Is grammar dead now that we use emojis, autocorrected texts and fast-paced instant messages? The Grammar Cops at the Community Virtual Library advocate for good grammar in digital culture through understanding of registers of language.
Understanding when to use formal grammar and when to let it go is a 21st century metaliteracy skill. The Grammar Cops believe that grammar is simply good manners to your reader or listener and is essential to good communication. Language is a living thing and is constantly changing. So, the rules are changing and sometimes they can be broken. Only a good writer can successfully break the rules!
What a lively discussion was had on the virtual beach outside the Community Virtual Library. Come inside CVL to schedule a visit with the Grammar Cops and bring the discussion to your own virtual community or class.
Is #VR coming to libraries? Yes! But how and why? Librarians have always been in the forefront of innovative technology and have fearlessly adopted changing information formats for centuries. Virtual reality is simply another information format and certainly librarians are exploring uses.
Circulating VR Experiences as Resources
While the Covid 19 Pandemic may have closed many library buildings and slowed the use of VR headsets within them, many libraries plan to provide VR experiences to patrons in the near future including educational simulations such as going inside the human body, exploring space, viewing art museums or encountering historical events. Most librarians and educators agree that VR headsets should not be used by persons under the age of 13 or by those with health problems. Virtual reality on a desktop includes environments like Minecraft which has been widely recognized as an educational space for young people. Researchers currently seek to identify the best practices and purposes for virtual reality for various age groups and perhaps the library is a good place for this exploration.
Libraries Built Inside Virtual Spaces
Putting on a headset to “go inside a book” such as The Diary of Anne Frank might provide a powerful experience, particularly for visual learners. Yet sharing VR as “library resources” is not the only way to utilize virtual environments. The library itself can be built in a virtual space so that patrons can enter together and talk with real people in the same way one might in a physical space. Library programs such as exhibits, storytelling, book discussions, special events, workshops, anything we think of doing in a physical library, can take place in a virtual library. In fact, some things that cannot possibly be experienced in the physical world can happen virtually, such as falling down the rabbit hole in Alice in Wonderland or walking on Mars.
The Community Virtual Library is an example of a “real library in a virtual world” with a main branch in Second Life and outpost branches in numerous other virtual spaces including both desktop and headset VR. Librarians, educators, and lifelong learners can collaborate and learn best practices for virtual environments at CVL and the partnering educational institutions of the Virtual World Education Consortium hosted in sky pavilion above the virtual library.
For 14 years now, I’ve been working with machinima in Second Life and other virtual worlds. I have always been disappointed in my video quality because getting those screen settings set up correctly has been troublesome! First, the viewer has to record with a good graphics card. Then, you have to capture the video in the highest possible quality. And, finally, you have to have the correct settings in the video editor.
Here is my very first machinima recorded at ISTE Island back in 2007. My daughter met me inworld and I took a shot of her crossing a bridge before heading over to the library (what became the Community Virtual Library). Okay- I know it is unwatchable quality! But the memory of that first capture is so vivid and real to me, I just want to keep it in the archives!
Learning to work and help learners in virtual environments requires juggling multiple programs. It is difficult to keep up with the format changes, especially as video has improved with HD and formats (mp4, etc). Having a PLC (professional learning community) is essential and a colleague just took the time to share screens with me and go through all my settings! Thanks so much, Sitearm.
Juggling Multiple Applications and Screens
Searching for Help Online
During our screensharing session, Sitearm and I looked up free open source editing software (Shotcut) on Selby Evan’s blog because we found the problem with my poor quality machinima. I was using an old outdated version of Adobe Premiere that is incompatible with the higher quality video available now. Free open source software tools may not have all the “bells and whistles” of professional software, but hey- the price is right!
Machimima Quality Comparison
Take a look at these two versions (raw footage) of our recent CVL tour to 3rdRock at the immersive storybook Alice in Wonderland. First, the video exported using Adobe Premiere (720×480) at 30 fps. Scroll to minute 2:14 or so to get a good comparison.
Now- compare with this higher quality version of Wonderland from Shotcut (1920×1080) at 60 fps. Scroll to minute 1:19 to see the same scene as the one above.
Shooting, editing, and sharing machinima can be time-consuming and I do not consider myself a professional. However, archiving educational experiences in virtual environments is important in order to document the potential they hold for learning in the future. Digital archival has become essential for us all- both professionally and personally- as much of life is spent online.
We can share tips and tricks on youtube as tutorials are plentiful. There is no way we can individually keep up with all the changing technology tools available but developing a PLC (or a PLN if you prefer to call it a professional/personal learning network) is sure a big help. Visit the Community Virtual Library if finding colleagues in virtual learning environments would benefit your teaching, learning or life.
A group of us (librarians and educators at the Community Virtual Library) visited the virtual world of 3rdRock to experience Alice in Wonderland in a 3D immersive environment. Wow! This was not only reading but entering the book!
A librarian at the University of Hawaii created this immersive storybook complete with various scenes from the story with passages of text. Thinking about how children (as well as readers/learners of all ages) will experience literature in the future was a fascinating topic during our tour. Talk about metaliteracy! We enjoyed conversing at the Mad Hatter’s tea party!
While we were fully immersed in the 3D storytelling, we were not wearing virtual reality headsets. Virtual worlds are viewed on a desktop and we believe they are part of virtual reality. Desktop VR allows for many productive tools built into the interface and is less uncomfortable than the “trapped feeling” I get with my VR headset. Of course, as VR evolves, it may become more comfortable. Who knows what the future holds for VR but it may not be ready for young people since research has not been done on how it impacts developing minds. In a virtual world, students could create their own storybook content or develop 3D objects on various subjects. Building in VR currently requires additional programs like Unity or Unreal Engine.
Watching a machinima of our Wonderland virtual field trip does not do is justice! You really need to “be there” inside the story, but this video is meant to archive the event. The group started out in Kitely at the CVL Hypergrid Resource Library and then jumped over to 3rdRock to visit Wonderland as part of the ACRL Virtual World Interest Group which is part of the American Library Association.
Enough already with the “young people know everything about technology” conversation! For years we have heard that young people growing up online find technology so easy and intuitive. Perhaps they were “born digital” as natives in Internet culture and adjust easily to constant upgrades and new apps; but most of the tools they master quickly are for personal entertainment. Older adults, with a lifetime of experience and knowledge, are willing to persevere toward critical thinking and I find them inspirational. Learning should be fun–true! But it also takes hard work sometimes.
Anyone who has explored virtual worlds has probably bumped into Selby “Thinkerer” Evans who is a virtual world champion for learning and building professional learning communities.
After a lifetime of school (teaching, serving as a librarian, and earning a PhD because I love school so much!), I am still learning from Selby who is turning 91 years of age today. What an amazing teacher! Happy 91st Birthday, Selby!
Recently, the Virtual World MOOC 2020 shared presentations on numerous educational programs including one on Metaliteracy Symbolic Modeling, a creative process developed by Niela Miller. Niela provides training on facilitating symbolic modeling for various topics, subjects or purposes and I chose to utilize this creative process for understanding our personal responsibility for metaliteracy.
A session on Metaliteracy Symbolic Modeling was held in October 2020 with individuals creating models of how it feels to become metaliterate as literacy has changed. (Note: You may want to fast forward past the first 30 minutes as it is the Nonprofit Commons Meeting with introductions).
Watch as three participants share the 3D model they create and then discuss how they feel about metaliteracy. The process leads the individual to a personal reflection.
Understanding how literacy has changed in digital culture requires critical thinking. The concept of metaliteracy means we think about how we both produce and consume information. The impact of the internet and networked culture has dramatically changed the way we communicate and often we are faced with an overwhelming amount of information each day.
A Metaliteracy Symbolic Modeling Exhibit is scheduled to open soon at InfoLit Island for the Virtual World Education Round Table. Sheila Webber, information literacy expert in the UK shares regularly on the Information Literacy Weblog. Digital citizens around the world unite virtually!
Virtual reality apps have exploded. Frame.io is a web-based VR platform created by Virbela which is currently in Beta and will be released next year. In addition, augmented reality (AR) has been around for years but is staged to take off in mainstream media for many uses. We live and work in multiple realities and we juggle multiple communication tools which certainly require metaliteracy. Click here to visit my VR office Frame.io/valibrarian or (if you have a device nearby) just use a smart camera to access with this QR code.
Note: the default setting is an open microphone. I need to tell the Frame.io creators that this might be a privacy issue. I had the tab open on my browser and then left to do work on other tabs. A couple hours later, I heard a colleague saying, “Hi Val! Are you there?” I could not figure out where the voice was coming from until I clicked over to the Frame.io tab. Yikes! That felt weird.
The images in the VR office have links to resources about metaliteracy in metamodern culture, so click away as you wander through both 2D and 3D objects. Metaliteracy is a term, coined by Tom Mackey and Trudi Jacobson, that encompasses the way we juggle many communication tools every day including social media, email, text messages, app notifications, evaluation of online information and much more. If you come visit, you will create an avatar and be able to chat in voice.
One wall shares a link to the Community Virtual Library Frame.io space, which also is just one click away! My office hours in Second Life at the Community Virtual Library are currently 1-2pm Pacific Time. I will “plunge” into FrameVR and be around if anyone wants to visit. Of course, if you are reading this ten years from now, we may meet elsewhere. Perhaps on Mars!
Virtual world immersive learning environments provide a “real space” for learning across the globe with a sense of presence beyond webinars or online learning platforms like Canvas or Blackboard. During the Virtual World MOOC 2020, Dr. Valerie Hill (Valibrarian) of the Community Virtual Library collaborated with Hajime Nichimura (Yan Lauria in virtual worlds). Yan Lauria, who is located in Japan, has developed a teleportal system that shares simulations for education that are organized by subject. Each month, Yan shares a tour for Community Virtual Library, and anyone can participate. These tours are in voice and Valerie types in a chat window to help people follow Yan across the virtual world through teleportation.
Of course, watching this video as avatars teleport to Japan, Africa, France, and Italy is not the same experience as jumping into the virtual space yourself! The video was shot and shared through ZOOM during the Virtual World MOOC.
When one enters these simulated environments, there is a sense of “being there” beyond reading a book about a different culture. In a virtual world, one controls the camera angles, walking, and interacting through active participation rather than passive viewing.
Together, learners can communicate across space and help each other juggle a variety of technological tools. This is part of metaliteracy– a new way to view literacy beyond reading and writing.
Visit the narrow streets of Tokyo, a beautiful African Art Gallery, a French cathedral and the gondolas of Venice! One can stop and take a look at the beautiful view from way up at the top of a castle. Visit the Community Virtual Library calendar for more information about “Gateway to Thinking” (the teleportal system created by Hajime Nichimura (Yan Lauria) located in Second Life.
Our world has changed and continues to change, requiring us to develop new literacy skills (metaliteracy). “An exploration of global digital participatory culture spotlights a momentous change in the way we live and perceive our world, the “structure of feeling” evolving from postmodernism into metamodernism and the need to rethink literacy for a new era (Hill, 2020 p. 14)”.
Hill, V. J. (2020). Metamodernism and Changing Literacy: Emerging Research and Opportunities (pp. 1-225). Hershey, PA: IGI Global. doi:10.4018/978-1-7998-3534-9
People have always shared ideas and learned in collaborative communities. But today, especially with the rush to online learning during the Covid19 pandemic, joining a professional learning community (PLC) has become essential for educators to help the next generation of learners.
Choosing the best digital and virtual environments is a daunting task. There simply is not enough time to explore them all! But, together, we can be aware of the best applications and best practices for utilizing virtual environments.
An example of a PLC in virtual environments is the CVL Education Network provided by the Community Virtual Library. Educators hold “office hours” in virtual spaces such as Second Life, Kitely, Opensim, Cybalounge, 3Dwebworlz, AltspaceVR, VirBela and many more. This spreadsheet shares virtual worlds (desktop) and virtual reality (headset) platforms for education with the goal of illustrating high quality virtual learning environments and helping educators become aware of possibilities. Note that there are five sheets to share various ways to connect and build a PLC and contact information to include your virtual office hours. Anyone (educators, artists, musicians, subject specialists, or lifelong learners) can use this spreadsheet to navigate and explore virtual environments.
The Community Virtual Library is sharing podcasts, so I am taking the opportunity to share a bit about my book Metamodernism and Changing Literacy. Short audio clips can present various topics about how literacy has changing (and is changing) for all of us. Here’s a quick little introduction…
Metamodernism is a term which I believe captures our cultural moment and helps us understand how literacy has changed. Dr. Gregg Henriques addressed the question “What is Metamodernism?” in his recent blog post in Psychology Today. The journey toward understanding digital culture is complex and fascinating. Stay tuned for more little glimpses into metamodernism through the “lens of literacy” (metaliteracy) with podcasts available on Spotify or other apps.