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Greetings,

The Virtual Worlds Best Practices in Education conference begins this coming Friday (March 27) and runs over the weekend.  I will be giving a keynote presentation (Friday, March 27, 1pm PDT, Location) as well as speaking on a panel with Claudia Linden and George Linden (Saturday, March 28, Noon PDT, Location).  The full schedule of speakers is simply amazing, and I can’t wait to attend as many of the presentations as possible.

I strongly believe this fantastic conference will be a watershed moment for education in virtual worlds.  And you don’t even need to travel to attend this international event, as it is happening entirely in Second Life.

Here are the latest details from the official press release, and you can learn more by visiting the conference website.  Hope to see you there!


ARE VIRTUAL WORLDS THE CLASSROOMS OF THE FUTURE?

2009 Virtual Worlds Best Practices in Education Conference (VWBPE) Bringing together Educators from around the World in Second Life, March 27-29.

 

Virtual world educational environments may not replace real classrooms (yet), but they are becoming integral to the future of education, say the organizers of the 2009 Virtual Worlds Best Practices in Education Conference to be held in Second Life, March 27-29.  Conference keynote speakers and panels will focus on how virtual world environments can help today’s learners become all they can be and build the work force of tomorrow.

“We are a global grass roots community  that is collaborating and co-sharing knowledge about the role of virtual world environments in education today,” said, Marlene Brooks of Memorial University, CA (Zana Kohime, SL) program chair of the conference. “Our goal at the conference in Second Life is to use virtual worlds as the centerpiece for discussion of the questions that impact all of our futures: What is education? What is teaching? What is learning?”

The three-day conference will be an opportunity for virtual communities from around the world to showcase projects, courses, events, and present research that lead to best practices in education. From presentations on the architecture of designing a virtual classroom and campus to projects that engage middle school students with math, science and languages to the award-winning 3D-Wiki technology created in Second Life used to design a medical clinic in Nepal, the VWBPE conference is dedicated to furthering the creation of innovative, interactive  and immersive environments.

Keynote speakers and panelists for the conference represent a wide range of institutions, leading universities as well as K-12 school systems that use Second Life as part of their educational programs.  Learn more by visiting the conference website.

The Virtual World Best Practices in Education (VWPBE) conference originated from the 2007 Second Life Best Practices in Education Conference. Educators are one of the most vibrant and growing groups in Second Life with an outreach to more than 6,000 SL residents.

For additional information and interviews, please contact;
Marty Keltz  (Marty Snowpaw, SL,  Vice-Chair, Program Committee)
1-416-587-3381
Email: marty.keltz@gmail.com

 

You can register here. Registration is free to all conference attendees.

Original post by communities@secondlife.com

Greetings!

Memorial University just won a national award in Canada, recognizing their innovative use of Second Life in teaching and learning.  This is insanely great. Congratulations to everyone involved!  Here are the exciting details:

National award recognizes value of virtual world technology in teaching and learning

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Memorial University’s presence was felt once again at the Canadian Network for Innovation in Education (CNIE) conference, winning a national award for the integration of virtual world technology in a course.  The winning team received the award at the 2009 CNIE awards banquet held on Tuesday, May 12.

Distance Education and Learning Technologies (DELT), in partnership with Dr. David Murrin, adjunct professor in the Faculty of Engineering and Applied Science and director of R&D/senior engineering specialist at IMV Projects Atlantic in St. John’s, took away the 2009 CNIE award for excellence and innovation in the use of technology for learning and teaching.

The project involved the application of Second Life, an online virtual world, as a teaching and learning tool in Engineering 4061: Marine Production Management.  DELT’s Second Life team, comprised of Marlene Brooks, Catherine Wicks, Jamie Chang and Donna Downey, worked in partnership with Dr. Murrin and his engineering students to incorporate classroom theories and principles into a simulated, immersive environment where students could enact the role of an engineer, and design and construct their own shipyard.

“I was interested in using 3D virtual world technology in my class to better engage students in their learning and generate excitement about the course content,” said Dr. Murrin. “I wanted students to experience and realize the scale of real life shipyards, and gain a deeper understanding about the importance of material flow and the positioning of materials when building something of such enormity.”

“We were excited to provide the support and expertise needed to integrate this technology into the course,” added Ms. Brooks, who led the Second Life team at DELT.  “It’s very rewarding to collaborate on work that both enhances the students’ learning experience and gets recognized by our peers.”

Students were provided with space on one of Memorial University’s islands in Second Life to build a shipyard with given parameters that would be capable of building three vessels in a year.  Using this virtual world, students could meet online and walk through the shipyard to evaluate the functionality and suitability of what they had built.  If flaws were discovered, students could then go back to redesign and rebuild to make it more effective.

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Ann Marie Vaughan, director of DELT, is thrilled with the acknowledgement and credits the win to the collaborative effort of both partners.

“The insight and creativity of the team on this project were exemplary,” she said, “and it’s inspiring to work with such talented faculty, staff and students.  This is our second CNIE award for educational technology in as many years, which speaks volumes about Memorial’s leadership when it comes to exploring and enhancing the way education is delivered, for the benefit of both students and faculty.”

Second Life can benefit students’ learning by providing increased interaction with peers, engagement with course content, and reflection on theory in relation to practice.  It can also accommodate a variety of learning styles and promote active learning, independence of thought and problem solving.

For the students in Engineering 4061, their level of engagement enhanced their overall performance in the course, in comparison to students who had taken the course before the integration of Second Life.  The use of virtual world technology provided these students with a unique opportunity for experiential learning, which will be of great value for those who go to work on real life shipyards, or other large-scale projects.

DELT offers its expertise and support to Memorial’s faculty in their use of 3D virtual world technologies such as Second Life.  The goal is to create and facilitate new, innovative environments for teaching and learning that meet the needs of today’s learners, and enhance pedagogical use of these technologies.

For further information, please contact Courtenay Griffin, communications coordinator (DELT), Memorial University of Newfoundland at 737-2611 or cgriffin@mun.ca.

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The following statement was issued by the Honourable Darin King, Minister of Education.  It was also read in the House of Assembly:

“Information and communication technologies are an important aspect of teaching and learning in today’s classroom. Technology improves the students’ overall school experience. Given the rural nature of Newfoundland and Labrador, our province has been a leader in the use of technology and distance learning, particularly at the post-secondary level. That reputation continues to grow. I am pleased to inform this Honourable House that once again, Memorial University’s Distance Education and Learning Technology, or DELT, has won a national award.”

“For the second year in a row, DELT has been recognized by the Canadian Network for Innovation in Education. At an event in Ottawa last night, members of DELT’s Second Life Team, comprised of Marlene Brooks, Catherine Wicks, Jamie Chang and Donna Downey, together with Dr. David Murrin, were presented with an Award of Excellence and Innovation in Use of Technology for Learning and Teaching.”

“Second Life is a 3D virtual technology that can be used to create new and innovative teaching and learning environments. The award of excellence recognizes how well the Second Life team integrated the 3D technology into a typical engineering course, helping engineering students build a successful, working, virtual shipyard. The students became the designers and the engineers and their level of involvement enhanced their overall performance in the course.”

“Our government is a strong supporter of technology in the classroom, recognizing how well it can supplement teaching and learning. At the K-12 level, for example, we recently allocated $2.2 million for computer replacements and $1.5 million over a three-year period for a technology integration plan. At Memorial, $1.5 million has been allocated to increase the number of courses available through distance education. In addition, government has supported the implementation of a common cutting-edge technology for distance learning in the K-12 system, Memorial University and College of the North Atlantic.”

“Memorial University’s DELT is constantly working to keep the university and the province on the leading edge of new technologies. I ask this Honourable House to join me in offering congratulations to all those involved in this latest endeavour.”

Again, congratulations to everyone at DELT who received this national recognition for their amazing work in Second Life.  I can’t wait to see what you all do next!

- Pathfinder Linden

Original post by pathfinder@lindenlab.com

Greetings.

I’ve recently connected with an incredible group of people.  They are challenged by visual impairment, ranging from partial to complete blindness, and they are using Second Life to build new communities and amazing new tools.

Warning: if you continue reading, you will probably never again experience Second Life in quite the same way.

Lately, I’ve been reflecting on how people with varying levels of blindness experience the world, meeting with them in Second Life and listening to their experiences.  Most people immediately think of Second Life as an environment that relies completely on a visually rich 3d space.  But I have learned that there are beautiful visions of this virtual world far beyond what can only be experienced through sight.

Next time you are exploring Second Life, try putting on headphones, closing your eyes, and really listening to the world of sounds around you.  Hear those birds in the trees to your left?  How about that ticking clock on the desk in front of you?   Is that the sound of the wind blowing through the grass?  A plane flying by at high speed?  Who’s talking over there to my right? The potential to create sound-rich spaces is incredible in Second Life, and live musical performances add even more artistic opportunities.  For people who are visually impaired, this makes Second Life an amazingly rich immersive place.

Second Life also erases physical world geography, allowing folks from around the globe to meet and connect.  Combinations of voice and text allow people to communicate in a variety of ways, and teleporting in Second Life makes it easy to get to exactly where you need to be.

But perhaps most amazing thing I have learned is how people challenged by visual impairment in Second Life are creating tools that allow them to perceptually experience and navigate the virtual world in novel ways.

So, not only is everything in the world of Second Life incredibly malleable (i.e., objects, identity, environment), but one’s very perception of the environment can be dramatically reshaped by user-created tools existing and operating within the virtual world itself. 

The Virtual Guide Dog project is a one example of a tool that allows the perception of Second Life to be tailored to people who are visually impaired.  Created by an amazing team of individuals called Virtual Helping Hands, they have been developing something special.

Its name is Max. 

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Max is a handsome German Sheperd with kind brown eyes and a wet black nose.  He is designed to help the visually impaired navigate Second Life by finding any object (including another avatar) and leading his avatar owner to the object. Max also gives his avatar owner constant feedback (via text and audio) on what is in the immediate area, facilitating not only navigation but also providing a sense of what is in the area that might be of interest.

Max’s launch begins on Saturday, June 20th with a “Vision Quest” designed to help participants experience what it is like to work with a guide dog and write stories about those experiences.  If you’d like to participate or learn more, please see this website for details or contact Jena Ball (aka Jenaia Morane in Second Life) at Jenaia@tvwsp.com.

helenkeller2.jpgThe official celebration of Max’s arrival in Second Life will be on Helen Keller’s birthday, Saturday, June 27th.  On this special day, Virtual Helping Hands will be hosting Helen Keller Day in Second Life.  This will be a community event with the stated goal of “inclusion for everyone in employment, education, entertainment, and social engagement through Second Life.”

A day dedicated to raising awareness of our fellow Second Life Residents who cope with disabilities, featured events will include:

  • Keynotes by Keller Johnson Thompson (Helen Keller’s great grandniece), Pathfinder Linden, and Marcie Roth (Executive Director of National Coalition for Disability Rights)
  • Speakers and panel discussions on Education, Employment, Entertainment, and Social Engagement
  • Guidedog Wheelchair Races
  • Where’s Max Flickr contest
  • Accessiblity Building Contest
  • Sound Sculptures
  • See with Sound presentations
  • Dog Park Play with SL canines
  • Gold Mine Game
  • 3D Wiki Game
  • “Style-Enabled” fashion show
  • Guide Dog Memorial Park

I’ll be blogging next week with more details about Helen Keller Day in Second Life.  In the meantime, please contact Janyth Ussery (aka Saxet Uralia in Second Life) at saxeturalia@gmail.com if you have questions or would like to get involved, and keep your eye on this wiki page. I’ll also be blogging about more accessibility tools and projects in the future, so stay tuned.

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People coming together around the world, creating tools that redefine what it means to perceive and interact in virtual worlds, raising awareness of Real Life accessibility issues, and connecting with each other to build community and support for people dealing with all kinds of disabilities.

Pioneering stuff.  And it’s all happening right here, right now, in Second Life.

 

-Pathfinder Linden

 

Want to discuss this blog post?  Let’s go to the discussion area!

Original post by pathfinder@lindenlab.com

I recently learned about a new museum opening this weekend in Second Life dedicated to the work of Frank Lloyd Wright, arguably the greatest American architect of all time.  Visiting museums is one of my favorite things to do both in Real Life and Second Life, and I have always been a fan of Wright’s design genius.  I sat down with Frey Bravin (Director) and Rosalie Oldrich (Curator) to learn more.

 

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Left to right, Rosalie Oldrich, Pathfinder Linden and Frey Bravin

 

Pathfinder Linden: Rosalie and Frey, thanks so much for giving me a tour of the museum and an opportunity to learn more about this project.  Can you tell me a bit about your individual roles in this project and how it all started?

Frey Bravin: About a month and a half ago I was Invited to attend a lecture in Second Life on Frank Lloyd Wright given by Debe Wise. Being a lifelong fan of fan of Mr. Wright and his work, I was most excited to attend and jumped at the chance. Out of this lecture and talking with others in attendance the idea for a Second Life Museum on FLW suggested itself to me. I started building the museum and putting the collection together, and the old line of “If you build it, they will come” proved to be true. I discoverd just how large the number of FLW fans there are in Second Life and was just blown away by the numerous offers of support and and assistance I received.

Rosalie Oldrich: I got involved less than a month ago, when the museum project was already rolling.  I have a background in Real Life of many years in the museum biz and thought I’d be able to provide some skills that would see the project into its next phases.  I’ll be working on future exhibits and - most  importantly - raising funds to keep the sim up and running.  No one will be safe!

Pathfinder Linden: I see you have not only created historical displays about Wright’s personal life and family but also full-scale recreations of some of his most famous buildings.  Can you speak a bit about your current exhibits?

Frey Bravin: We currently have 5 buildings, The Frederick C. Robie House of Chicago, Illinois, the Herbert Jacobs house 1 of Madison, Wisconsin; the Herbert Jacobs house 2 also of Madison, Wisconsin, The Edgar Kaufmann house of Mill Run, Pennsylvania and the Seth Petersen Cottage of Lake Delton, Wisconsin. In addition we have a recreation of the Water Dome foutain from The South Florida University of Lakeland, Florida. In the  museum itself we currently have on exhibit a collection of photographs of Mr Wright, a sample of hus many drawings, and a large exhibit on Fallingwater.

 

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The main entrance to the museum, which spans an entire region (16 acres) in Second Life

 

Pathfinder Linden: Who have you been collaborating with in Second Life to make this all happen?

Frey Bravin: This museum would not be possible without the support and assistance of some truly talented people, Jasmyn Sugarplum, Rosalie Oldrich, Sage Carrasco, Supremius Maximus, Sensuous Maximus, Troy Vogel, Miltone Marquette, Ethos Erlanger, Terra Tepper.

Pathfinder Linden: Have you reached out to the real life estate of Frank Lloyd Wright?  What do they think about this project in Second Life?

Frey Bravin: Yes, we have established contact with members of The Frank Lloyd Wright Preservation Trust and The Frank Lloyd Wright Foundation, they are very supportive in our goal of exposing the works of Mr. Wright to people worldwide.

Pathfinder Linden: I think there’s so much potential for your Museum to be a resource for real life architects and educators.  Imagine bringing groups of students and classes through interactive recreations of Wright’s buildings instead of just looking at photographs!  Are you currently working with any real life architects or educators?

Frey Bravin:  We currently have a number of both real life architects and educators in our membership and are in the process of setting up educational programs where we will be working closely with a number of Universities and providing opportunities to learn more about the Wright style.

Pathfinder Linden: Nice. What have you got planned for the future?

Frey Bravin: Future plans include replacing our current museum building with a replica of the Marin County Civic Center, the establishment of a meeting and conference center, a school of architecture in conjunction with a Real Life university and an outdoor amphitheater based on a unbuilt design that Mr. Wright did for a major project in Baghdad. We will also be adding additional Wright homes and buildings on a rotating basis. Exhibits inside the Museum galleries will be changing on a regular basis as well.

Pathfinder Linden:  Amazing.  Thank you so much for sharing all this information, and I can’t wait to see how your museum grows!

 

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The Grand Opening of the Frank Lloyd Wright Museum in Second Life will be held on Saturday, July 25 from 1:00pm PDT into the evening and Sunday, July 26 from 1:00pm to 4:00pm PDT.

There will also be a Museum Members Only party on Friday, July 24 from 6:00pm to 8:00pm PDT.  You can become a Member by joining the museum group for free.

This weekend will feature live music performances, fireworks, a black tie gala, roundtable discussions on Wright’s design concepts, and more.  Hope to see you there!


-Pathfinder Linden

Original post by pathfinder@lindenlab.com

Second Life is full of pioneering educators and academics, and innovative growth in the use of Second Life for learning continues every day. It had been my pleasure and privilege to meet many of these educators and learn about their projects.  In my experience, I’ve noticed that the most successful projects typically involve interdisciplinary collaboration, expanding on the work of others, and sharing strategies for success.  An amazing example of this type of innovation, on a statewide scale, is the University of Texas System.

The University of Texas System is starting a year-long project to explore the use of virtual worlds for learning, and they are bringing their entire 15-campus system into Second Life.  For all the details, please see the Press Release at the bottom of this blog post.

I had the opportunity to meet with Dr. Leslie Jarmon (SL: Bluewave Ogee), the primary investigator for this statewide virtual initiative, to learn more.  Read on for the details!

 

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Leslie Jarmon (SL: Bluewave Ogee), in the virtual version of the Ash Conference Room at the University of Texas System.

 

Pathfinder: This is an extremely large and ambitious project. You’ve successfully launched it after 4 years of research and preparation.  What were the biggest challenges you faced, and how did you overcome them?

Bluewave: Challenges for winning this initial 1-year launch included finding the most effective language and concrete examples from within the generous educational community in Second Life itself to craft a proposal that would be hearable by key administrators. When an opportunity arose, a real time demo of SL using Voice with real educators and Linden Lab officials answering the Chancellors¹ questions right there on the spot was more effective than 100 pages of textual description. Very pragmatic, concrete, visionary ­ at the same time.

A key challenge has been rigorously ensuring that our provision of the virtual infrastructure for 15 campuses and information and training support will not be dictating which directions each campus will take as they discover and create their own unique learning and research journeys. We¹re meeting this challenge with the overriding mission of creating together a virtual learning community. Virtual worlds are a new human dimension for educational activity, and we¹re constantly exploring and learning alongside one another.

 

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Left to Right: John Lester (SL: Pathfinder Linden) and Leslie Jarmon (SL: Bluewave Ogee) meet in front of
the virtual version of Johnson Claudia Taylor Hall at the University of Texas System.

Pathfinder: A new human dimension for educational activity!  I love it.  I’ll point readers to some of your published writings to learn more about that concept. You’ve chosen Second Life as the specific virtual world platform for this system-wide project.  What were some of the key factors in this decision?

Bluewave: The goals of UT System Transforming Undergraduate Education initiative require that a winning project must enrich quality of the learning experience, simultaneously lower costs of delivery of instruction, and useable across a very diverse array of campus environments (9 academic campuses; 6 medical health science center campuses). Second Life aligns with those goals in several very concrete ways. Most importantly, it¹s what I¹ve called an embodied rapid collaboration platform, providing researchers, instructors, students, staff, and administrators access to one another in very new ways across geo-spatial and brick and mortar boundaries. Second Life itself is an open-ended complex learning system, with massive user created content, continuously moving the horizon of what known or understood. Finally, and powerfully, Second Life gives educators and students the developers tools, thereby making Second Life a tool-making tool itself. It has inherent robustness.

Having said all that about Second LIfe, ultimately it has been the foresight and boldness on the part of the Chancellors of the University of Texas System that has made this initial entry year possible at all. All kudos must go to them and their vision.

Pathfinder: Sharing strategies and best practices that will help other universities succeed in Second Life is a key part of your project plan.  How do you plan to share this useful knowledge with the greater academic community?

Bluewave: We believe that this initiative is going to help so many people. It’s founded on the ethic of sharing. IRB-approved research is being conducted at 3 levels (system, individual campus, individual course), and so there will be many publications generated as we all continue to learn and understand more. After a year, we¹ll be able to share failures, challenges, and successes of what it means when a large statewide public university system extends operations into the virtual world. And the virtual learning community, of course, already extends and will continue to grow far beyond the UT System campuses themselves. Collaborations with other educators, already emerging, will continue to grow and extend more deeply into disciplinary and interdisciplinary domains.

We¹re very excited about the location of the soon-to-emerge UT System archipelago in close proximity to the wonderful Scilands continent in a mutually beneficial engagement of communities. Finally, the project calls for an undergraduate educational conference to be held both on actual campus sites and in Second Life at wherever students have begun collaborating and conducting research alongside our faculty and scientists.

 

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Campus leads from each of the 16 campuses of the University of Texas System meet to discuss strategy.

Thanks for a great interview, Leslie!  Read on for details about the project and how to learn even more.

 

-Pathfinder Linden (RL: John Lester)

 

—————————— Press Release ——————————

The University of Texas Initiates a System-Wide Rollout into Second Life:
Sixteen Campuses will Serve as Virtual Learning Model for Other Statewide Systems

Today, Linden Lab, the Makers of Second Life and Second Life Work are announcing the first statewide rollout of a virtual learning environment in the world.  The Transforming Undergraduate Education Program, at the University of Texas System, recently awarded a grant to fund the initiation of a pioneering statewide virtual learning community of students, faculty, researchers and administrators in Second Life, that offers an innovative, low-cost approach to undergraduate instruction.

“The System’s virtual collaborative learning community of students, faculty, researchers, and administrators will allow participants to learn, share, collaborate and grow alongside one another,” said Leslie Jarmon, Ph.D. , the primary investigator for this statewide virtual initiative for the University of Texas 16-campus System, and a Faculty Development Specialist and Senior Lecturer in the Division of Instructional Innovation & Assessment (CIE/DIIA) at the University of Texas at Austin. “Step by step in this evolving system-wide virtual learning community, all of these players—and especially our undergraduates—will be seen as learners with expanded roles:  learners as scientists, learners as designers, learners as researchers, learners as communicators, and learners as collaborators. We see endless possibilities on the virtual learning horizon.”

Like many higher learning organizations, the University of Texas System’s has an imperative to continually enrich the learning experience for students while reducing—or even eliminating—expensive brick-and-mortar costs while becoming energy efficient. These are the key drivers that led the University of Texas to invest in a virtual learning environment in Second Life.

The yearlong rollout involves all 16 University of Texas campuses and will be designed for extensive inter-campus, intra-campus, and out-of-state collaboration and will occupy over 50 Second Life regions. The UT System is a complex and multidisciplinary organization with 9 academic university campuses and 6 medical and health science research campuses. Each campus will be developing its own SL project plan according to its needs and priorities. Throughout the project, evidence-based research data will be collected and shared with the Second Life education community on best practices to offer to all educators—and other similar organizations—that are interested in holding classes and building campuses in Second Life.

“Since it was launched in 2003, hundreds of educational institutions from around the world have used Second Life as a compelling and cost effective platform to augment an existing curriculum and explore new models of learning. But, the University of Texas System’s ambitious system-wide program is not only an industry first, but it will also create the largest virtual learning community in existence,” said John Lester (SL: Pathfinder Linden), Customer Outreach Advocate at Linden Lab. “This announcement also provides another strong proof point that virtual campuses can be effectively controlled and managed to create a safe and secure learning environment. Needless to say, we’re very excited and look forward to watching the program develop and grow.”

For more information, plesae see the TUE Learning Community website or please contact:
UT System VLCI Initiative: Dr. Leslie Jarmon (SL: Bluewave Ogee) LJarmon@austin.utexas.edu
Linden Lab: Amanda Van Nuys (SL: Amanda Linden) amanda@lindenlab.com

Original post by pathfinder@lindenlab.com

Innovation happens at Intersections. When people with different perspectives and different backgrounds come together around a common goal, the result is often a creative breakthrough.  I’ve always felt that Second Life is a platform that fundamentally encourages these types of interdisciplinary collaborations.  One such example that spans education, art, healthcare and entertainment is The Virtual Worlds Story Project (TVWSP).

Founded by Jena Ball (SL: Jenaia Morane) and Marty Keltz (SL: Marty Snowpaw), TVWSP is creating Story Quests in Second Life that teach and entertain people through immersive storytelling.  Jenaia and Marty each bring a unique background and perspective to the project.  Jenaia’s background is in creative writing and art, while Marty has worked as a television producer for children and family programming (remember The Magic School Bus?).

At noon (PST) on October 1st 2009,  Second Life Residents will have the opportunity to experience the premiere of “The Life and Times of Uncle D,” a Story Quest designed to personalize and educate people on the subject of HIV/AIDS.  RSVPs are required.

I had the opportunity to chat with Marty and Jenaia to learn more about what they are creating.

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Left to Right, Marty Keltz (SL: Marty Snowpaw) and Jena Ball (SL: Jenaia Morane) in Uncle D’s French Pub.

 

Pathfinder: I’ve heard you are getting a wide range of interest in your Story Quests from many different areas?

Marty: Interest is being shown across a broad range of disciplines, most notably education, entertainment (documentary and animation), health, and technology.

Pathfinder: That’s fantastic. I can see how the concept of using immersive storytelling could be applied to many different ends.  Can you tell us about your techniques to engage participants?

Jenaia: Using the tools available to everyone in Second Life, participants are encouraged to find and express their own unique narrative threads.  In this way, Story Quests are catalysts for collaborative storytelling (similar to fan fiction).  Second Life becomes both a production studio where machinima is created as well as a destination to be explored an experienced.  Much of the Quest is co-created by participants.

 

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Left to Right, Jena Ball (SL: Jenaia Morane), John Lester (SL: Pathfinder Linden) and Marty Keltz (SL: Marty Snowpaw)

 

Pathfinder: I love the idea of leveraging people’s desire to contribute to a story as a way to make it grow over time.  That seems to be a theme in human society.  What’s so special about stories?

Jenaia: Stories engage, encourage creativity, and free the imagination. They help us make sense of our worlds.  By sharing those stories with others, differences become less important and communities of interest/practice evolve organically.

Marty: And Story Quests in a platform like Second Life are ideal experiential learning environments.  They offer opportunities for child/adult-centered education where different learning styles and personalities can be accommodated and most importantly celebrated.

Pathfinder: Thank you very much for taking the time to chat with me.  See you at the premiere!

 

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A view of Uncle D’s house as you approach from the river on the Quest.

 

-Pathfinder Linden

Original post by pathfinder@lindenlab.com

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