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: Kae Novak / Kavon Zenovka and Chris Luchs / Abacus Capalini
The first phase of transformative learning (Mezirow, 1991) is a disorienting dilemma, yet when designing for education we often default to user design (ux) principles that focus consistency and ease of use. If we are to engage new frontiers and reach for the stars in our virtual world and game design, we as educators need to experiment with hard fun (Papert, 2002), disorienting dilemmas (Mezirow, 1991), and desirable difficulties (Bjork, 2011).
- Participants will be able to experiment with dilemmas when designing learning experiences.
Accessibility: Provide a written script during the presentation
Meet the VWBPE Sponsors!
Moderator: Kevin Feenan / Phelan Corrimal; Rockcliffe University Consortium
Nine sponsors have come together to support this year’s Virtual Worlds Best Practices in Education Conference. This open forum is your opportunity to learn about their contributions to education and why they feel supporting open source virtual conferences, like this one, is so important.
Participants will be given the opportunity to express their opinions on how for-profit and non-profit businesses can better help support teachers and instructional developers.
Attendees will learn about the motivating factors behind some of the biggest names supporting education in Second Life
Text chat and voice
Host: Asmita Duranjaya
“MindScape” is related to brain research and what can refer to the human mind, how to develop, inspire and care for or manipulate it. 15 artists have created either a 2D or a 3D work referring to the topic by adding his or her idea, be it more realistic-physical or more mental or philosophical abstract. The 3D area is a moon landscape, where the 50-prim-installations are presented.
- Participants will be able to observe the installations and pictures and to interact with them.
- Participants will be motivated to develop their own idea about what MIND can be and do for them.
Accessibility: Provide a written script during the presentation. Bots provide information on the art installations.
Access: Second Life: http://maps.secondlife.com/secondlife/Nice%20Atoll/185/142/3685