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3D VIRTUAL WORLDS
FOR LEARNING AND
TRAINING
Presenter: Kevin Feenan  Rockcliffe University
Consortium
Overview
 Introduction to Virtual worlds
 3D vs 2D Concepts
 Use of Simulation in Education
Introduction to Virtual Worlds
MMORPG
 Massive Multiplayer
Online Role Playing
Game (MMORPG)
 Virtual Collaborative
Environment (VCE)
Alliance vs. Horde in Eye of Storms
WOW Battleground Scene
Characteristics
 Social
 Goal-Oriented
 Provide Challenges
 Experiential
 Real-Time
 Visual Interfaces
 Graphics Rendering
 Realistic models of
the world
 High Processing
Power
 High Bandwidth
ICT Convergence
 Information and Communication Technology
 Internet Relay Chat (IRC)
 Voice (VOIP)
 Real-Time Streaming Protocol (RTSP)
 P2P File Sharing
 Web Services
Product Placement
 Bounded
 No Ownership
 Limited Add-On
 Static
 Unbounded
 Ownership
 Open Standards
 Dynamic
3D VCE as Gaming 3D VCE as Platform
Overview of 3D vs 2D Concepts
Web 2.0 Concepts (OReilly)
 Strategic Positioning
 The Web as a Platform
 User Positioning
 You control your data
 Core Competencies
 Services, not packaged
software
 Architecture of Participation
 Cost-Effective Scalability
 Remixable data sources and
transformations
 Software above the level of a
single device
 Harnesses collective
intelligence
Comparison
 Britannica Online
 DoubleClick
 Newspapers
 Directories
(taxonomy)
 Stickiness
 Wikipedia
 Google AdSense
 Blogging
 Tagging
("folksonomy")
 Syndication
Web 1.0 Web 2.0
Just in Time
 Synchronous exchange of data and data
transformations
 Medium is facilitated by use of Third Spaces
(Constance Steinkuehler)
 Social Constructions / Sub-Cultures
 Peer-to-Peer Mentorship
 Truth is tainted by linguistic capital
Knowledge Levels
 http://people-press.org/report/319/public-
knowledge-of-current-affairs-little-changed-by-
news-and-information-revolutions
Use of Simulation in Education
What is knowledge?
 Justified True Belief no longer relevant
 Predicated that we have knowledge of
something being true  circular logic
 Gettier Counter-Examples
 Post-Modern Analysis of relevancy
Justified Applied Belief
Knowledge:
 A subject has knowledge of a proposition P, if
and only if, there exists a paradigm D such
that the subject can use D to describe how P
can be resolved as being either true or false
Justified Applied Belief
 Truth:
 Subject S can be said to have knowledge of P, regardless of whether P
resolves to be true or false, however S only knows that P is true, if and
only if:
1. S believes P to be true (what)
2. S is justified in believing P to true (why)
3. S can apply P to produce a true outcome based the same starting
conditions (how)
SECI Cycle
Nonaka &
Toyama
(2005)
Internalization
 Perpetuation of an
old or established
paradigm
 Socialization of
language to
describe new
problem sets and
paradigms
Sub-Culture Counter-Culture
Instructor
Influences
approximatel
y
遜 to 2/3rds of
the
knowledge
development
cycle
Student
Student
accountable
for
internalizatio
n and
socialization
Learning
S can apply P to produce a true outcome
based the same starting conditions (how)
 Consistency of the shared context (emotive qualities)
 Ability to repeat reinforcing successful patterns of behaviour
 Ability to re-create the same set of starting conditions
3D VCE Concepts
 Strategic Positioning
 The VW as a Crucible
 User Positioning
 You control your data
transformations
 Core Competencies
 Dynamic Experiences, not
packaged workshops
 Architecture of Language
 Cost-Effective Repeatability
 Remixable Cultures
 Software above the level of a
single social network
 Harnesses collective
emotional connectedness
DUSON Nursing Lab
Kevin Feenan, PMP, MBA
President, Rockcliffe University Consortium
kevin@urockcliffe.com
Twitter: @urockcliffe
Rockcliffe University Consortium is a 501c3
pending organization which focuses on science,
education, and research in 3D virtual
collaborative environments.
About Rockcliffe

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