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« June 2008 | Main | August 2008 »

NOTAM for the Grouse Airstrip

strictly speaking, this isn't a proper NOTAM - being improperly formatted - nonetheless i hope it will be useful to those of you planning to fly in to the Grouse Airstrip.

the Grouse Airstrip is open to the public from today. it affords you a base from which to explore the Snowland region of the original mainland continent of Sansara, such as Prospero Frobozz's (RL: Robert A Knop) Astronomy Gallery which is on the immediately adjoining parcel to the west of Grouse Airstrip.

the runway is 111 metres above sea-level (that is, 131 metres on the Second Life z-axis). it is 100 metres long, with overrun areas of 10 metres on either end. please note that there are no emergency nets to arrest your aircraft should you exceed the overrun area.

at either end of the runway, there is sufficient space for you to turn your aircraft around, and indeed to park it, should you wish to.

object auto-return is set to five minutes at the rezzing area near the northern end of the runway.

in addition, there is a helipad with emitter beacon and an airship mooring tower.

also on display are working replicas of the Mercury-Redstone 3 and the Wright Flyer.

happy landings!

APPROACHING FROM THE NORTH

approaching from the North is somewhat akin to the Runway 13 approach at Kai Tak Airport.

use the Linden-protected river which flows west from the lake at Zermatt till you reach Grouse, then bank sharply to line up with Runway 18.

do bear in mind that there is an elevator shaft (which is rezzed on an adjoining land parcel) just fifty-four metres before the runway threshold.

APPROACHING FROM THE SOUTH

approaching from the South is more straightforward, although there is less Linden-protected airspace.

the runway threshold is twenty-two metres away from the sim boundary between Grouse and Kendall.

Additional reading (wikipedia entries):
- NOTAM
- runway

[update 1: the Airstrip was closed on 27 December 2008]

[update 2: please feel free to visit the Lily Airstrip, which was opened to the public on 31 December 2008]

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Call for Papers - Journal of Virtual Worlds Research, Vol 2, Ed 1

CALL FOR PAPERS - Journal of Virtual Worlds Research
Theme: Pedagogy, Education and Innovation in Virtual Worlds
Deadlines: Abstract - October 30, 2008. Full manuscript - January 15, 2009
Publication Date: March 1, 2009

Guest Editors:
Leslie Jarmon, University of Texas at Austin, LJarmon@mail.utexas.edu
Kenneth Y. T. Lim, National Institute of Education, Singapore, voyager@mac.com
B. Stephen Carpenter, II, Texas A&M University, bscarpenter@tamu.edu

Virtual worlds such as Second Life are no longer the preserve of the stereotypical geek, nor are they just technical or social curiosities that educators and other stakeholders in schools can safely ignore. Gartner, Inc. (2007) estimates that by 2011, 80 percent of active Internet users, including Fortune 500 enterprises, will have a “second life” in some form of virtual world environment. It also seems clear, however, that virtual worlds in whatever form will be a widely used knowledge- and social-interaction tools and will become another part of the social-technical system people use for teaching and learning in the foreseeable future.

These virtual environments have gained a cultural currency among the general population – and among the youth of today and 30-somethings in particular – that is reflected in continual references to them in more traditional forms of popular broadcast media. One result of this heightened awareness within the general population has been an increase in the number of virtual environments targeted - with varying degrees of educational and pedagogical intention - at children, adolescents, and adult learners in general. Some recent and diverse manifestations of this increased activity have been the approximately 300 educational institutions which have established some kind of presence in Second Life, the Children in Virtual Worlds Conference held at the University of Westminster, and the US Federal Consortium for Virtual Worlds. Increasingly, school districts, colleges, and universities are establishing virtual buildings and campuses in which they are offering courses, lectures, recruiting events, summer camps, and conferences.

In contrast to the blogs, essays, and published reports promoting and contesting the potential educational impact of virtual worlds, research has increasingly begun to focus on the particular affordances of more established virtual environments, such as Second Life and World of Warcraft, to inform changes and innovations in pedagogy. This new research focus on actual teaching and learning practices and on their assessment in the virtual learning environment is occurring across traditional domain disciplines and in both formal and informal social contexts. For this special issue, educators, curriculum designers and researchers in the learning sciences already working in these virtual environments have much concrete experience to bring to our dialogue on effective pedagogies and educational best practices.

Practical assessment research is already being conducted and this issue of the journal is interested in the influence that learning in virtual worlds has on a variety of topics in education, including student achievement, literacies, curriculum, and instruction in K-12 settings as well as in higher education and research.

What instructional affordances of virtual worlds are educators, who are both learners and teachers themselves, already using effectively? What limitations have virtual worlds presented to educators and learners, and how are these constraints being addressed? How do real world educational ethics and research practices translate in virtual worlds?

The term “virtual worlds” referred to herein is built upon the definitions explored by numerous authors in the first edition of the Journal. It encompasses online, graphical spaces such as: Second Life, Vside, Active Worlds, HiPiHi, Kaneva, Entropia Universe, Webkinz, Neopets, Club Penguin, Habbo, Whyville, TyGirlz, RuneScape, Cyworld, there.com, and Forterra Systems, as well as, numerous developing and open source platforms.

This edition of the Journal of Virtual Worlds Research is dedicated to exploring the breadth of designs, pedagogies and curricular innovations that are actually already being applied to teaching and learning in virtual worlds. We encourage participation from a broad range of academics, researchers, educators, and educational practitioners from across the disciplinary spectrum – including, but not limited to: curriculum development, educational administration, distance education, information and knowledge management, instructional technology, e-learning, communication and education, sociology, art education, and visual culture. We strongly encourage submissions that illustrate key findings with examples and case studies; experimental research; pedagogical innovations; and best practices for the integration of virtual worlds technologies into the learning experience.

Topics of interest include:
• Limitations and advantages of educational practices in virtual worlds
• Development and use of instructional tools in virtual worlds
• Effective uses of virtual worlds for educational activities
• Evaluation and assessment of virtual worlds for educational activities
• Innovations in educational assessment methods and tools in virtual worlds
• Interdisciplinary curriculum and instruction in virtual worlds
• Educational and research ethics in virtual worlds
• Best practices, lessons learned, best innovations tested in virtual world educational activities

For Clarification: Full research papers should not be oriented towards an examination of future possibilities in virtual worlds. The Journal offers the formats of monographs, essays and “think-pieces” that provide the opportunity for the exploration of concepts and possibilities with fewer restrictions than full research papers.

Guidelines and Deadlines
We welcome submissions in the form of full research papers, research-in-brief papers, “think-pieces”, essays, monographs, interactive online exhibits with accompanying detailed descriptions, and other forms of scholarship.

For specific submission instructions and detailed descriptions of the different submission formats visit: http://jvwresearch.org

Deadline for Submissions:
Abstract - October 30, 2008
Full manuscript – January 15, 2009
Publication: March 1, 2009

For further information contact:

Leslie Jarmon, University of Texas at Austin, LJarmon@mail.utexas.edu
Kenneth Y. T. Lim, National Institute of Education, Singapore, voyager@mac.com
B. Stephen Carpenter, II, Texas A&M University, bscarpenter@tamu.edu

About the Journal
The Journal of Virtual Worlds Research is an online, open access academic journal that adheres to the highest standards of peer review and engages established and emerging scholars from around the world. The Journal of Virtual Worlds Research is a transdisciplinary journal that engages a wide spectrum of scholarship and welcomes contributions from the many disciplines and approaches that intersect virtual worlds research.

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the Six Learnings at the Second Life Education Community Conference (SLEDCC) 2008

thanks be to God, i received the very encouraging news today that my proposal for a paper on the Six Learnings has been accepted for inclusion during the coming Second Life Education Community Conference (SLEDCC) 2008 :-)

i've tentatively entitled the paper (which has yet to be written, arghh) The Six Learnings of Second Life: A framework for designing curricular interventions in-world.

for those of you who are new to my framework of the Six Learnings, and would like a little more background, might i kindly invite you to listen to episode 154 and episode 155 :-)

SLEDCC 2008 will be held concurrently in Tampa, Florida, and in-world, from September 5th to 7th. if you're only planning to attend in-world (and registration is open to all), it's a free event :-)

as part of the pre-conference preparations, each presenter is required to start a discussion thread on their respective papers at the RezEd site (RezEd bills itself as 'the Hub for Learning and Virtual Worlds'). here's mine :-P

i hope to see you at SLEDCC in a few months', then :-)

[update: 8 September - the recording of my talk is available here]

SLEDcc08

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the Chapel at Bay City - Falconmoon

the one-hundred-and-fifty-sixth episode of ventriloquy introduces the Chapel at Bay City - Falconmoon.

i dedicate the Chapel, and the land upon which it is built, to the service of the Lord. it is my prayer that visitors to the Chapel may come to learn the Good News of the Lord Jesus's redemptive work on the cross for our sakes, and thereby acknowledge Him as your personal Lord and Saviour.

in this 3.3 MB download, i contextualise the Chapel as part of the larger urban environment that is Bay City, and ponder the opportunities provided by Bay City as a place for urban-based fieldwork.

Show notes:
- Urban Redevelopment Authority, Singapore
- Nova Albion in Second Life
- SpykeMcCallister's 12 May 2008 entry (A Systematic Explore of Bay City. Pt. 1) New Babbage

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exploring Bay City

just a note to thank Dennis Slocombe, of AAA Tours & Tourism, for so kindly taking me around in his Tegatti Microbus (designed and built by Tegen Barzane), as i was idly wandering around Bay City.

it was great fun, Dennis :-)

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for the record - my name at Google's Lively

just posting this for the record - so no one gets confused down the road :-)

my name over at Google's Lively is veritas.raymaker

aloft!

third post today :-)

what a very pleasant way to cap off a long day - flying with my friend Master Nestler in his Cessna 172, somewhere over Hortensio :-)

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the Six Learnings - the place of a typology of desired outcomes in Design Thinking

the one-hundred-and-fifty-fifth episode of ventriloquy elaborates on the framework of the Six Learnings.

i consider the compatibility and context of the framework with respect to other attempts at making sense of how Second Life can be used for education; specifically, Rafi Santo's Program Models for Education in Second Life, and a taxonomy presented in this month's issue of Daden Limited's newsletter Datum.

finally, i bring to your attention this article - simply entitled Design Thinking - by Tim Brown, in the June issue of the Harvard Business Review (subscription required beyond the first page), and suggest that inherent in so much of the day-to-day operation of residents in-world is an implicit outworking of this very Design Thinking that Brown espouses.

please do join me in this 3.8 MB download :-)

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SL5B - one last look...

now that SL5B has officially drawn to a close, i cleared my stuff up today.

here are a few snaps for posterity :-)


Temasek's exhibit at SL5B Prim (from the outside)...


... and the inside :-)


some of the booths at the education-focussed SL5B Linked


close-up of my booth (as it was)

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introducing the Six Learnings

the one-hundred-and-fifty-fourth episode of ventriloquy introduces the Six Learnings.

the Six Learnings refer to the framework which i have conceptualised in order to make sense of the educational affordances of virtual worlds in general, and (so far) of Second Life in particular.

the Six Learnings are:
- learning by being;
- learning by exploring;
- learning by collaborating;
- learning by building;
- learning by championing; and
- learning by expressing.

the Six Learnings are not arranged hierarchically, nor are they mutually exclusive. in this 3.9 MB download, i briefly introduce each to you.

Show notes:
- Bay City in Second Life
- Celestial Requiem NYC
- Jaws
- Amity Island in Second Life
- Topher Zwiers's 4 July 2008 entry (Business Class vs. Content Class Virtual Worlds) MUVE Forward

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