SLOODLE Moot 2010

From http://www.sloodle.org/blog/

SLOODLE Moot 2010 is approaching!

This weekend SLOODLE Moot – a free, online conference will be taking place in Second Life. A range of presentations, discussions and demonstrations will take place over the weekend including:

  • Devil Island Mystery. Learn how freshman students in S. Korea were stranded on a virtual island – and had to develop their English skills to survive – and solve the Devil Island Mystery!
  • Hacking SLOODLE tools. SLOODLE is open-source – in this sessions learn why you might want to change SLOODLE to suit your own ends – and how you can do so.
  • SLOODLE at the Open University. With around 250,000 online students, and individual courses with student numbers in the thousands, the OU faces some significant challenges in using virtual worlds to support its courses. Learn how the OU has been using SLOODLE to meet this challenge.
  • Cypris Chat demonstration. After a very successful set of demonstrations earlier this year, Mike McKay gives another demo of SLOODLE and the Awards system.
  • Saturday night social. Lights, music, dancing!

Get more details at the SLOODLE home page – http://www.sloodle.org/

( hashtag: #smoot )

Innovation In Application Development

Writing today at the Innovation in Application Development event in Stirling, put together by Scotland’s Colleges (formerly SFEU). Just now Nigel Kennington is demonstrating using Alice to teach programming, and discussing what aspects of computer programming can be taught with Alice. He’s had a very good experience in the lower levels – with much higher engagement from students.

Next up is a demonstration of using XNA, and this morning there were a pair of Apple talks on iPhone development. I’ll be closing the day talking about teaching programming with scripting in Second Life and OpenSim. As this talk is for colleges where many students will be under 18, I’ll be focussing on OpenSim. I was going to use Tony Hirst’s feedshow but it seems to be broken – but you can grab the ‘presentation’ part of my talk (I’ll try to spend more time actually *in* OpenSim, showing how it works, and what can be done) from delicious here:

http://delicious.com/djlivi/IIAD?setcount=15

Researching Learning in Virtual Environments – ReLIVE book now out

Caught a little off guard with this, but the ReLIVE book (which I had a hand in helping edit) is now available online at SpringerLink here. The promo blurb:

Researching Learning in Virtual Worlds covers a range of research undertaken in 3D virtual environments, looking at both the methods and results of the studies.

This groundbreaking book is the first to specifically address research methods and related issues for education in virtual worlds. It opens with an accessible introduction to the book and to the subject, providing an ideal springboard for those who are new to research in this area. The subsequent ten chapters present work covering a range of research methodologies across a broad discipline base, making it essential reading for advanced undergraduate or postgraduate researchers working in education in virtual worlds, and engaging background material for researchers in similar and related disciplines.

Many of the chapters in this book are extended papers from Researching Learning in Virtual Environments (ReLIVE08), an international conference hosted by the Open University UK. Authors of the best papers and presentations from the conference were invited to contribute to Researching Learning in Virtual Worlds.

The book is actually a little cheaper at Amazon.co.uk – but no information yet on when the hardcopy will be available. But due before the end of the month. I enjoyed working on parts of this book – many thanksare  due to Anna Peachey who had the lions share of the work and did a sterling job, and to co-editors Julia Gillen and Sarah ‘Intellagirl’ Smith-Robbins.

Where next for virtual worlds?

On Monday I had the pleasure of presenting at the Eduserv ‘where next for virtual worlds’ workshop. Being asked to talk about the future gave me a nice opportunity to widely name-check a whole bunch of stuff and try and imagine how it might all tie into virtual worlds and learning environments a few years down the line. Since then it’s been full on marking and grading, just enough time to post this…

All of the presentations from the day are online at the Eduserv website. Most of these are in the form of embedded SlideShare presentations – though there is also a (slightly noisy) video of Ralph Schroeder’s presentation there. Hopefully other videos will follow. A wee note tho – if you are looking at John Kirriemuir’s presentation or my own, you’ll find a lot of extra supporting text and notes is only visible when viewing via the SlideShare website itself.

This is a bit of a problem with SlideShare embeds – it isn’t at all obvious when there is a lot of hidden extra content that you can only get via the SlideShare site itself.

(It also took me three attempts to get my slides to load up correctly without blank slides. And I’m not too sure why…)

As to the talks themselves… I enjoyed Ralph’s presentation – some good examples of the differences between high-end video conferencing, immersive virtual reality and virtual worlds and their strengths and weaknesses. His argument that there are two end states got a bit of a picking over on twitter afterwards.

Over on her blog, JISC’s Heather Williamson provides a summary of the day.

Looking ahead to 2010 and 2020

I’m a bit late with my ‘predictions for the new year/decade’ post… but on Tuesday night I took part in a Virtual Worlds in Education Roundtable panel discussion (a ‘first of the month’ panel is a regular departure from the normal roundtable format, before you ask!) on predicting the possible and preferable future of virtual worlds in education. As the meeting took place shortly after Second Life’s Linden Lab CEO Mark Kingdon posted his own predictions for the coming year and decade, his comments naturally became a point of reference for much of the discussion.

VWER 1/5/10Image: VWER Panel, taken by Olivia Hotshot

The panel featured Chris Collins/Fleep Tuque, Anthony Fontana, AJ Kelton/AJ Brooks (Chair), myself, Ken Hudson/Kenny Hubble and Jon Richter. Sarah Robbins was sadly unable to make it :-(

We all seemed to have high hopes for the potential of Augmented Reality and mobile technology to enhance and extend the capabilities of virtual worlds – though I felt there to be a lot of uncertainty about how exactly the very different worlds of mobile AR and desk-bound virtual worlds will best be meaningfully and usefully merged. Charles Stross’ “Halting State” presents one picture, but still a little way to go to get there.

From M Linden’s blog post a few things stood out:

  • Chris and myself were both excited by the prospects of an improved API for communications between SL and the web. Currently a large degree of hackery is required to connect web 2.0 applications to SL – the app might provide a simple API, but to connect that to SL almost always requires creating an intermediary service running on a server to act as a go-between.
  • M’s predictions for 2020 were a mixed bag. Some outlined systems that are perfectly feasible already, or have already been demonstrated (The VUE group at Edinburgh have demonstrated video/virtual conferencing already, along the lines M suggests might happen in 2020: ‘Walls in your office become portals to the metaverse’)
  • “Second Life is galactic.” Some discussion here, that is Linden Lab want this outcome then they will have to work hard to ensure that SL makes itself an essential hub world for the growing number of other virtual worlds out there. Second Life is currently a de-facto standard – with the largely compatible OpenSim being one of the main competitors. Can Linden Lab pull off this feat?
  • “Second Life becomes a standard in business, education and government.” Well, it already is largely a standard for virtual worlds – simply because it is the dominant virtual world. Again, the issue for 2020 is whether SL will stay that way…
  • “SLHD blurs the distinction between real and virtual.” This is possibly the only area where M actually makes some far-sighted predictions. And what he is looking to is virtual world technology that provides the physical sensations of the places, objects and avatars one interacts with. This IMHO is something that will remain in the research lab, demonstration systems and theme park – I don’t see this as being a regularly used technology to access virtual worlds by 2020. If nothing else, it goes against current trends towards more mobile uses of technology, and increasing access via mobile and low powered devices.
  • M also suggests that improvements to content management and protection are in the pipeline – this comes a little late for many inworld vendors whose hard work has been cracked and made freely available due to flaws in SL’s security and copy protection mechanisms. (I am talking here about scripted objects, where the scripts themselves should be secure – an inherent feature of digital technology such as SL is that it simply is not possible to prevent theft of textures and 3D data for models – as this data is required by the client to render content. Scripts are supposed to be secure – but have not been.)

In discussion I made one prediction for next year that I’d like to withdraw – I said that at the first VWER meeting of 2011 we’d almost certainly meet in SL, not some other virtual world. It’s still most likely place to hold the meeting – but an OpenSim grid now how to be a very strong second place contender.

It was a long and free flowing chat – apologies if I’ve missed out your personal highlights!

Festive reading: Two virtual world reports

Some festive reading for folks not suffering under the weight of recently released books on education in virtual worlds.

First up, Virtual World Watch released the 7th in the series of reports surveying use of virtual worlds in UK further and higher education – get it here. The other report is the SLOODLE project’s final report to Eduserv. No, SLOODLE isn’t ‘finished’, the project is continuing – although the pace of development may be slower until additional funding is secured.

More on the report here, on the SLOODLE blog.

The VirtualWorldWatch reports are also Eduserv funded – and will happily continue for a while yet. John Kirriemuir has done a good job reading through a large number of responses, seeking out commanalities and identifying current issues. From the summary on the VWW blog of the latest instalment:

Overall, the picture is one of more virtual world activity in UK academia than in previous years.

While cases of virtual world use in academia have steadily risen, evaluations and evidence of their effectiveness has been fragmented and low-key. Though the same observation could be leveled at many other technologies – take a bow, Virtual Learning Environments – used in education.Many academics – possibly a significant majority – are still wary, sceptical or openly hostile to virtual world use in education. More visible proof of where it works may swing the more open-minded of them. With the mass of teaching and research activity currently under way in higher education, it’s only reasonable to hope for more (and better) evaluations, and clarity concerning where virtual worlds can be put to good use and where not. For proof, evidence, data and convincing arguments, 2009 to 2010 feels like the year of virtual world expectation.

SLOODLE wins 4th Novatica Award

From http://www.stellarnet.eu/news/2009/11/03/50/ :

In the 4th edition of the Novática Award for the best paper published by the journal in 2008, the jury has selected the article of Daniel Livingstone from the University of the West of Scotland and Jeremy Kemp from San José State University on “Integrando entornos de aprendizaje basados en Web y 3D: Second Life y Moodle se encuentran” (”Integrating Web-Based and 3D Learning Environments: Second Life Meets Moodle”).

The article was published in the issue #193 of Novática (May-June 2008), within the monograph “El futuro de la tecnología educativa” (“Technology-Enhanced Learning”). It appeared as a spanish translation of the English special issue appearing simultaneously in UPGRADE. The editors of the monograph have been Carlos Delgado-Kloos from the Universidad Carlos III de Madrid and Fridolin Wild from the Open University of the UK.

The Award, consisting of a diploma, will presented in Madrid, November 13th, 2009, Friday morning, within the frame of a Software Quality event organized by the Spanish Ministry of Industry and ATI, the Spanish a IT association that publishes Novática.

The Jury was composed by the Editors of the Technical Sections of Novática, the Chief Editor of our journal and a representative of the Board of ATI (Asociación de Técnicos de Informática), the publisher of Novática.

Details about the awards event (in Spanish) are here.

Links for the week… #clex09 and BJET VW

Last week I managed to remember to buy the Guardian on Tuesday for the education supplement. But didn’t find time to read it all. And so I managed to miss news of the release of JISC Committee of Inquiry into the Changing Learner Experience (CLEX) report “Higher Education in a Web 2.0 World” till the day after. Brian Kelly covered it here, and included the following quote from the Grauniad:

The “Google generation” of today’s students has grown up in a digital world. Most are completely au fait with the microblogging site Twitter; they organise their social lives through Facebook and MySpace; 75% of students have a profile on at least one social networking site. And they spend up to four hours a day online.

It looks like a good report, but it’s going to have to wait for reading time – I have marking to do. But I think the Grauniad got it wrong with the claim that Most [students] are completely au fait with the microblogging site Twitter – I think the reporter got students and edu-bloggers mixed up on that one. Some students, but not most. Not yet, at any rate. For the record, the report itself only has two instances of the word twitter – one in the index.

If you want the report highlights, you can grab the podcast here.

Then as if I wasn’t already feeling overloaded, BJET’s special issue on Virtual Worlds is now online. Lots of excellent papers – including a colloquia paper by yours truly and friends. Subscription required – if you work in HE, your institution might already subscribe.

And lastly, the ning group “The Future of Education” is hosting a series of webinars – some excellent speakers lined up. Tomorrow night (though too late for me, sadly) is Chris Dede. His talk is titledEmerging Interactive Media: What to Use, When, and How? If you attend, tell me how it was.

Patenting the future of eLearning

Edit: With some embarrassment I have to report that a significant amount of the post below is wrong… with the root being mis-attribution of the patent on 3D eLearning to Blackboard. My source for this has also now been updated. The overall worry that someone is trying to patent 3D eLearning remains, however. It’s not Blackboard doing the patent, and so I will score out some of the sections of this blog, but I’ll leave the text intact otherwise. The basic worry remains. djl – 7th May 2009

With VirtualWorldWatch reporting that almost all of UK higher education institutions are now actively using virtual worlds (to some extent at least) and virtual worlds for children (Club Penguin, Moshi Monsters, etc…) make virtual spaces a natural habitat for the newest generations of learners, it seems that virtual worlds have an assured place in the future of eLearning.

VirtualWorldNews regularly features news of new platforms and partnerships in this area, and the famous Second Life has found a home alongside platforms such as Forterra’s OLIVE, OpenSim, Croquet, Sun’s Project Wonderland. New arrivals Metaplace, RealXtend, Caspian Learning’s ThinkingWorlds and a range of offerings from my near neighbours TPLD sit alongside bespoke customizations/mods of commercially available games such as Neverwinter Nights (e.g. Altered Learning for key skills) or Unreal and a huge host of purpose built serious games and simulations. See e.g. SeriousGamesSource.

All in all, the future looks very promising for virtual worlds in education. Sadly the future might be less rosy than it appears. Some readers may be aware of the complex legal actions taking place in the US where VLE/LMS market leader Blackboard are currently trying put one of their main competitors out of business by patent suit – a process that continues even though the original patent was rejected by the US patents office. This is complex and messy – with Blackboard taking a very aggressive stance in the courts on the basis of what was a patent with a huge amount of prior art out there. Although the original patent has been rejected by the USPTO, a continuation patent has been awarded, and the legal fight is far from over. Blackboard now spend considerably more on lawyers than they do on software development. Lots more from Seb Schmoller and Michael Feldstein.

One thing particularly disturbing to me is the discovery (from Seb Schmoller’s discussion) that Blackboard have a patent application in for a “3D Learning Environment”. Despite not actually having a 3D learning environment product, or doing any development at all in this area (at least as far as I am aware – other than a $25,000 greenhouse grant awarded to Ball State a little while ago), Bb have applied for a patent. And using the continuation process they will quite likely seek to extend this patent over forthcoming years – while keeping the original filing date (see Wikipedia for a basic outline of this bizarre process). This is what they’ve done in their current case against Desire2Learn, and there is no reason to imagine that they won’t aggressively seek damages and license fees from vendors in the 3D eLearning market in the future. Every company and product that I’ve mentioned above is potentially under threat from this. Companies that have been innovating and developing new products and systems coming under threat from a company that decided not to bother developing new software or technologies when a patent application would do.

Seb also notes that this 3D patent (from a company that doesn’t do any 3D software, remember) is not part of Bb’s patent pledge – where they pledge not to pursue open source software vendors or users. From eLearning provider to patent troll in a few short years.

And as if this wasn’t enough, patents on how virtual world servers communicate with clients are at the heart of another patent battle (this time between Worlds.com and NCSoft) and if upheld will then be used by Worlds.com to pursue Linden Lab (makers of Second Life) and others. And again, Worlds.com are using patent continuation to gain patent cover over techniques and ideas developed since the original patent – which then gain the same application date as the original, and can then be used to seek money from other companies using what are standard and commonsense software and network engineering methods to build their products. While Worlds may be less likely to put the competition out of business, licensing standard algorithms will add to costs to providers of other platforms.

Software patents are a mess, but there is no sign that the US will abandon them or substantially reform the current system. Meanwhile, its a worried wait to see what is going to happen in Europe, where decisions are due soon as to whether to adopt a more US styled approach to software patents, or to adopt our own (hopefully more stringent) standards of technical innovation required for patentability.

Games-Based Learning Advancements for Multi-Sensory Human Computer Interfaces

Edited By: Thomas Connolly, Mark Stansfield, Liz Boyle

Games-based learning focuses on the exploration of high-quality computer games and associated software tools for education and training.

Games-Based Learning Advancements for Multi-Sensory Human Computer Interfaces: Techniques and Effective Practices disseminates knowledge on the theory and practice of games-based learning, promoting the development and adoption of best practices. Through a combination of theoretical chapters as well as practical case studies, readers will benefit from expert knowledge and learn from the experiences of both researchers and practitioners from across the globe.

Edited by three of my colleagues, includes a chapter on SLOODLE, and a foreword from Kurt Squire. More here, including a link to a limited preview. The book will be released sometime this month.