Virtual Environment Workshops for Educators

Build a Professional Network for #remotelearning

Not all online learning spaces are equal! In fact, many are applications built by designers without any educational background at all. So how can educators explore and build the best sustainable interactive online learning environments for students? Well- one way is to explore innovative virtual learning spaces together to evaluate them.

With that goal in mind, the Community Virtual Library is sponsoring CVL Educator Workshops in numerous virtual environments, such as Second Life, Kitely, and web-based worlds like Cybalounge and 3Dwebworldz. For those interested in virtual reality headsets, CVL has a VR Explorers team and a Discord Channel. Check out the CVL Educators Workshop schedule here! Workshops are just starting, so check the spreadsheet as dates will be added.

Community Virtual Library in Cybalounge

Community Virtual Library Main Branch

The main branch of the Community Virtual Library is in Second Life and librarians, educators and volunteers hold office hours to help teachers, learners, and anyone interested in virtual environments to better understand and use them. Explore the website and see the Virtual Reference tab to find a mentor.

Is education ready for #virtualreality headsets?

Librarians and colleagues are exploring VR headsets while understanding that virtual immersive environments like Second Life are a form of virtual reality that has been proven to be advantageous for years. A recent workshop in the virtual world of Virbela presented a session on where VR is headed in education.

Virtual Worlds Will Survive

I am sitting in a virtual book orchard listening to relaxing music as I write this.

CVL Write-In August 2018

Finding the right setting and time for writing is not easy in a world of constant distraction. A virtual world “Write-In” provided focus with the encouragement of others around me. Yet another example of the potential for virtual worlds. The Community Virtual Library offers programs such as write-ins, poetry events, research exhibits and everything a physical world library might provide.

Advantages of using an avatar

No cost
No travel
Sense of presence with community
Creative tools
Access to helpful resources
Unique experiences

With rising costs of travel to conferences, virtual worlds provide a cost effective way to network and present information in any field. The Virtual World MOOC 2018 brought learners and educators from around the world into Second Life and a networking forum at the Community Virtual Library sparked conversation on the future of education, libraries and learning in digital culture.

Community Virtual Library Networking Forum August 2018

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Yet, after years of gathering evidence about the potential for learning in virtual worlds, all I hear about day after day is AR and VR (augmented reality and virtual reality). In fact, Hypergrid Business announced “winding down” coverage of virtual world grids as virtual reality hype continues to rise. Will the Metaverse ever become an interconnected landscape that can actually be navigated? Or are we heading to an uncharted sea of information chaos in mixed reality forms?

Oculus Go Headset- example of VR tools While VR developers race to create experiences (which may be dangerous to young minds- who knows?), virtual worlds continue to provide a range of uses for all age groups.

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Accepting the fact that entertainment is the big money focus- not education- it is not surprising the current TOP DOG video game is Fortnight. Yet, it is more than a video game, Fortnight is a virtual world. Virtual worlds are certainly a part of virtual reality and immersive environments.

So- in a nutshell- virtual worlds are here and they will survive. But they are mainly used for battles and zombie-slaying! I certainly do not blame teachers for a lack of interest in virtual worlds. Having spent 25 plus years in education, I understand curriculum mandates, testing procedures, parent conferences, and never-ending paperwork. Learning and embracing virtual worlds has to be done outside the classroom on your own time. Yes- your “own time”! But you are not alone! Educators and learners around the globe face the same issues of understanding and utilizing new media and new technology tools. We will learn the best practices and we will survive. Virtual worlds will survive.

Who is Your Sidekick?

Everyone needs a Robin. Batman simply cannot do it all alone.

Think about who you can count on day in and day out to encourage you. Who do you turn to at a time of struggle? Who do you know you can depend upon? I have an inspiring sidekick at the Community Virtual Library without whom I am certain the library would not have thrived in a virtual world. Virtual worlds hit a stage sometimes referred to as “the trough of disillusionment” in the Gartner Hype Cycle which analyzes adoption of new technology innovations.

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Yet, CVL survived the mass exit of educators after an economic downturn largely because of our head reference librarian, Carla (Suemoon). Carla, a law librarian in a physical world library, tirelessly persevered through thick and thin to update resources in the Community Virtual Library and train other librarians and volunteers.

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Carla was Hamlet’s Horatio- a good friend through it all. There are other literary sidekicks we all know and love as well as famous movie companions or real world right arms.

Sidekicks often do not receive the awards or recognition they deserve! But without the involvement, encouragement, and steadfast commitment of a good sidekick, projects can wither, falter and fail.

Think about your sidekick for a minute. Teamwork is crucial to processes of growth in any field. Members of a team work together. Yet a sidekick is an individual. In digital culture, we can connect to thousands of people and communities across the world. Perhaps we need a reminder about the importance of one individual in our lives.

My Thinkerer Award for Virtual World Contributions to Education & Librarianship

Virtual worlds provide unique educational opportunities for learning in digital culture. How honored I am to receive the 2018 Thinkerer Award for contributions to education in immersive learning environments. The silver statue holds a glass ball in my favorite shade of blue!

Virtual worlds are often misunderstood and people think of videogames when they hear the word avatar. But an avatar is simply a representation of one’s self. Jaron Lanier (often credited as being the Father of Virtual Reality) says, “The visceral realness of human presence within an avatar is the most dramatic sensation I have felt in VR. Interactivity is not just a feature or a quality of VR, but the natural empirical process at the core of experience. It is how we know life. It is life (2017, 173)”. Having spent a number of years teaching, learning and developing a professional network across the world through my work in virtual worlds, I have come to understand the best practices (both advantages and disadvantages) of using an avatar as a librarian.

You may ask What does a virtual world librarian do? My virtual world library work is basically the same as the work I have done in libraries for over 25 years! As Director of the Community Virtual Library, I have witnessed and helped implement library programs similar to those found in physical world libraries, such as book discussions, writing workshops, exhibits, speakers, reference services and more. Imagine not just reading a book….but entering the book!

Library visitors have the opportunity to enter historical eras (like the life of Anne Frank or Charles Dickens’ A Christmas Carol). Moving pictures brought stories and books to life over a hundred years ago. Now, we can enter stories (both fiction and nonfiction) and experience them together. This interactivity with others is imperative to learning because we do not learn in isolation.

All media formats are valuable for various purposes: movies, images, sounds, as well as immersive virtual experiences (and certainly print). I think the real reason I continue to work in a virtual world is because the children growing up today will never know a world without constant incoming information on mobile devices. Exploring ways to use technology for deep learning (not disposable quick apps) and to promote digital citizenship is the purpose of the Community Virtual Library. A team of great librarians, educators and volunteers share my passion.

Thank you mentors, friends, family and colleagues who inspire me to persevere in an ever-changing information landscape. So many of you are the reason for this lovely Thinkerer Award!

Examples of CVL Programs and Projects

Exhibits and displays (Genealogy, Art, History, etc) Monthly book discussions & literary study, Digital Citizenship Museum in Kitely, Poetry garden and writing workshops, Art study group, Trivia nights, Reference services, Virtual World Database, Virtual World Bibliography, Book Orchard & immersive learning spaces, Virtual world networking of educational communities, Historical role play for immersive learning, Charles Dickens Resource Center (for historical simulation), Gutenberg Press (for historical simulation) Presentations & speakers Virtual archives.

Lanier, Jaron. (2017) Dawn of the New Everything: Encounters with Reality and Virtual Reality. Henry Holt & Company. Valibrarian on digital culture: “Whether or not one has an avatar, we all live in virtual worlds”.

Virtual Worlds vs Virtual Reality: a Comparison of Immersive Experiences

After a decade in virtual worlds and a few years of exploring virtual reality (VR), I believe I understand the difference and predict that both have purpose and potential for learning. In my view, a virtual world is a persistent “land” space and virtual reality is a disposable “bubble” experience.

Virtual Worlds are persistent spaces of land

Virtual worlds can be visited again and again. One can explore spaces, build them and watch communities grow. An example is the Community Virtual Library which has recently undergone a huge move to a new space near educational writing/publishing communities. The Community Virtual Library (CVL) houses a main library building, a networking hub, a pier on the beach for events, a library pub, four exhibit/gallery/display areas, an art study group space, book discussion space, virtual poetry garden, book orchard, and other immersive experience locations. Library Land (on Cookie Island in Second Life) can be visited over and over just like a physical place. CVL is a real library.

Virtual Reality is an experience bubble

An example of a VR experience is my recent “walking out on a beam over the city”! It felt so real. Looking down below, my knees were shaking and then a helicopter came by right at eye level.

Other “bubble’ experiences (meaning one time experiences- then ‘pop’! it is gone) include: climbing an ancient rock structure, stabbing zombies, shooting arrows at medieval warriors, and working inside a rocket ship to troubleshoot the engine. While most developers focus on entertainment, there is obviously potential for education in virtual reality.

Teachers should use with caution as studies have not fully examined the impact on the human brain. VR can sometimes feel as real as the physical world, making it nearly impossible for young children to distinguish between virtual and physical world experiences. Reality is changing and anyone working in virtual worlds understands that they are “real” places.

One of my favorite VR experiences so far is Google Tilt Brush. It is like stepping inside an empty canvas of space to create digital art! Similar to programs like Paint, Photoshop or other applications, you choose colors, brushes, textures and tools to create and sculpt in 3D. What is amazing is that you can save your 3D work and share it with others allowing them to step inside. The ability to share work with others is unique to this VR experience and similar to the collaborative work I have experienced in virtual worlds. Most VR experiences are limited to a short period of time with little opportunities for user-generated content as developers create the space in programs like Unity or Unreal Engine.

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