Category Archives: educational gaming

IU has a new island in Second Life!

Indiana University has just extended its virtual presence by acquiring an island in Second Life, which is the biggest and most popular 3D multiuser virtual environment. As any other virtual world, users interact with each other through avatars and can communicate by chat or voice teleconference. This type of real-time immersive interaction has the potential to promote social presence.

Campfire on IU Second Life islandThe island counts with seven different meeting places, some of them are informal while some others keep a more formal design. There are three informal places: a gazebo, an amphitheater and a casual room. The gazebo fits seven people surrounding a firecamp.  You can even hear the cracking of the fire! For bigger groups of students, there is an amphitheater which can fit about fifty people. Moreover, there is a casual room for up to seven students to relax as they converse among them.


The formal places include an old type classroom which fits up to sixteen students “comfortably” seated. There are two meeting rooms, one of them fits seven people whereas the other one fits sixteen. There is also a new type of classroom in which students are seated in groups of four. Both classrooms and conference rooms have a type of whiteboard which include a web browser for students to see the content of a specific web page. Instructors could upload their PowerPoint presentation to websites such as slideshare and then show them to their students within Second Life.

There is also an area (sandbox) in which you and your students can build new virtual objects such as cylinders, balls, buildings, etc. The objects you create remain in the sandbox for about two hours before disappearing. It’s a nice way to practice your 3D modeling skills.

Currently, access to the island is restricted to prevent anyone from interrupting instructional sessions. If you have considered using a virtual world for a synchronous activity as part of your class, please contact the Instructional Consulting Office.

Finally, before starting using Second Life as an educational platform, it’s advisable to plan the goals for its use. There are some caveats that need to be addressed such as having to download and install the program to run it, amount of computer resources needed and required bandwidth. So, it might not be too convenient to use it just as a teleconference tool or to give a lecture since there are more straightforward technologies that could accomplish that, such as Adobe Connect or Skype. Additional information about instructional uses of Second Life are provided by EDUCAUSE over here.

Synthetic worlds, simulation and gaming, oh my!

Synthetic worlds and games/simulations (ala Second Life, or World of Warcraft) have begun to make news in k-12 and higher education. What are the positive or negative implications of gaming in education? Are the best practices for gaming in education? How can you use games or simulations in your instruction? Unfortunately, there are not easy answers to any of these questions yet. Fortunately, some great people in higher education are working on these questions as I type this blog post.

One such scholar, right here at Indiana University is Dr. Ted Castronova, a faculty member in the Department of Telecommunications. Dr. Castronova has garnered recent press for his work and research on the economics and implications (positive and negative) of synthetic worlds. In addition, he has written a book entitled, Synthetic Worlds: The Business and Culture of Online Games. Castronova has also recently founded the Synthetic Worlds Institute whose goal is to raise awareness of these issues among major decision-makers. The Institute’s main activity is to host an annual conference, called the Ludium, which attempts to use the technology of games to stoke intellectual productivity. Recently Dr. Castronova received a MacArthur Foundation Grant to construct a multiplayer synthetic world in which he is basing the world of Shakespeare to both educate students and provide other social scientists with a new research tool. Here is another article from Cnet.com regarding the Arden project.

Summit on Educational Games (Oct. 2006)

“Harnessing the power of video games for learning”

Well the Federation of American Scientists are getting into the educational gaming stew with the announcement of the Summit on Educational Games. Now it appears that this idea may have come out of some earlier work done in a 2003 Learning Sciences and Technology Roadmap, however, my guess is that the growing popularity of educational gaming and simulation may have prompted the special educational games summit. This summit is a gathering many of the experts in gaming, and education from both the academic and private sector. Essentially the goal is to synthesize what is known about games for learning, and to set a roadmap for research and development opportunities in educational gaming. More later…

Educational Gaming…

I wanted to attend the Games+Learning+Society Conference at UW-Madison. Looks as if it was a great event. Hoping that some podcasting or streams from any presentations will make their way out for those that couldn’t attend!

Apple Releases Free ‘iTunes U’ Software to Colleges

Apple has officially released iTunes U. This software allows Colleges and Universities to create and offer an iTunes Music Store-like interface for their users. iTunes U was created out of a synergistic relationship between Apple and Stanford University. Take a look at Apple Releases Free ‘iTunes U’ Software to Colleges for Coursecasting from the Chronicle of Higher Education site.

A few things come to mind:

  • I wonder what the user agreement looks like? I’ve searched around to try to get a look at the Apple user/license agreement, but have been unable to find anything.
  • The Chronicle article indicates that the all the files will live on Apple servers. This may bring up potential ownership, copyright, and liability issues.
  • Apple’s iTunes U website indicates that the software “complements learning management systems”, this includes Blackboard, WebCT, and Sakai (Oncourse here at IU). It will be interesting to see how this integration works, and if plugins already exist for such integration.