This is just a brief blogpost to remind you that the 15th Annual Virtual Worlds Best Practices in Education (VWBPE) Conference is taking place in Second Life from March 31st to April 2nd, 2022. SL blogger Inara Pey writes:
The 2022 Virtual Worlds Best Practice in Education (VWBPE) conference will be taking place between March 31st and April 2nd inclusive, and both a call for proposals and a call for volunteers to help run things has been issued…
VWBPE is a global grass-roots community event focusing on education in immersive virtual environments which attracts over 2,000 educational professionals from around the world each year, who participate in 150-200 online presentations including theoretical research, application of best practices, virtual world tours, hands-on workshops, discussion panels, machinima presentations, and poster exhibits.
In the context of the conference, a “virtual world” is an on-line community through which users can interact with one another and use and create ideas irrespective of time and space. As such, typical examples include Second Life, OpenSimulator, Unity, World of Warcraft, Eve Online, and so on, as well as Facebook, LinkedIn, Twitter, Pinterest or any virtual environments characterized by an open social presence and in which the direction of the platform’s evolution is manifest in the community.
ScienceVR is a Palo Alto, California-based startup which describes itself as follows:
ScienceVR is an indie VR studio in its early days. We are passionate about visualizing human knowledge and abstract ideas by turning them into immersive and delightful experiences. We are a team of XR prototypers, educators, and storytellers working on a metaverse build on top of distributing human knowledge.
ScienceVR offers two different products: a series of web-based social VR events, and a line of virtual reality apps for various VR headsets including the Oculus Quest, Oculus Rift, and HTC Vive. Here’s a quick promo video, with ScienceVR founder and CEO Jackie Lee:
The immersive lesson apps include (all descriptions were taken verbatim from the website):
Ada’s Engines: With Ada’s Engines, travel back in time to Charles Babbage’s salon to witness the Difference Engines in action. Then, find yourself transported to an Industrial Age workshop. Compile and execute a piece of music on a programmable Analytic Engine, as envisioned by Ada Lovelace. In Lovelace’s Notes, she wrote, “the engine might compose elaborate and scientific pieces of music of any degree of complexity or extent.” (for Oculus Rift and HTC Vive)
Carroll’s Riddles: Carroll’s Riddles: The Game of Logic is a fantastical and puzzling world based on the works of British logician and writer Lewis Carroll (1832-1898). You are invited on a journey to become immersed in the idiosyncrasies of Carroll’s mental landscape. Upon entering the virtual world, you meet with Alice and a talking rabbit. Aided with an interactive Carroll Diagram, you make your way out of the tree hole by tackling logic riddles. This immersive journey is unlike any other, pushing the limits of your imagination and challenging you to find logic in a nonsensical world. (for Oculus Quest)
Curie’s Radiance: Curie’s stories and scientific discoveries. This is an interactive adventure through the discovery of radioactive elements – Radium and Polonium, inviting users to engage with science in unexpected and memorable ways. (for Oculus Quest, and there’s even a version for the Magic Leap One!)
Faraday’s Magnets: What if we can visualize invisible forces around magnets? Step into a virtual and interactive laboratory built based on historical materials related to Michael Faraday and James Clerk Maxwell. This experience enables your learners to see the “invisible forces” around magnets. (for Oculus Rift and Oculus Quest)
Shelley’s Creation: Shelley’s Creation (work-in-progress) is a special sci-fi VR experience built based on biology, history, and sci-fi stories around Mary Shelley’s book – Frankenstein, or the Modern Prometheus. We start by re-creating the scene from 1816 so that our users can answer Mary Shelley’s question:
“Would life be given? Perhaps a corpse would be re-animated; Galvanism had given token of such things: perhaps the component parts of a creature might be manufactured, brought together, and endued with vital warmth.”
Our users will follow these thinkers’ inspirations including traveling to John Milton’s Paradise Lost, meeting Lucia and Luigi Galvani when they discover Galvanism, competing in Lord Byron’s ghost story contest, and solving the mystery of electricity and biology. (for Oculus Quest)
LinguaVirtua is a Taiwan-based company offering foreign language classes using the social VR platform Vircadia. (Vircadia is the volunteer-run product founded on the open-source code of the original High Fidelity social VR platform which folded in early 2020.) According to a company blogpost:
We used Vircadia, an open-source VR platform that allows people to build and explore VR worlds, to build a virtual version of our LinguaVirtua meetups. Learn more about Vircadia here: https://vircadia.com/
If you’re interested in learning languages in a fun and informal way, VR is the best option – best of all, you get to meet and socialize with other language learners, right in the comforts of your own home!
I chatted with the organizer via Discord (his name is Ryan, too!), and he told me:
I’m the creator of LinguaVirtua. Currently we’re not holding regular language meetups in Vircadia, but we have been planning to. We have had a few experimental language meetups inworld and they were a lot of fun. We’ve been holding regular events on Discord and I was hoping to get at least a small percentage of our 2,300 Discord members to join our language meetups in Vircadia…
I’ve been hosting offline language meetups for several years across Singapore, Philippines and Taiwan, and since Covid-19 platforms such as Discord and Vircadia have really helped allow us to continue since we couldn’t meet in person. It also gave us an opportunity to become more international as we now have people joining from all over the world.
The Fox Business School at Temple University in Philadelphia, Pennsylvania, is among the first business schools in the world to teach courses in virtual reality, using a custom-built social VR platform. University newspaper The Temple News reports:
As Divya Pawar sat in her Fintech, Blockchain and Digital Disruption class listening to the lecture, she was able to get a good view of Pollet Walk from her seat. When class ended, she took off her Oculus Quest Virtual Reality headset and continued working at home in her off-campus apartment.
“It’s like you’re in a Temple classroom, like you’re sitting with your classmates,” said Pawar, a master’s of business administration student. “It was an amazing experience, it kind of transforms your space.”
In March 2020, the Fox School of Business first held Fintech, Blockchain and Digital Disruption, a graduate-level course that is offered once per year and is among the first MBA-level courses to feature a VR format among colleges and universities in the United States. Although the course operates virtually, it incorporates classroom discussions along with virtual visual elements from Temple’s Main Campus that create an environment comparable to the traditional, on-campus experience…
Students can participate in Fintech, Blockchain and Digital Disruption remotely by wearing Oculus Quest VR headsets. With the headsets on, students sit at virtual seats in a lecture hall, surrounded by avatars of other members of the class, and can talk to one another through the headsets as they get views of Temple’s Main Campus outside the lecture hall’s windows…
Students receive the Oculus Headsets in the mail and return them to the Fox School of Business after they complete the course.
Bora Ozkan, a finance professor, teaches Fintech, Blockchain and Digital Disruption and appears in the center of the virtual lecture hall as an avatar where he can see students raise their hands and actively engage with one another.
Before the pandemic made online schooling a necessity, Bora Ozkan theorized that students learning remotely would be more engaged in virtual reality. Ozkan, a finance professor at Temple University and academic director of its online MBA, has tested that belief since March 2020, when he launched the class Fintech, Blockchain and Digital Disruption in a virtual reality, or VR, program.
It took 18 months to research the technology and build the course at a cost upward of $100,000. The finished product was completed with the help of Glimpse Group, a New York-based virtual reality and augmented reality company.
It’s an investment that Temple’s Fox Business School was excited to make because university officials hope it can become a model for higher education VR courses.
“When I teach classes on Zoom, there’s a disconnect,” Ozkan said. “When we asked students last year to compare their VR experience to Zoom, almost all of them said [VR] is better or much better. Which is why we decided to offer it again this year.”
The business school will continue offering this course in VR, and plans to incorporate virtual reality into other courses as well:
Stephen Orbanek, a Fox Business School spokesman, said it plans to offer the VR course every spring semester, as long as there’s demand. The university is also looking into expanding its VR offerings, with an eye toward creating courses in its departments of Strategic Management, Human Resources Management, and Legal Studies.
On March 19, [professor Bora Ozkan] will begin teaching Fintech, Blockchain and Digital Disruption in the virtual reality (VR) format as part of the Fox Online MBA program. The seven-week accelerated course is believed to be one of the first MBA-level courses to be offered in a VR format anywhere in the United States. The 20 students enrolled in the course can take it anywhere in the world. All they need is the Oculus VR headset that they received in the mail after signing up for the course.
Once they put the headset on is when things get interesting.
The course takes place in two VR classrooms; one mirrors a traditional auditorium-style lecture hall while the other is in an outside park. The details are meticulous. For example, benches in the park actually have iron fittings that are embedded with a Temple T.
Students are visualized with virtual avatars. The instructor, in this case, Ozkan, is live-streamed from a video studio into the center of the virtual lecture hall. Ozkan can see the virtual classroom as he lectures. He’s aware of when a student avatar raises his or her hand. For students, the scene basically mirrors that of an in-classroom lecture hall.
There are some caveats to the technology, like any other mediums. First, the Oculus VR headsets cost about $300 per set, and Temple currently is in possession of about 20 of them. They’re loaned out to the fintech students and eventually will need to be upgraded. And they’re subject to technical difficulties like any of the technology we lean on right now; I hopped into the class late because the headsets wouldn’t connect to Fox’s Wi-Fi for a bit.
Still, for all the technical hurdles that have to be overcome, the fact that the classes can be offered to students around the world opens up brand new markets for the Fox Business School. (One of the students taking the fintech course was in Vietnam!)