2013 VWBPE Conference Awards

The 2013 VWBPE Conference Awards represent a sampling of those presentations, films, and exhibits that are considered to be some of the best of how best practices are being used within immerse environments for education. The following submissions were selected by VWBPE Conference attendees as upholding those principles that are significant examples for others in the education field to apply to their own curriculums.

VWBPE 2013 Film and Machinima Awards

Place Title Abstract Presenters
1st Machinima as a Discussion Support System for Sugar Cane Farmers http://www.youtube.com/watch?v=pej7DhtKafE&feature=youtu.be

This machinima was produced to function as a discussion support system, modelling the sorts of conversations sugar cane farmers need to have in order to make good farming decisions in light of climate information. The script was written by Neil Cliffe, a PhD candidate working on the discussion support system project, and recorded by professional sound engineers at the University of Southern Queensland. Top Dingo created the environment and avatars and shot the visuals, bringing it all together in this high quality machinima. This machinima challenges conventional views relating to the use of video in agricultural extension.

Helen Farley(RL)/Helen Frak(SL)
2nd Father and Son Explore 3D Virtual Worlds Beyond the Stage http://youtu.be/n2NAOujGrVc

VIBE – Virtual Islands for Better Education. VIBE is a collaboration creating learning activities and tools in virtual worlds for K-12 and college educators. VIBE hypergrid is a collection of independently-themed grids such as BIOME, Nova Archaeology, Project Alexandria, Genome and Global Health. These grids have regions such as Hydrosphere, Lemon House and Traveller. Discover molecular biology and genetics labs, Roman and Maya sites, East Africa villages, a coral reef and digital library, at the poster exhibit in the Second Life main venue, the most suitable venue to promote the production and use of machinima in education.

Dragan Lakic(RL)/Bert Matchman(SL)
3rd Cross Borders of Ages and Subjects: Possibilities of Using Virtual World Education https://www.youtube.com/watch?v=tNkLsY2wNhU

This is a machinima made by 2012 UBC EDCP 585D Winter term 2 students. In this video students gave teaching demonstrations to show how they utilized a virtual world for education in different age levels and different subjects. Credit to: Yoriko Gillard, Denise Haugh, Diana Ihnatovych, Chen Liu, Min Liu, Jiyao Sun, Xinyi Wang, Kwesi Yaro, Ning Zhang.

Hsiao-Cheng Han(RL)/Kristy Handrick(SL)

VWBPE 2013 Poster Awards

Place Title Abstract Presenters
1st Sweetening climate information for sugar cane farmers with Second Life machinima This paper describes a project that involves the production of machinima created in Second Life for use as a discussion support tool for sugarcane farmers in Queensland, Australia. Discussion support systems in agriculture are processes which foster discussion between stakeholders about shared issues of concern and may lead to awareness raising, learning, skill development and improved decision making. This paper describes the production and preliminary evaluation of the first of these decision support machinima. Dr. Helen Farley/Helen Frak
2nd Encke Virtual University Collaboration: Bringing Educators Together in Second Life The Encke Virtual University Collaboration brought educators from around the world to an island in Second Life to listen to some presentations from experts in the field, embark on a series of field trips but most importantly to collaborate in teams around a number of topics including bots, communities of practice and gamification. Like the comet Encke, the Encke Virtual University Collaboration had a long tail, with a number of workshops and events, and collaborations developing over the following months. Dr. Helen Farley/Helen Frak
3rd A Real-Time Interactive 3D Virtual Retail World Real-Time Interactive 3D Virtual Retail World is a range of learning activities and tools in a virtual world, created to assist learners to achieve nationally recognised qualification “Certificate II in Retail Services”. The Environment is a collection of independently-themed Retail Shops such as Jewellery, Craft, Shoes, Art; Furniture Store and Garden Centre. These Shops have self-testing activities such as operate point-of-sale equipment, deliver service to customers and complete sales. Discover the Real-Time Interactive 3D Virtual Retail World at the poster exhibit in the Second Life main venue, the most suitable venue to promote the production and use of machinima in education. Bert Matchman/Dragan Lakic

VWBPE 2013 People’s Choice for Best Presentation

Place Title Abstract Presenters
1st The Advantages of Live Performance and Life Lecturing in the 3D Environment Organizing events and performing in Secondlife since 2006 as well as being an experienced teacher and performer in RL gave me a lot of insight into the structure of performance in the Virtual World. Performing in the digital world is one of the most successful ways to hook people and connect them in a group. Performing is live moderation and the way to do that and the insights you gain from it can be used in many ways- also for lectures. ( I am thinking of something like a virtual TED Talk here) Juliane Gabriel(RL)/Jaynine Scarborough(SL)
2nd Virtual worlds, from Unknown to Known: What We Have Done and What We Can Do More on Education When education happens in a virtual world, the possibilities and restrictions are different from a real world educational environment. In one virtual world, The University of British Columbia’s Open Sim: VIEW (Virtual Immersive Education World), the students of this class created their own educational environments in which they demonstrated a 20-30 minute lesson on one of the following subject areas – math, music, language, and civic education. In this panel discussion, the students will share their experiences on the positive and negative aspects involved in creating their virtual worlds, as well as the knowledge and experiences gained from such a process. We will also raise the opportunities and challenges for discussion. Dr. Hsiao-Cheng Han
3rd Share the Black Crayon – Collaborative Superhero Teams Lead by example. Share the spotlight instead of fighting over control or the black crayon, so that people reveal and utilize their superpowers. Immersive environments, like Second Life, open opportunities for educators to expand beyond the classroom by including worldwide professional guests, virtual and physical field trips, and community building inquiry and impact on screen and off. Learn to establish educational experiences that build teams and encourage students to discover their superpowers through developing authentic avatars, fostering clear, confident communication, assigning responsibility, and cultivating respect. Renne Brock-Richmond(RL)/Zinnia Zauber(SL)

VWBPE 2013 Exemplary Volunteer Award

Those individuals who have shown dedication to the community by going above and beyond expectations and have, through their commitment, been an example to others as to what we can achieve when we all work together.

Bluebarker Lowtide
Edith Halderman
Grizzla Pixelmaid
Ladyslipper Constantine
Oronoque Westland
Pim Peccable
Pionia Destiny
Tender Skytower
iSkye Silverweb Bonde