All sessions of the VWBPE 2020 Conference are held in Second Life®. All times are in SLT (Pacific Time).
You may access this time zone converter for your local time: http://www.timeanddate.com/worldclock/converter.html.
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Note: Daylight Saving Time
In most of the United States and Canada, Daylight Saving Time is in effect as of 8 March 2020. Is your location affected? Check this page to find out when (and if) Daylight Saving Time begins for you. The Spring/Fall time change occurs throughout March and April, if at all, depending upon your location.
Speakers: Cynthia Colongne / Lyr Lobo; Andrew Stricker / Spinoza Quinnell; Barbara Truman / Delightful Doowangle
All aboard as Virtual Harmony travels to the stars. We design and test game simulations for exploration in virtual worlds. Our space travel takes us from the salon meetings in Loire to Mars where a secret path leads to the Interstellar grid. The Red Queen is our enigmatic guide as we face complicated and complex challenges in space.
- Illustrate how a game simulation design blends ML, AI & data analytics to support learner behavior.
Accessibility: Provide a written script during the presentation
Speaker: Becky Adams / Elli Pinion, University of New Mexico
I will share findings of my research with a small group of K-12 teachers who participated in an online professional development initiative. Issues regarding the quality and effectiveness of professional development for K 12 teachers were addressed by the strengths of an online environment: choice, community building, and extended learning over time. Our efforts at UNM to support Online Instructors with PD, informed by this research, and how this can inform the use Virtual World approaches.
- To introduce a researched based model for effectively using online tools to support PD.
- To connect these findings to challenges they have in supporting PD in their field while building COP
Accessibility: Speak easy HUD
Speaker: Christian Jonathan Angel Rueda / ecoonis, Universidad Autonoma de Querataro
During the development of initial digital technologies, the user was an observer entity that, since it was not involved in the mixing of the real with the virtual, did not feel the direct and instantaneous affectation of the use of said technology itself. Currently, with the new 3D-IDEs technologies, immersion is total, which generates a new problem both with their identity and with their perception of mixed realities, which can affect their moral perception and ethical awareness
- Participants may reflect on the proposal of a Values Sensitive Design (VSD)
Accessibility: Speak easy HUD
Speakers: Valerie Hill / Valibrarian Gregg, Community Virtual Library; Bethany Winslow / Bethany Winslow; Marie Vans / Amvans Lapis.
Virtual reality offers opportunities and challenges that impact education (both on head-mounted displays and desktops) for deep learning. Because educators cannot be trained to utilize all of the current virtual reality tools entering the market, professional networking is essential for identifying best practices. The gaming backchannel app DISCORD will be optionally used during this session for interactivity.
- Participants will investigate the advantages and disadvantages of various VR spaces.
- Participants will be given specific examples of critical thinking in VR spaces.
Accessibility: Speak easy HUD tool