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Go to "It was like I wasn't even really there" - Aimee deNoyelles

A feminist analysis of women college students in Second Life. This session explores how women college students negotiate in virtual worlds and provides insight into the instructional design of Second Life learning experiences.

Episode 57 Broadcast 19 March 2011

Go to You Are Here, Even When You're Not - Rinda Conwell

Episode 56 Broadcast 19 March 2011

You can’t be online all the time that your students are online. Most projects in teaching and learning in immersive environments begin on a shoestring. You don’t have a lot of support from your school or institution. You need to find ways to support the work the students and participants will be doing. Just meeting in an immersive environment is not enough. You need other ways to share, collaborate, and create content together. If you are part of a K-12 or university system that utilizes a content or learning management system, you may already have some of the support tools you need to surround your students with synchronous and asynchronous methods of collaborating and communicating and producing content. But do those systems have all the tools you need? Could there be more options out there? This presentation will showcase tools for collaborating, sharing, creating content, managing your learners, and offering the most engaging synchronous and asynchronous support tools to your immersive experience.

Go to The Perky Pug - John Carter McKnight

Episode 55 Broadcast 19 March 2011

World of Warcraft is typically played “alone together:” Players solo game content while chatting with friends in voice or text. However, from the beginning MMOs (massively multiplayer online games) have been built around the assumption that playing together, particularly playing with strangers, is inherently good. Game designers have evolved rules, penalties and incentives to push players together, whether they want to group or not. The ‘pick up group’ or PUG, is a product of social engineering, with its designers attempting to teach vital social, civic and political skills in the game space. This examines designers’ motives for countering demands for solo play, the player experience of encouraged sociability, and trends in the engineering of social play. http://video.foxnews.com/v/4511179/video-game-class-offered-at-arizona-s... http://www.statepress.com/2011/01/17/professors-hold-class-in-%E2%80%9Cw...

Go to Our Once and Future Plans

Episode 54 Broadcast 18 March 2011

Steve Zapytowski gives an overview of the vSTEM (Virtual Science Technology Engineering Mathematics) project at Kent State University - progress so far and still planning for the future as part of iLIVE (Institute for Learning in Virtual Environments)

Go to Learning about Community in Virtual Worlds

Episode 53 Broadcast 18 March 2011

Elisabeth Hayes and John Carter McKnight describe an interdisciplinary university course that introduces students to community and governance in two virtual worlds, Second Life and World of Warcraft. Focus was on the collective class project, the formation of a class "guild," and how the combination of face-to-face meetings, along with guided and self-directed experiences in both worlds, affected the students' engagement and learning.

Go to Syllabus 3.0 - Allen Partridge

Episode 52 Broadcast 18 March 2011

It has been about 150 years since the documents we now know as course syllabi were first used in academia. The documents are rooted in the traditions of the information delivery and management models of education. See examples of next generation syllabi. The re-imagined course guides leverage 21st Century technologies and cognitive theory to provide a course communication and planning center. These documents blend the principles of Informatics, Experience Design, Cognitive Theories of Multimedia eLearning and Constructionist concepts to create living interactive resources which initiate the 'conversation' with students in a clear, approachable manner.

Go to The Fantastic and The Furious - Sonicity Fitzroy & Lowe Runo

Episode 51 Broadcast 18 March 2011

Capturing Moments Through Machinima Dr. Phylis Johnson and partner Lowe Runo show educators and others the potential of making machinima that moves beyond the mundane to a new level of storytelling that will captivate audiences, especially students. What is it that makes a good story, and how can that be expressed through machinima? The authors borrow examples from their forthcoming book grounded in numerous interviews from the machinima community, as well as filmmaking research and experience, to reveal the fantastic and furious nuances of this expressive medium that borrows from animation, cinema and television, but has emerged with its own character. This presentation also shares an overview of the state of the machinima practice in virtual worlds. See: http://slmachinimaarts.ning.com/ http://promag.ning.com/ http://www.machinimaguild.com/

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This week kicks off the fourth annual virtual conference being held in Second Life. Taking place over 3 days, March 17 - 19, this community-based event is a must for educators and academics interested in using virtual environments in the classroom or for remote teaching.

See http://www.vwbpe.org/ for the official website of the conference. Treet TV, along with Metaworld Broadcasting is proud to once again cover some of the key presentations and notable speakers for this year's event.

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A Brief Brief

For two days Second Life's favourite and most watched media network is throwing open its doors in a bonanza of style, content and fun. All your favourite Treet shows have booths and events happening during the two day event which will blow your socks off (even if you're barefoot).

The Expo will be held on Tropical Treet (http://slurl.com/secondlife/Tropical%20Treet/134/214/22) with a mixture of scheduled events and high profile shenanigans going on through out the weekend. There's hunts, prizes, freebies, music, live shows and a chance for you to be on TV.

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Shakespeare continues to inspire creative storytelling and sparks the imagination no matter where the stage. One of the more interesting presentations during the 2010 Best Practices in Education conference was one given by Joff Chafer on Virtual Performance.

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Virtual Worlds Best Practices in Education Conference 2010 is a completely in-world conference on ... virtual worlds, best practices and how they are used in education. It is not uniquely focused on Second Life however obviously there is a very strong SL bent to the conference owing to where it is being held.

Website URL :: http://www.vwbpe.org

The Virtual World Best Practices in Education (VWBPE) conference originated from the 2007 Second Life Best Practices in Education Conference. This grassroots, community-based conference attracts faculty, instructors, trainers, administrators, instructional designers, technical specialists, and members of organizations from around the world. Those who create teaching/learning environments, resources, tools, support services and professional development opportunities internal and external to virtual world environments participate.

During the conference, participants have opportunities to ask: What is education?, What is teaching?, What is learning? and How can we provide virtual world educational environments in which today’s learners can become all they can be.

The VWBPE Conference provides opportunities for virtual world communities to showcase projects, courses, events and research that lead to best practices in education. The end result of collaborating, sharing, and co-construction of knowledge during the conference is the creation of innovative and immersive environments in which virtual world residents can learn, work, and play.

Treet.TV has been the broadcast partner for the BPE conferences in 2007 and 2009. Speakers featured during the broadcast include Tom Boellstorff, Intellagirl Tully, Lori Bell and many more.

VWBPE Committee Organizers
- Marlene Brooks (SL: Zana Kohime),
- Kevin Feenan (SL: Phelan Corrimal), and
- Marty Keltz (SL: Marty Snowpaw)

Additional URLs:
http://www.vwbpe.org