While the areas of the human brain were mapped by Brodmann over a hundred years ago, they are still useful for study today. Learning about the brain in the metaverse, where students embodied as avatars can enter virtual spaces together, provides a new and enlightening experience.
A recent tour for the VWER (Virtual Worlds Education Roundtable) provided a lively discussion about the potential for students to enter content in new ways. A 3D model built by Dr. David Hubbard (David Arguna in Second Life) illustrates a high quality learning experience that cannot be done in the physical world. One educator said, “This is much easier to see and imagine than simply looking at a picture in a book.”
The metaverse is quickly evolving and will provide new ways to learn. Educators at the VWER weekly meeting on Thursdays at NOON Pacific Time believe VR headsets are not really necessary! Virtual worlds provide a great way to be immersed in 3D learning in the metaverse without the trapped feeling and high cost of individual headsets. In Second Life, students cannot just learn in environments like Brodmann’s Brain, they can create rich learning spaces themselves.
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.
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.
Virtual spaces can be confusing! You may not have the necessary system requirements: Mac, PC, graphics card, operating system and so on. But here’s one that is super easy and can be accessed on nearly any device! Cybalounge Metaverse School
Simply click on this url and you are there! Note the small icon on the bottom left of the screen (with the little lock on it). Cybalounge lets you log in as a guest or register as a user.
ACRL Virtual World Interest Group Tour May 17th
The ACRL (Association for College and Research Libraries) Virtual World Interest Group meets in Second Life monthly. This month, we will tour Cybalounge and anyone can easily join us! We will start at the Nonprofit Virtual World and we plan to visit the Community Virtual Library space as well as an art gallery. Selby Evans holds office hours in Cybalounge on weekdays at 10am Pacific Time. If you miss this tour, check it out then.
Due to the Corona Virus, I find myself getting numerous questions about how to learn in virtual spaces! As Director of the Community Virtual Library, I have years of experience in immersive learning in virtual worlds. However, it is important to say that it is not a quick and easy tool to learn! In fact, my dissertation topic was factors contributing to the adoption of virtual worlds and findings showed the biggest obstacle was complexity. People have used the term “steep learning curve” to describe virtual worlds for years. The advantages and benefits, I firmly believe, are well-worth the effort. A few weeks of exploration and navigation of the interface provides most of us with a comfort zone and a “sense of presence” that is much more suitable to learning than a web-based platform, quick apps, or webinars.
Help! Where do we start?
Learning how to utilize virtual worlds for education requires locating a virtual space (a simulated classroom or “sim”) and importing the curriculum used for specific learning outcomes, just as an educator does in the physical world. Building a professional learning network with other educators is the best starting point. Those educators are ready to help you! The International Society for Education (ISTE Virtual Environments Network) has several communities and individuals who meet regularly. Just FYI, I won the ISTE VEN Pioneer of the Year Award last year in 2019. Scroll down to the bottom!
Anyone can visit the Community Virtual Library in Second Life or in other virtual worlds and tours can be scheduled. Joining educational groups helps educators find others who have paved the way for bringing deep learning and critical thinking into virtual spaces. Currently, VR headsets are NOT ready for mainstream. There is little research on how these headsets impact the human brain. Virtual worlds have been around for years and research documents high quality simulations for all subject areas.
What age level should use virtual worlds?
Currently, virtual worlds are ready for higher education and some educators bring younger students into specific virtual spaces. Educators should explore first and find the best spot for learning. With all the questions coming my way, plans are underway for workshops to help newcomers explore virtual worlds!
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
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.
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.
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”.
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.
Social VR is on the horizon with Facebook opening a VR platform on the HTC Vive virtual reality headset. This social interaction will look entirely different than the learning communities already available in virtual worlds. Most of the demonstrations I have tried focus on entertainment because developers find it too expensive and time-consuming to research educational needs for high quality accurate subject-specific content.
In virtual worlds, educators and experts themselves can build and share accurate content for learning. Augmented reality may be more useful for consumers than virtual reality as it layers information into the physical world rather than separating us from it. Augmenting of a digital space is certainly possible in virtual worlds as content is layered and embedded.
As we enter 2018, nobody can predict how virtual reality and virtual worlds will evolve. Currently, they are very separate ‘animals’ and I find the potential for collaborative (constructive) learning in virtual worlds to hold much more potential than VR. This fall, I worked with the Community Virtual Library to create a research center for the Dickens Project which centered on A Christmas Carol and the Victorian Era. Twelve research presentations were shared within a simulated “London” with live tours, events, and readings throughout the month of December. A virtual library connects the traditions of high quality literature throughout the past with technology tools available today while connecting learners across the globe in real-time. I find that more amazing than a disposable bubble.
Artists and writers have new media opportunities to explore with digital tools. For example, artist CK (Creakay Ballyhoo in the virtual world of Second Life) created watercolour (spelled that way in her part of the world!) paintings in 3D to illustrate a story presented in a virtual world. Read the story of a little girl on a watercolour wander.
A group of educators, the Virtual Pioneers, take virtual field trips to simulations in Second Life. A recent trip allowed the pioneers to wander through CK’s story paintings. This machinima shows the educators inside A Watercolour Wander.