences in their own classroom. Despite inevitable issues of procurement, access, and change management, preliminary findings highlight the potential of coupling handheld technologies and process- based learning to improve teaching and learning. First, initial teacher misgivings reflected during interview sessions multi-step and doubts regarding the ability to and their work in the classroom. multiplication deliver new instructional techniques problems, a key content strand covered were overcome as teachers were A second important finding came during the school year. In one instance, a given ample time to question, plan, in understanding how professional ―dognapper‖ demands a ransom of 100 troubleshoot, and develop the final development activities focused on $100 bills and 75 $50 bills. While this product they would use in the process and delivery helped teachers may seem straightforward, many classroom. Teacher interest grew in become more reflective on their more students were puzzled as to the actual relation to their direct exposure in traditional approaches to content question being asked. While this led to leading the development of the delivery in the classroom. Reflecting some concern among the Hidenwood various stages of the AR experience on the impact AR strategies could team given the amount of time spent on during training sessions. Teachers have on more traditional teaching this standard during lessons, teachers who had more direct involvement in approaches was apparent in many were able to use the process-based facilitating learning sessions had a debriefing sessions. In Dognapped, learning strategies of their AR to realize deeper understanding for each step the second AR experience designed the need for more process learning in in the development and production completely be the Fifth Grade team the classroom. processes of an AR. Ultimately at Hidenwood Elementary, students these teachers internalized a richer were required to follow clues to A third take away examines the mastery for each of the AR discover the whereabouts of their lost philosophical debate on the role development stages, which was also dog. This AR incorporated many technology plays in the classroom. 7
  • 8. Historically, technology has been provide opportunities for all Regardless of any individual's personal used primarily as a support to involved to use their creative feelings regarding technology, the rapid instruction, but has not always been powers to create instructional pace of technological development and the integral to instructional delivery. This resources. exposure that students have to it outside of is even the case with modern the classroom will ultimately mandate that handheld computers. When used as a we find productive ways of using these mere tool, despite their promise for devices in the classroom. While we can changing the instructional process, continue down the road of using handheld these devices too can spend far too technologies as supports, our work at much time on shelves in the Hidenwood has shown the promise that classroom as students become bored exists when these technologies are coupled with overused applications or with innovative strategies to incorporate repetitive uses. A key finding in the them into the work of teaching and augmented reality work at learning. Students can take up the role of a Hidenwood highlighted the promise reporter, a light technician, or even a that awaits us when technology geologist, and apply what they are learning becomes an integral component in in the classroom to collaborate and solve instructional delivery. real scenarios providing authentic settings for students and teachers to learn from. One key difference with the Hidenwood project in comparison to many projects using handheld computers was the focus on instruction rather than technology. 1. The ARG required Instead of providing content, these students engage with virtual devices were used to create, deliver, and real-world materials. and produce instruction. They were not merely used as a tool during a 2. The activity in the hallway lesson but as tools necessary for the demonstrated how engaged learning process. The experience of the students were. creating the augmented reality experiences, whether teacher or 3. Students worked in pairs student developed, continued to to follow the trail. Dr. Curry-Corcoran is the Executive Director of Accountability and is responsible for the supervision of staff in the departments of state and local testing, applied research, program evaluation, and the division‘s student information system. Dr. Curry-Corcoran also serves as the principal researcher for the school division. Dr. Curry-Corcoran has over 10 years experience in program management, evaluation, and research in public school settings. These experiences have afforded Dr. Curry-Corcoran with innumerable opportunities to develop collaborative relationships and partnerships among both school and administrative staff necessary for the success of a project of this scope. His research focuses have included developing strategic evaluation plans for elementary and secondary reading and mathematics assessment programs, measuring the effectiveness of federally-funded Title I teacher training programs, and analyzing the impact of technology training on pre-service and in-service teachers. Dr. Curry-Corcoran‘s experiences as a researcher have enabled him to develop a strong understanding and provide in-depth support to educators in a variety of fields, including the development of technology infrastructure, appropriate uses of student-level data, curriculum development, and the professional development and training of school staff. Dr. Curry-Corcoran has a long history of working on large-scale school reform efforts involving technology integration and is currently supervising the deployment of the school division‘s new student information system and helping to coordinate the augmented reality training of fifth grade teachers at Hidenwood Elementary school. These efforts include the recruiting of teachers and administrators, coordinating the purchasing and testing of the iPod Touch devices used, and planning for the expansion and training initiatives to ensure the replication of efforts to other elementary schools. 8
  • 9. Software & App Layar Junaio Reviews www.layar.com www.junaio.com Platform: iPhone, Android, Symbian Platform: iPhone, Android, Nokia (N8) GPS: yes GPS: yes Marker Based: No Marker Based: Yes Markerless: No Markerless: Yes Built-In User Actions: Web View Built-In User Actions: Post text, post image, post photo, post 3d, social Publishing API: Open key Publishing API: open key + crowd Application API: custom Application API: custom AR View Content: 3d, 3d-amin, 2d AR View Content: 3d, 3d-amin, 2d POI actions: Info, Audio, Music, Video, Call, Email, SMS, Map, Event POI actions: Info, Audio, Video, Map, Event Offline mode: Online only Offline mode: Online only Wikitude Sekai Camera www.wikitude.org/en sekaicamera.com Platform: iPhone, Android Platform: iPhone, Android, iPad, iPodTouch WIKITUDE API WIKITUDE WORLDS GPS: yes GPS: yes GPS: yes Marker Based: No Marker Based: No Marker Based: No Markerless: No Markerless: No Markerless: No Built-In User Actions: Post text, post photo, post sound, Built-In User Actions: Built-In User Actions: social Publishing API: Bundled Publishing API: open key Publishing API: restricted+ crowd Application API: open Application API: custom Application API: commercial AR View Content: 3d, 2d AR View Content: 2d AR View Content: 2d POI actions: Info, Event POI actions: Info, Map, POI actions: Info, Audio, Map, Email, Call Offline mode: Offline Offline mode: Cacheable Offline mode: Online only This review information was retrieved from ―AR Browsers for Smartphones.‖ Read the entire report at http://www.scribd.com/doc/56146988/AR-Smartphones 9
  • 10. |Emerging Technology with their classmates and conducting Let’s Talk about Bodies the business of education. Women 40 Connecting our bodies with virtual years and older, however, were much more willing to explore this brave environments for research Let‘s talk a little about their bodies. new world. By Jeremy Kemp In my research of our graduate I honestly haven‘t a shred of One fascinating results of my students of library and information evidence to describe the foundations survey research with over 400 sciences‘ willingness to accept all the for the psychological basis for this respondents showed that problems user for troll environments as a difference; my work was purely with vision (albeit self-reported) did learning system and a tool to augment quantitative and based upon the indeed have a very strong impact on our synchronous Web conferencing Unified Theory of the Acceptance our students‘ willingness to system and asynchronous learning and Use of Technology. Now it‘s accept virtual environment tools in management system, I was surprised time to start using some mixed their learning milieu. But, contrary to to find that ―facilitating methods and reach out to our my expectation, folks who reported conditions‖ such as the students students to better understand the having vision problems were MORE home computing environment and human reasons for this difference. likely to accept virtual environment general feeling of EEs with tools. technology overall had very little But let me take a few semi- impact on their acceptance for educated guesses about why our Second Life. The general full wisdom students with vision problems and among educational technologists has our students of different ages been that tools like Second Life are accepted the use of multi-user virtual too cumbersome and unwieldy for environments in their online our poor overwhelmed students to education in interestingly non- navigate and master. intuitive ways. But, contrary to this general Let‘s talk a little bit more about their Screenshot of the default view in Second Life feeling that ―cognitive load killed the bodies. avatar,‖ the data is just not showing this, at least among my community of I can only imagine the difficulties techno-savvy librarians. Our folks that sight-impaired have navigating tend to be extremely hip to the latest around the world. How many bruised computer trends and methodology shins, aching shoulders and needlessly for incorporating technology into the embarrassing situations must arise process of gathering, manipulating from having a foggy view of the and sharing information in world? I‘m not talking about total communities. San Jose State blackness, walking with a red cane, Screenshot of zooming on the map University School of Library and guide dog blindness. If you have any Information Science is the largest One further interesting result trouble with vision the physical world such school in the country with over was that our women (and 85% of our must become just that much more 2300 students working entirely from a students are women) were much physically threatening; all filled with distance. In fact, we never require more likely to accept these tools once sharp edges and ankle-bending their bodies to visit our location. they had passed their reproductive missed steps. I have to imagine that prime. Women in their 20s the Second Life viewer presents some vigorously pushed back on the use of wonderfully liberating controls in avatars and fantastical virtual terms of zooming the view to an environments as a way of interacting extreme close-up to any object or 10
  • 11. other person in the simulator. And larger portion of whom are deeper understanding and empathy. what sight-impaired person wouldn‘t unmarried and without child. Teri Terri was able to leverage the vast enjoy flying through cityscapes like Lind here at our school of nursing amount of user-generated content in Superman when those very same sees multiuser virtual environments as the Second Life store to outfit each of complex urban environments must the perfect setting for exploring her students avatars with a working present some daunting challenges emotional and affective issues in uterus. With tummy‘s bulging ever from the ground level? Will we see healthcare simulation. Her brilliant larger over time and a dramatic any work in Vancouver concerning idea is to impregnate all of her culminating event, Teri explores disabilities and avatars? students! primal topics such as the risk for mortality how it feels to…. Well, you A nursing colleague of mine is These young ladies (and a few get the drift. The IRB strains to doing some very interesting work men) become ―with child‖ on a comprehend appropriately bland with her young female students, the fabulously awkward journey toward euphemisms. Pictures with permission Teri Lind, SJSU, School of Nurses. Pregnancy Delivery Post Partum Meanwhile, another colleague at fear-of-heights queasiness. It turns out love you SIRI). And, in fact, I am Indiana University is gathering these are cheap tools for tickling our writing to you now through my information off the bodies of real amygdales. headset using a tool originally people in their response to the virtual invented and evangelized by Ray environment. Eye tracking, galvanic So what‘s so ―emerging‖ about the Kurzweil. His same speech skin response, electroencephalogram, thought of connecting our bodies with recognition engine used in Dragon and functional magnetic resonance virtual environments for research? and offered by Nuance is powering imaging are all tools in our research Well, perhaps I‘m more excited about the Apple voice-recognition tools. chests (should they be well-funded). the pace of change here and how we Yes, that‘s the same Ray Kurzweil seem to have broken out of the 20-year who invented a reader for the blind Another interesting area that WIMPy doldrums. We have been and who plans to maintain his body arises from the earliest simulations in satisficing with Windows and icons for in a frozen state to await the time virtual environments developments a decade, and are very recently when our minds can be is uploaded have to do with our body‘s inability engaging -- at an explosive pace -- with to our silicon. to withstand disconnected sensory physical interfaces shining forth like stimuli. Researchers found very early a supernova out of a little company in on that sending the brain visual Cupertino. simulate that does not match the biological inertial guidance system in Indeed, our jobs as researchers our ears can cause some problems. have become much more interesting My wife demonstrates this concept with touchy-feely, talky-wavy tools. on long trips in the car by her Our constant connection to the cloud inability to read anything, or even to now comes standard with haptic look back to chat with my girls. And feedback (bzzzzz) and our early it doesn‘t take a multi-million dollar, missteps into affective interfaces (I high fidelity, military-grade flight curse you, Bob) have now been simulator to generate a physical absolved by the dulcet tones of response, including sweaty palms and DARPA-birthed personal agents (I 11
  • 12. The interesting thing about And, riffing on this theme of they were first explored as tools to fantastical predictions of the virtual environments, the cloud and simulate destruction, they have emerging technology is how the body integration, Patty Maes work at become so personal and ubiquitous pinnacle development in most men‘s MIT on the topic of fluid interfaces that they are now useful in the most plans for the future (including directly applies to my point. See her humble classroom and for the least Kurzweil‘s Singularity) seem to work also on ―sixth-sense‖ projected martial effect. We may not live always happen within the predictor‘s interfaces and my favorite new toy forever inside them, but at least lifetime. Thus Maes-Garreau‘s Law from sifteo.com. Beware the Owl we will see further and grow and stating, ―most favorable predictions Bear! heal with each other through them. about future technology will fall -J within the Maes-Garreau Point", Emerging developments in defined as "the latest possible date a applied research for virtual prediction can come true and still environments for learning seem to be remain in the lifetime of the person headed toward a more physical, making it." primal and sensual realm. Whereas Jeremy W. Kemp is a full-time faculty member at SLIS and started teaching online in 1999. He keeps the official wiki for educators using the Second Life immersive environment — www.simteach.com . His instructional technology project connecting Moodle and Second Life has attracted hundreds of participants from around the world — www.sloodle.com . Kemp has a doctorate in education and master's degrees from Stanford and Northwestern University. He has been awarded "Picture of the Day" three times on Wikipedia and "Featured Video" twice on YouTube . Kurzweil is involved in fields as diverse as optical character recognition (OCR), text-to-speech synthesis, speech recognition technology, and electronic keyboard instruments. He is the author of several books on health, artificial intelligence (AI), transhumanism, the technological singularity, and futurism. Read more about Raymond ―Ray‖ Kurzweil, an American inventor and futurist. >> http://bigthink.com/raykurzweil SixthSense augments the physical world around us with digital information and lets us use natural hand gestures to interact with that information. By using a camera and a tiny projector mounted in a pendant like wearable device (have you watch Time Travelers yet?), SixthSense sees what you see and visually augments any surfaces or objects around us. Read more about SixthSense, a wearable gestural interface. >> http://ambient.media.mit.edu/people/pranav/current/sixthsense.html Siftables are hybrid tangible-graphical user interface devices with motion and neighbor sensing, graphical display, and wireless communication. Siftables provide a unique opportunity to give children responsive feedback about the movement and arrangement of a distributed set of objects. Read more about TeleStory, an educational application developed on the Siftables platform. >> http://ambient.media.mit.edu/people/seth/past/telestory.html 12
  • 13. Software & App Rocket Math Slice It! Reviews Students may Last winter, while overseeing the not realize it, but library during recess, I noticed a large this app is full of number of boys crammed around an opportunities to apply knowledge of iPad. I was immediately suspicious. geometry, area, fractions, and percentages. The goal is to Why were they all swarming together and furthermore slice a given shape equally into a specified number of what could possibly be attracting a large number of boys pieces. The shapes, number of cuts, and pieces change with to the library during recess? They were playing Rocket each new turn. The puzzles vary in complexity and become Math! This app cleverly integrates learning math with progressively challenging. Invite students to play and then experimenting with rocket design. Students can practice listen carefully to their conversations. Without prompting, reciting math facts, counting money, telling time, look for evidence of math concepts previously taught. Ask recognizing fractions, decimals, geometric shapes, students to take a screen shot of a solved puzzle and then number patterns and even square roots. Every time a have them discuss the reasoning behind the placement of child completes a task, they earn money that can their cuts. Have the class write step-by-step directions to purchase rocket parts. This appears to be an exceptional solve a given problem. What math terminology is necessary motivator!* in order to do this? This addictive app appears completely different from the traditional geometry textbook or worksheet, and yet it will provide a reason for students to access knowledge from prior math lessons.* Find the Common Sense Media ratings at http://www.commonsensemedia.org/ Strip Designer Project Noah Ask students to retell the sequence of Project Noah connects students to real events in a Revolutionary War battle, world learning while promoting folktale, science experiment, or the environmental stewardship. With this app, states of matter in the context of a students can join the forces of other graphic novel. Strip Designer can import maps, images nature lovers across the world and collect from iPhoto, or photographs taken with a mobile device photographs of local plants and animals. Students can directly into a comic strip template. There is a wonderful collect photographic evidence on their own or for selection of fonts, colors, text balloons, stickers, paper organized projects, or "missions," set up by scientists. Each backgrounds, frames, and filters from which to pick. time students take a photograph; they are documenting that Students will need to choose a page template that best particular species. They will need to be able to classify, matches the number of events they plan to retell. With describe, and create search tags for every image they all these wonderful graphic features, it will be a submit. Project Noah can automatically access a mobile challenge for students to explain events succinctly while device's location and include that data with each sighting or sticking to the facts. When the graphic novels are students can choose to enter it manually. Geography complete, simply save the comics to iPhoto, print them studies quickly transform from an exercise in out, or email as a JPEG, PNG, or PDF file. The app memorization, to purposeful understanding of how will also connect to Facebook, Flickr, or Twitpic. different locations support unique life forms. With this Retelling events in comic strip format is definitely a project, students will need an understanding of Life Science great way to build understanding skills and spice up a classification systems and be able to observe and describe traditional paper and pencil report.* the similarities and differences of a species.* * Reviews reproduced with author permission. Dianne Darrow reviewed these apps for Edutopia.org at http://www.edutopia.org/blog/ipad-apps-elementary-blooms-taxomony-diane-darrow. 13
  • 14. |Special Feature Making Sense of Online Interviews with the E- Interview Research Framework Changes in scholarly inquiry with are meaningful. Is the individual one I believe that research and e-research By Janet Salmons person in a physical world and scholarship will be the next areas another in a virtual world? Where is to feel shifts comparable to those the boundary, or is there a boundary, that have occurred with the The responsibility of the researcher or does it matter? move from classroom teaching is to explain the world to the world. to e-learning. We already see that Working within the discipline of a These complexities have electronic production and selected mode of inquiry, the implications for everything from delivery of academic journals is researcher ventures into the unknown culture to commerce, politics to changing the way scholars then brings new discoveries to the family life. And they have convey their findings; this shift is attention of scholars as well as to implications for the scholar who must transforming libraries and entire those who can apply findings and determine how to conduct ethical industries based in print solve practical problems. Researchers research with credible, consenting, publishing. How will the nature in our time have opportunities to legal-age participants. In particular, of scholarly inquiry — the make ground-breaking discoveries, to the qualitative researcher who uses questions asked, the generate new knowledge, and explain interviews may find it challenging to characteristics of the researcher, emerging ideas to those who can determine whether a research setting and the instructional, benefit from such understandings. is public or private, or who, in what institutional, and infrastructure But the worlds they seek to explain identity, can legitimately sign an systems that support research — are such that accepted methods and informed consent agreement to change as e-research becomes yet methodologies are not entirely participate. E-researchers must more widely adopted? How will adequate. ascertain how style or mode of data these changes affect the ways in collection will align with the research which research is taught, When Bob Dylan (1965) purpose as any researcher must, but conducted, and supervised? observed that "the princess and the consider as well additional matters prince/Discuss what's real and what about the communications type and In this shifting environment is not" he could not have predicted technology, the digital identity and those who guide or approve just how lively that conversation presence of the researcher, among thesis or dissertation proposals, might be today, given the liminality of other questions. research fellowships or modern life. Even the greenest digital publication immigrants experience the ill-defined requests may find threshold between real and virtual. themselves in a As people become familiar with ways quandary because to communicate via technology for clearly defined business as well as social purposes, guidelines or they are learning to operate through standards do not online identities whether in the form exist in many of avatars or realistic, carefully- emerging e- constructed representations of words research areas. and images. The experiences they They may have in social media, game or virtual respond to environments feel real and the unfamiliar online resulting friendships and relationships research 14
  • 15. approaches by over-reaching to scrutinize the minutia, while A letter from a doctoral student expresses a missing important factors or risks. To address the needs of e- common dilemma I hear from e-researchers in researchers as well as those who oversee their work I developed the academic institutions where research must go E-Interview Research Framework. Components of the E-Interview through a rigorous review process: "Many of my colleagues here have a kind of Research Framework were introduced in Online Interviews in Real Time conservative opinion regarding how research (Salmons, 2010), and developed further in the edited collection, 'should' be done, so your book has helped me Cases in Online Interview Research (Salmons, 2012), both from Sage in the work with finding substantial and Publications. reliable arguments for doing my research in a way that I think fits my research questions.” Designing anything as seemingly formal as a framework might be seen as a futile attempt to construct something solid of something fluid. Communications technologies, the gadgets they run on, and the ways they are used are indeed in flux. The E-Interview Research Framework is organized as a flexible model that can grow to accommodate new and emerging best practices or protocols for online interview research. The circular display is intentional; categories explored alone will not provide the systems-level view essential to an understanding of the interrelated mechanisms of online interview research. Considered together, using the questions, typologies and models that comprise the Framework can provide a comprehensive picture of the study at hand important to the analysis of a study—whether one is designing original research or analyzing a study proposed or conducted by another researcher. The E-Interview Research Framework The E-Interview Research Framework consists of eight interrelated categories. Using the Framework is not a linear process; the researcher is encouraged to circle back and forth throughout the design stage, as answers to one question stimulate new directions. Every study needs a clear purpose, so Aligning Purpose and Design is a typical place to begin the process. By exploring the theories, epistemologies and methodologies, we can gain an understanding of how the intended use of online data collection methods aligns with the overall purpose, methodological and theoretical framework of the study. Answers to these fundamental questions lead to the next category: Choosing E-Interviews for the Study. What motivates the scholar to collect data this way? Some researchers are motivated to study behaviors or phenomena that take place online by exploring them in the kind of setting where they occur, others want to study phenomena that occur in the physical world, but are motivated to conduct interviews online for reasons of access to a broader sample. Whatever the motivation, is the rationale for selecting it defensible? Who will the researcher interview, and how will credible participants be found? The rationale for choosing e- interviews is closely linked to decisions about sampling and recruitment, the next category of questions in the E-Interview Research Framework. Among other issues, the e-interview researcher needs to be sure that potential participants are who they say they are, and have access and skills as needed to participate in the study. The relationship of the researcher to the participants, and degree of insider versus outsider status of the scholar in relationship to the study are explored in the category termed, "Positioning the Researcher.‖ The next two categories are also intertwined. Selecting the Information and Communications Technology (ICT) and Milieu to 15
  • 16. be used for interviews is directly Selection of an immersive Taken as a whole system, related to choices made when environment for the interview cannot the E-Interview Research Determining E-Interview Style. be separated from the selection of the Framework can be used as a tool specific virtual world or game where for planning and designing as All interview researchers need to data will be collected. A key question well as dissecting and analyzing think through the level of structure, for many researchers is: will the research that utilizes online from highly-structured limited- interview setting be in a public or interview data collection response survey interviews to private online milieu? While all one- methods. The Framework serves unstructured conversational, post- one or group interviews require as the organizing principle for modern interviews and semi- informed consent of the participants, Cases in Online Interview Research, as structured options in between. In data collected from observations of the basis for commentaries on online interviews "structure" takes on the participant or his/her profile or each of the ten cases and a a great deal of significance since it environment may or may not be metasynthesis of all ten cases in refers to the degree of advance considered identifiable personal the concluding chapter. On the preparation of interview questions information that merits informed Sage Study Site you will find and the way questions will be asked consent. The Framework Consent in additional materials including and answered given the selected ICT. Public or Private Online Milieux resources for Institutional If some or all of the dialogue is to Continuum provides a basis for Review Board or occur using a text-based ICT, such as making such decisions. dissertation/thesis committee the chat feature in Second Life, a members or other reviewers as researcher might find it difficult to Of course none of these well as sample syllabi and think about, articulate and type decisions will result in a contribution other instructional materials. questions quickly enough to retain the to the literature unless the researcher participant's interest and conversation can actually carry out the interviews! The E-Interview Research flow. Is the researcher adequately prepared Framework offers a springboard to engage participants using the for dialogue with other Choices related to use of visual selected ICT and interview style? methodologists and theorists, so methods in the interview are part of Conducting the Interviews is thus the that collectively we can create decision-making and selection of natural next category in the E- more acceptance of online ICT. Mutual viewing of participant Interview Research Framework. research within the academy. I and researcher in videoconference or welcome your input, as well as virtual face-to-face discussion, or use Finally, the category termed your unanswered questions. of researcher or participant-generated Addressing Ethical Issues may send the Visit www.vision2lead.com or pictures, media, diagrams, digital researcher back around the full #einterview on Twitter to keep artifacts and so on are possible Framework circle, to ensure that in touch, and to find updated online. The Typology of Online Visual every decision and stage of the study information and news about Interview Methods (Salmons, 2010) is is carried out with respect for webinars or related events. one of the models offered in the protection of human subjects. Once Framework to explain options and again, complex issues about what (or References their implications. who!) is real or human emerge. The Dylan, B. (1965). The Framework offers key questions to gates of Eden. New The selection of ICT may also be ask, and guidelines for ethical e- York: Sony. associated with selection of the interview research design. Salmons, J. (2010). Online research setting for the interview. Interviews in Real Time. Thousand Oaks: Sage Janet Salmons has served on the graduate faculty of the Capella Pub. University School of Business and Technology since 1999. She was a Salmons, J. (2012). Cases recipient of a Harold Abel Distinguished Faculty Award for the in online interview research. 2011-2012 year. She develops and teaches courses in leadership and Thousand Oaks: Sage team leadership, offers faculty development, serves as dissertation Publications. mentor for doctoral learners and as doctoral Colloquium faculty. She is a scholar-practitioner and consultant through her company, Vision2Lead, Inc. 16
  • 17. Ask Chris DEAR CHRIS: Many of my students your publications - based on these, I are addicted to video games and talk about recommend you start a company right them before, during, and after class. How away! My suggested game title is can I get them engaged with what I have to ―PhotoSINthesis‖, and I would play teach? ~ Steve Brushwell, 10th grade up how plants have a secret identity at teacher, Bloomington, Indiana night, sneakily consuming all that oxygen they made from carbon dioxide DEAR STEVE: First, sign messages during the day. Your female biologist with a cool avatar name, like should dress in skimpier outfits, and ―Brushbuster the Magnificent,‖ not the male botanist should be more buff. some lame real world moniker like Build in some cheat codes to show ―Steve‖. Second, you don‘t even tell deleted scenes between the two, me what subject you are teaching – discussing just how kinky ―cross- no wonder your students find you transforming‖ plants can be. My fee confusing! Once you figure out what for this advice is 10% of gross sales, so course you offer, then see my many let‘s get the show on the road! Ask Chris is written by Dr. Chris Dede, Timothy E. publications on teaching through --Dread Lord Dede Wirth Professor in Learning videogames, such as: Technologies at Harvard‘s Jane Austin and Lara Croft: Sisters Graduate School of under the Skin Education. It will become the Teaching Quantum Electrodynamics most popular column, known through Weaponry Specifications in for its uncommon common Halo sense and humorous No Justice, No Peace: Ethical perspective. Dilemmas of NightElves in WoW Send your questions for Chris In a few weeks of following the instructions in my articles, you can DEAR CHRIS: Unlike years before, The to arvelsig173@gmail.com ―level up‖ from pathetic to potent in Institutional Review Board at my university is your students‘ eyes. now starting to ask our research team to define --Dread Lord Dede our virtual learning environment. The problem is, we, ourselves, are having trouble coming up with a mutually satisfactory definition. Can you help? ~ Gale Yedra, FiloDo University DEAR GALE: Your first mistake is going to the IRB at all. I just tell mine that we are teaching computational agents to play videogames, not people, DEAR CHRIS: We're using panel data so they don‘t bother me… Second, drawn from server logs to assess in-game your team should just ―agree to behaviors and mapping that to player disagree‖ – don‘t sweat the small stuff feedback and what they learn as part of our like words meaning the same thing. sponsored research. We have been This issue has never bothered any witnessing some interesting patterns around other field in education, so why should student preferences and content we be different? understanding. We're wondering, at what --Dread Lord Dede point should we abandon educational science and found our own gaming company? ~ Y.M., anonymous university DEAR Y.M.: Thanks for sending 17
  • 18. Prophets of Science Research the Future! Fiction Cyberpunk Science Fiction and other unrequired-but- necessary reading for Immersive Educational Researchers by Shari Metcalf For this inaugural column about virtual worlds in science fiction, I could think of no better place to start than Neal Stephenson‘s novel, Snow Crash, published in 1992. It‘s hard to believe the novel is almost 20 years old because the ideas are still so fresh and creative. The Genre: protagonist, actually named Hiro Protagonist, is a down- on-his-luck hacker who lives in a converted storage unit and works as a pizza deliveryman for the Mafia, but when he jacks into the Metaverse he‘s one of the lords of ARVEL readers interested in the future of virtual worlds the street, a warrior prince who‘s a celebrity in the wildly for education should also read Neal Stephenson‘s later popular online world of which he was one of the original novel, The Diamond Age: or A Young Lady's Illustrated Primer programmers. Get this book for great depiction of (1995). This book, which depicts an even more future virtual spaces, including the nightclub in which Hiro world of nanotechnology, has as its centerpiece the Primer, reconnects with his girlfriend, and Hiro‘s virtual office, in a highly advanced interactive storybook. The Primer was which an AI librarian teaches Hiro the background in designed as a gift for an aristocrat‘s daughter, but an illicit ancient Sumerian culture that Hiro needs in order to save copy falls into the hands of a four-year-old girl, Nell, who the world. lives in poverty. Hiro‘s quest is in The Primer is designed to bond with its owner, and to fact to save the world learn from her interactions with it. The book‘s advanced - from a virus called programming is able to map archetypal story tropes and Snow Crash that educational goals onto Nell‘s life experiences in order to somehow affects both shape an ongoing story. Nell interacts with the story computers and through a virtual representation of herself and her toy humans. Hiro‘s ex- companions as the primer guides Nell through lessons in girlfriend reading and self-defense, and over the years, proceeding programmed the facial through advanced topics in math, logic, and philosophy. expressions by which avatars express emotions, which is There‘s a larger story, of course, dealing with class and why she can always cultural interactions across Neo-Victorian and Chinese read his feelings in societies, and the potential impacts of a mass-produced virtual space. Along version of the Primer. One particularly interesting feature the way, you‘ll meet of the Primer is that, as a ractive, the narration and Y.T., a teenage tough animation are acted not by a computer program, but by a girl Kourier on a ractor, a human voice actor who performs the narrations motorized skateboard, encounter cybernetic canines, in real-time, as directed by the software. Nell eventually visit a floating city for refugees financed by a scheming learns of the human ractor with whom she‘s been billionaire, and see Hiro and Y.T. save the world with interacting over the years, forming a personal relationship the help of both government agents and a Mafia boss. beyond their virtual connection. What non-scholarly though important readings would you like other Immersive Academics to read? Send your suggestions for Shari to arvelsig173@gmail.com 18
  • 19. |Video Games Assessing Video Games for Engagement and Educational Value. Rating systems provide point of reference By Moses Wolfenstein In order to provide you with a common mechanism for evaluating the games reviewed here, we‘ve included a couple of ratings for each title from independent sources. Ratings from the website Gamespot (1-10) are included to provide a point of reference for evaluating the games in terms of Engagement. The rating from Common Sense Media provide an independent perspective on the Educational capacity of each game. Common Sense Media provides a fairly nuanced rating system and we recommend reading the full rating there for any game you‘re interested in. We‘re presenting a simplified version of their age rating as well as their education rating (1-5) for each game. Please bear in mind that both Gamespot and Common Sense media ratings are the work of individual reviewers. While these are expert reviews, they are still subjective in nature. Minecraft Gamespot score: 8.5/10 Common Sense Media rating: 3/5, Ages 13+ When it comes to commercial games with reach for education, Minecraft is the clear winner for 2012. If you‘re an ARVEL SIG member, chances are you‘ve already heard of Minecraft by now. In fact I‘m sure some of you have probably logged untold hours unleashing the full force of your imagination in Creative mode, or exploring procedurally generated game worlds by yourself or with friends in Adventure mode. Even though Minecraft has technically just come out of beta, Mojang Studio‘s breakaway hit has already seen uptake in a number of formal and informal educational settings. Two of the more visible examples are MinecraftEdu.com and the Minecraft in Schools wiki (a spinoff project by our friends at WoW in Schools). Note that MinecraftEdu is working with Mojang Studios to provide discount pricing on Minecraft for use in schools. Given its fundamentally creative orientation and highly modable nature, Minecraft makes an excellent site for educational researchers and practitioners looking for a virtual world to work with. Minecraft is available for both Mac OSX and Windows operating systems. The Elder Scrolls V: Skyrim Gamespot score: 9/10 Common Sense Media rating: 0/5, Ages N/A Upon looking at the Common Sense media ratings for this game, you might be wondering why ARVEL SuperNews is including a review for a game that was rated as having no educational value and not appropriate for children. Despite these marks, there are several reasons why Skyrim is worth at least reading more about (and likely playing) if you‘re in the ARVEL community and you have an interest in games. Blending classic RPG game structure with an exploratory open world architecture, Bethesda‘s fifth installment in the Elder Scrolls saga stands one of the more intricately built virtual worlds developed for a single player game. As with the previous Elder Scrolls games it has already developed a rich community of modders, and as additional features of the game are released in later 19
  • 20. patches we can expect to see a lot of creative player activity in the community. All of this is to say that by benefit of generally being an extremely well designed game, Skyrim hits on a large number of James Paul Gee‘s 36 learning principles that are found in video games. Finally, if you‘re doing work in and around adolescent gamers you can expect to hear a lot of talk about Skyrim over the next couple of months so you might want to familiarize yourself with it just to stay ahead of the curve. Sesame Street: Once Upon a Monster Gamespot score: 8/10 Common Sense Media rating: 5/5, Ages 4+ Not all of our virtual environments are big open-ended worlds, and not all young gamers are tweens and older. If you work with, research, or have younger children then it‘s likely that Sesame Street: Once Upon a Monster (developed by ever innovative Double Fine Productions) has already come to your attention. You‘ll likely note that the Gamespot and Common Sense Media ratings for this game are both quite generous, and from experts I‘ve spoke with the game is definitely deserving of praise. That said it also comes with certain caveats. As some online reviews indicate, the Kinect doesn‘t necessarily work well with the wiggly nature of most younger children, and it might take additional calibration to get it working right (squirming aside). That said, the game has been extremely well received, and even its design flaws can be taken as an opportunity within a design research paradigm to ask what is necessary in terms of either game design or hardware design to create a system that works more effectively for even the twitchiest of kids. Recent Publications Open Calls: Conferences ETC Press (2011). Well Played, a journal on GLS 8.0 video games, value and meaning. V1. n1 http://www.glsconference.org/2012/ Role-Playing in Games Seminar Becker, K., & Parker, J. (2011). The Guide to http://roleplayingames.wordpress.com/ Computer Simulations and Games. Wiley DiGRA Nordic 2012 Bogost, I. (2011). How to Do Things with http://digra-nordic2012.org/ Videogames. U of Minnesota Press Southwest Texas PCA/ACA Cutting, A. (2011). Missions for Thoughtful http://www.swtxpca.org/index.html 3rd Augmented Human International Conference Gamers. ETC Press http://www.augmented-human.com/page/ah12-cfp Squire, K. (2011). Video Games and Learning: University of Wyoming Playology Teaching and Participatory Culture in the Digital http://www.uwplayology.com/ Age. Teacher College Press Contemporary Screen Narrative: Storytelling’s Digital and Industrial Contexts http://contemporaryscreennarratives.tumblr.com Open Calls: Publications Journal of Gaming and Virtual Worlds http://tinyurl.com/6mnpjd4 Upcoming Conferences AltDevConf Feb 2012: http://tinyurl.com/7maazb2 International Journal of Game-Based Learning Indiecade 2012: http://www.indiecade.com/ http://tinyurl.com/82fs8jx Miscellaneous Dungeons & Dragons & Philosophy Games and Learning Reference Library on http://andphilosophy.com/submissions Mendeley: http://tinyurl.com/coymg6v 20
  • 21. |Virtual Worlds, 1 Assessment Through The Looking Glass Determining learning potentialities of and within virtual worlds through science, traditional frameworks, and collaboration By Jonathon Richter Editor’s Note: While we seek to fill the While this is a germane question Such capacity, however, also Virtual Worlds Editor position, ARVEL for researchers engaged with learning presents a non-trivial challenge SuperNews co-editor Sabine Reljic and I in video games, augmented reality, when it comes to defining not just each agreed to contribute something for or other new types of immersive how, but WHAT to assess. this column. ~ JR play to grapple with and answer, those using ―virtual worlds‖ have So while it‘s true that these S etting out to write a piece particular challenges I think worthy of note. construction toolkits in virtual worlds have potentially powerful specific to ―virtual worlds‖ resonant with this issue‘s Immersive Learning implications for learning – they also Methods & Assessment theme, my present a wider possible range of first thought was to try to somehow research and assessment challenges, address the persistent issues of User depending as much on the choices Interface and Design that many of us of the designer of the learning space who work to apply virtual worlds for in the respective virtual world as the learning persistently encounter. user interface and learner cognitions Virtual world platforms give us a and performances, themselves. toolkit that allows us to conjure Danger: Slippery Slope! digital ecosystems for our Student- Players. Somewhat like biological Further, these challenges ecosystems, the methods for Virtual Worlds – at least the way couple with regular and rapid evaluating what we‘ve created in each that I conceive of them – are more changes in the virtual worlds digital ecology for each population of open with the user experience not platforms market to present learners can thus be rather mind being as much a priori constructed by learning researchers a frequently boggling, interconnected, and the professional designers than other Sisyphean incline to make sense of components hard to delineate. types of immersive learning – save and gather evidence of learning for, perhaps, augmented reality within these media. Our knowledge toolkits. On many virtual worlds base erodes, is rebuilt and the virtual platforms, the ability to MAKE research wheel keeps getting STUFF is a big part of the user invented, in isolation, over time. experience. Part of the selling point With a little more time to think, I of virtual worlds is that one can came up with this guiding question: define your own avatar role, stuff to ―What is the range of do, or embed a narrative / back story considerations that learning and conjure up your own raison scientists need to answer when d‘être. In your own virtual place, you undertaking questions about choose your rules, background, learning assessment in virtual setting, lighting, and who can do what, where. Educators can thus, worlds?” In other words, how do we create their own classrooms and know if and what students are learning define the parameters of the virtual (continued on page 22) in virtual worlds? experience for their students. 21
  • 22. |Virtual Worlds, 1 Assessment through the looking glass (cont.) (from page 21) By making a habit of systematically asking some basic Here, briefly then, are three questions – such as: ―Is content things that I think we can do about represented in a valid way?‖ or ―Is this seemingly pernicious problem: content consistently represented here?‖ or ―What are the criteria used First, we can remind ourselves to assess student understanding, that learning in the virtual sense is skills, or performances in this virtual most likely not too different in many environment? – and sharing the important ways than learning in other findings, we can help one another, media – including face-to-face. These collectively, in our inquiries and grow ―new worlds‖ may be fantastic, but as a field of study. Further Reading: what makes for meaningful learning still probably applies. Let us frame Third, Recognizing the sheer The Virtual Performance those practices and better port them complexity and difficulty involved in Assessment Project at Harvard to the immersive learning immersive learning research, groups University: environment. Together. such as ARVEL and their partners http://vpa.gse.harvard.edu/ can advocate, communicate, and celebrate advances in research Virtual Worlds Assessment Group methods, tools, and results in our on Facebook: area. The following article by Sabine https://www.facebook.com/pages/ Reljic in this issue will explore this Virtual-Worlds-Assessment- exciting notion a bit more. We look Group/88347640846 forward to collaborating with you. Assessment in Open Wonderland: With that, we urge our ARVEL http://blogs.openwonderland.org/2 members and others seeking evidence 011/08/12/assessment-in-virtual- of quality immersive learning worlds/ experiences to contribute their knowledge to our shared database Assessment in Virtual Worlds, a and community conversation. VWER Meeting (11/10/11): Second, we can rely on and http://www.vwer.org/?p=1381 make connections with other experts in the learning sciences and use these new and traditional assessment frameworks to anchor the May 2012 be the Year of the development of our shared Virtual Scholar ! understanding. By better defining the contexts and conditions for learning within and across virtual worlds‘ toolsets, we may create a more solid foundation for understanding and framing future research. 22
  • 23. |Virtual Worlds, 2 Sharing Knowledge and Mentoring Research on a Global technology continue to feed on Scale in Virtual Environments themselves in an insatiable loop. Let ARVEL be your mentor Talk about going down the Notice the galaxy map below. The By Sabine Lawless-Reljic rabbit hole. Do we have agreed upon Institute for the Future (IFTF)‘s terminologies and definitions for interstellar map focuses on six big concepts and media that keep on scientific forecasts: Decrypting the The ARVEL SIG is far from being evolving? CMC theories correlated to Brain, Hacking Space, Massively the first group interested in building a best practices across disciplines and Multiplayer Data, Sea the Future, community of like-minded specific technologies and media in a Strange Matter, and Engineered professionals, but it is the first one targeted culture? Pedagogies, lesson Evolution. These six possibilities with such a challenging goal: To plans, activities, assessments? We are ―emerge from a new ecology of science provide an open collaborative back to observing teaching and shifting toward openness, Commons of research-based learning events from micro to macro collaboration, reuse, and increased practices vetted specifically for in a universe currently expanding as citizen engagement in scientific immersive learning environments. rapidly as our imagination and research‖ (Pescovitz, 2011). All of A Multiverse of Exploration: The Future of Science 2021 By the Institute For The Future For the complete map that includes peripheral interstellar clouds of creations, go to http://www.iftf.or g/futureofscience them can be prototyped, or linked to cyber simulators and real time data virtual worlds registered accounts, real-time data into virtual worlds for monitors in Second Life, attracting North America and Western Europe further experimentation and open thousands of visitors and working dominate with more than 50 % in all citizen engagement. For example, the with other federal agencies and age categories, followed by South National Oceanic and Atmospheric more than 60 countries. America and Eastern Europe on the Administration (NOAA) has been Virtual explorations are indeed rise with an average of 20%. ARVEL blazing a new frontier since 2006 a global phenomenon. According to Ning members are prominently from when it opened its virtual headquarter KZero‘s Q2 2011 quick stats for North America (72%), but the 23