Skoolaborate: a growing success, despite government ineptitude

I spent this morning at a session organised for a team of French innovators called ‘Lead Educators : Virtual Worlds and the Immersive Web’ . I’ll talk more about that in another post but I wanted to devote this one to a topic we’ve covered previously: Skoolaborate.

Since that time, there’s been some incredible progress, with more than forty schools now involved. I had the opportunity to see Skoolaborate up close at Sydney’s MLC School today. Director of Online Learning at MLC and Skoolaborate‘s founder, Westley Field, spent an hour or so presenting the outcomes to date from the project, which was established in 2007. Essentially, the outcomes demonstrate the power of a well designed 2D content delivery system combined with the use of Skoolaborate‘s islands in Second Life. Here’s a small example of such an outcome:

The main messages I took out of the session aren’t news to educators working regularly with virtual worlds, but they bear repeating for the rest of us:

1. Virtual worlds provide a powerful complementary role within the broader learning context

2. Some students immerse themselves in the virtual world aspects, others don’t like it, and most fall somewhere in the middle

3. Having an evangelist within a school for learning innovations like Skoolaborate is crucial, but having a supportive Principal is even more important

It’s not an entirely rosy picture for Skoolaborate though. Funding has improved although it remains an ongoing battle, and the time commitment from educators involved is significant. Most importantly, I detected a level of frustration around some inequalities existing in accessing Skoolaborate. One of the most stark illustrations of inequality with it is due purely to State Government ineptitude.

Let’s use the NSW Department of Education and Training (DET) as an example. Essentially, no NSW (or Australian) public schools are involved with Skoolaborate. The reason: schools falling under the control of the NSW DET cannot access Second Life. Why? The usual response on blocking content is around protecting children from unwanted information. The thing is, in the case of Skoolaborate, educators have already identified the issue and solved it. Participating schools are set up in Second Life so that only authenticated students and teachers can access in-world activities. In NSW, the private schools involved have mandatory ‘working with children’ checks and worldwide each participating school must complete their own relevant police checks for each adult participant. In fact, successful registration to access any content requires completion of the police check. This would have to make Skoolaborate one of the most child-secure online learning environments in existence.

westley_field

Westley Field – MLC and Skoolaborate

What makes this issue particularly frustrating is that key bodies within the NSW DET actually understand that initiatives like Skoolaborate are delivering for students. The NSW DET’s own Centre for Learning Innovation (CLI) has staff well and truly across virtual worlds, and there’s recognition from its General Manager down that immersive worlds will be key to further online learning initiatives. 
Given that any school should be attempting to prepare its students for the realities of the outside world, and that units like the CLI already see the potential of virtual worlds for education, why would the DET have a policy of preventing access? It’s either a politically motivated call or a case of plain ignorance at the higher levels of the DET.

Either way, some serious questions need to be asked on how long the situation will occur. This may be a case of failing to protect children by not equipping them with appropriate knowledge. How will kids know how to navigate emerging technologies if they have no exposure in their schooling?

Update: Westley Field has contacted me to correct the assertion that no Australian public schools are involved with Skoolaborate – there are in fact public schools involved, just none from NSW. He also added: “The National Government , through its values in action program is leading the way by supporting us. This support partially based on the fact that we have all three sectors involved. We are very proud of that fact.”

Merged realities: events and issues for virtual worlds

paisley_beebe_vic_bushfires 1. Australian Second Life content developers, Top Dingo, have created a tribute sculpture for Victorian bushfire victims. You can see it here.

2. Do Avatars Dream of Human Sleep? is a mixed reality collaboration between the artists of The Physical TV Company (Richard James Allen and Karen Pearlman) and MUVEDesign (Gary Hayes) on a research project supported by Critical Path, Ausdance NSW and The Australia Council for the Arts.

It’s running at Sydney’s Seymour Centre, corner Cleveland St and City Road, Chippendale, between March 10th and the 14th, at 8pm (tickets here) and you can find more information on the project here

3. Last weekend, SLCN TV broadcast an episode of Paisley Beebe’s Tonight Live which was devoted to the Victorian bushfires. It includes interviews with some of the people who’ve raised serious money in Second Life for the cause and an airing of a song written about the events of the past few weeks.

You can watch the full episode here. I was really pleased to hear how well one fundraiser went – nearly $5000 Australian dollars raised.

4. VastPark are running an event called Virtual Worlds Down Under:

What: Virtual Worlds Down Under (Free 1 hour inworld conference)
When: Fri Mar 6 11am – Fri Mar 6 12pm
Where: Inworld using VastPark Imp player
Created By: VastPark Events
Description: Event time is Australian Eastern Time. See your timezone

To access…

1. Install VastPark Imp: http://www.vastpark.com/downloads/#player

2. Run VastPark Imp and use it to go to the Masterclass: vp://vastverse.com/masterclass

Duration: 1 hour. This event will run on time (or very close!) as we’ve got a real world event group viewing out of inworld. SLCN will be filming parts of the event.

Schedule:

* VastPark’s CEO welcome and announcements on OpenSim and more
* Badumna project team explain and demo their P2P technology
* Postmoderna team are seeking collaborators
* RMIT – How architecture students are using VastPark and Second Life
* VastPark Masterclass2
* General Q&A for all teams

As always, if you have an event or creation you’d like people to know about, let us know.

eKidna World: Australia’s preteen virtual world challenger

eK-logo-color-textonly eKidna World is one of the newest virtual world offerings on the block for preteens, and it’s an Australia-based one to boot.

Founded by Brisbane-based mother of two, Karen Orford, eKidna World is a web-based world with a fairly hefty feature-set. As you’ll read in our interview below, eKidna is essentially a one-person self-funded operation, which makes the end result even more impressive.

A brief review

Registration is fairly easy, with a parent needing to provide key information prior to registering their child’s account. One of eKidna’s features is Mate Safetyâ„¢ – if this is selected by the parent on registration, every friend (mate) request will require the parent to enter their password before that connection is made. There’s also two chat options – Open Chat (the child can type their own phrases) of Safe Chat (selection from a catalog of phrases only).

Once a child has logged in, they can choose their avatar from a range of Australian animals like kangaroos, emus and possums. On entering the world itself, it has an immediately familiar interface. Movement occurs via mouse clicks, there’s a chat window, a ‘Mate’ tab, a map of the world, private messaging and an inventory of goods purchased. The basic services is free but the premium option gives much more flexibility around avatar customisation, gaining awards, saving high scores from games and owning a house. It costs $7.95 Australian per month with multi-month discounts.

ekidna1

As far as the activities themselves, I found them quite varied. The areas themselves are really well rendered with lots of endearing landscapes and characters. Each area features at least one activity e.g. kangaroo races or snowball throwing. Each requires more than one person to take part before commencing, which encourages interaction but which can also be frustrating at present as a new service with small numbers of registrations.

Overall, eKidna is a very worthy challenger in the burgeoning preteen virtual world market. Australian customers will enjoy its familiarity and others will engage with the (sometimes stereotypical) Australian flavour.

Interview

Lowell Cremorne: What specifically led you to decide to create eKidna?

Karen Orford: At 7 and 9 my daughters had finally reached the age that they wanted to explore the internet and so with some trepidation I ventured out to find some things for them to do online that I considered appropriate for their age. But it soon became obvious that matching their computer skills, which like most children of their generation are quite advanced, with their social and emotional development, was not easy. My personal standards of what is appropriate I think would be considered quite high. We are one of those homes in which TV is restricted and if watched, is monitored. I didn’t like sites with advertising; I didn’t like sites with violence, or links. I also found that none of the kid’s sites had done anything in particular to allow the parents an element of control over with whom their kids chatted with.

Finally I came to the conclusion that if I wanted a site which met all of my personal criteria I was going to have to create it myself! I then set out to search for a theme and was surprised to find that there was nothing quintessentially Australian which I couldn’t believe considering our diverse range of unique animals and landscape. At first I worried whether Australian children would be interested in Australian animals, but I got the shock of my life to discover in my focus groups, and I’m not sure it is the right term, that they are fiercely patriotic about their Aussie animals. Of course the international fascination with Australian animals is well established so that sealed it for the theme and the ideology, and so eKidna was born.

ekidna2

Lowell Cremorne: What professional background do you come from?

Karen Orford: I have a Communications Degree from the University of Canberra which in a strictly professional sense I’ve barely used! I have spent most of my life self-employed from managing English schools for children in Japan, to running several different businesses with my husband. eKidna, however, is an opportunity for me to go it alone.

Lowell Cremorne: Roughly how many registrations have occurred to date or are you hoping will occur?

Karen Orford: Two weeks ago we very quietly uploaded and set about putting ekidna through its final paces before we really faced the world. Starting with my own two daughters, and while flying under the radar, it has grown to about 45 registrations as word has spread quietly amongst their friends at school. We are now ready to take on the world and the big push for registrations begins.

Lowell Cremorne: Is eKidna self-funded or if not, who underpins it financially?

Karen Orford: eKidna is completely self funded. I have literally remortgaged the house on this one and I am astounded and proud of what we have managed to create on our budget. If I’d realised at the beginning what the big boys, with venture capital, were spending on start up virtual worlds I would never have attempted what I did because I would have thought it was unachievable for a
mum from Brisbane. The only thing underpinning eKidna is me!

Lowell Cremorne: Is eKidna staffed fulltime in regards to moderation etc?

Karen Orford: Yes it is.

Lowell Cremorne: What future growth plans do you have?

Karen Orford: I have been self employed most of my life so ekidnaworld.com has a very clear and realistic business strategy and growth plan. The plan is conservative and growth projections are based on just 1% of the reported growth achieved by known competitors such as Club Penguin and Webkinz World. Our first target is the English speaking market ie Australia, the US and the
UK. After that we may well expand into different languages. The Australian theme and the cost effective opportunity to practice English would go over very well with children in Japan. It is a market I know well.

Lowell Cremorne: You mentioned in your press release that you’re taking on Disney – who do you see as your primary competitors?

karen_orford Karen Orford: It is interesting in that despite the mass far reaching tentacles of the internet the competitors still vary widely from country to country. Club Penguin is the clearly the king of the jungle here in Australia, but in the US it has very serious competition from the likes of Webkinz World, and in the UK European sites such as Habbo have a major grip. However, despite these sites being competitors in that they are online children’s virtual worlds none of them have focused on chat safety in the way ekidnaworld.com
has. In that sense we have no competitors. Our Safety Feature, Mate Safety, is truly unique. You will find a full description of Mate Safety and how it works in the Parents’ Info section of ekidnaworld.com.

Lowell Cremorne:A big players in the Australian field is Club Penguin – do you think you’ll need to attract some of their user base to be successful?

Karen Orford: I don’t think we will need to attract some of Club Penguins user base because despite the number of virtual worlds for children growing rapidly in the last couple of years it is still relatively a new niche of the internet. My research leads me to believe that our largest competitor Club Penguin, still only holds around 2.5% of the potential market, leaving plenty of room for new entrants such as ekidnaworld.com. Particularly when we have differentiated ourselves with a unique feature such as Mate Safety. Having said that, I think we can still expect to claim at least some of their user base due to the human nature of children simply looking for ‘what’s next?’.

The Watch – virtual worlds in the news

1. University World News (USA) – Alliance to create virtual worlds. “A major IT company has teamed up with a Canadian open university to establish a research centre that will create bespoke three-dimensional virtual learning environments. Sun Microsystems of Canada Inc has announced the creation of a new education centre for excellence at Athabasca University, Canada’s Alberta-based open university. Athabasca delivers the bulk of its courses online and the centre will be charged with enabling academics, students, schools and communities to develop virtual world-style online learning platforms. The university will integrate this three-dimensional immersive technology research into its curricula.”

2. Toronto Star (Canada) – Second Life makes classical music fans feel at home. “You can hear the breeze caressing the West Coast pines and the gently rolling sea. High clouds float overhead as people gather in the amphitheatre on Music Island. It is as pretty a spot as one could ever imagine for a concert. Three early-music specialists from Switzerland perform for an hour on recorders and flutes to an audience of listeners from Philadelphia, North Dakota, Norway, Finland, Holland, Italy, France, China, Korea – and Toronto.”

3. ScienceNews (USA) – Playing for real in a virtual world. “In a virtual setting where fifth-graders become wizards and athletes, and even change sexes, preteens stay true to their real-world selves. Classic sex differences in play preferences, characterized by rough-and-tumble games among boys and intimate conversations among girls, still exist after youngsters adopt a range of personas for virtual encounters, investigators find. Boys who create girl avatars — or computerized altar egos — and girls who create boy avatars still behave consistently with their biological sex, say psychologist Sandra Calvert of Georgetown University in Washington, D.C., and her colleagues.”

4. Game Fwd – Mathew Kumar on Why Virtual Worlds Miss the Mark. “Speaking at an International Game Developers Association (IGDA) Ottawa event on February 26, 2009, Gamasutra contributing editor and one of Canada’s most renowned games journalists Mathew Kumar discussed the place of virtual world games in the video game industry. Not shy to express his dislike for the concept as it has been executed so far, Kumar pointed out some of these games’ essential flaws to an intimate crowd at Ottawa’s bitHeads Studio. The event was organized as part of the Interactive Ontario gTalk game industry speaker series. Kumar was quick to highlight that virtual worlds, which are usually based on social interaction functions, rarely succeed in their goal of being effective vehicles for social interaction. While their developers and marketers portray them as a great way to meet new people, most players don’t take advantage of these features.”

5. CNBC (USA) – Virtual Meetings Get A 2nd Life. “Forget the days of companies flying employees to exotic locales to rally the troops and strategize. Who has the money to sustain that the corporate conference excesses of the past — and big remote gatherings just simply look bad. With companies cancelling Las Vegas meetings and Pebble Beach golf outings, some are finding a new, inexpensive way to gather far-flung employees — virtually, in Second Life. Linden Lab’s virtual world, which is home to 1.3 million regular residents, or avatars, has become the new hot spot for corporate gatherings.”

6. Allakhazam (USA) – Console MMOs: Are We There Yet? “If you’re an MMO player, there’s a good chance you have at least one video game console in your home. Personally, I have a Wii and Xbox 360 on the shelf under my television for those times I just don’t feel like sitting in front of my PC to play games. I even have most of my older systems, ranging back to my original NES, for when I get nostalgic. But with the current trend of companies such as Sony Online Entertainment pushing for console MMOs to become commonplace, will there be a time in the near future where players are more likely to pick up a controller than a keyboard to enter a virtual world? It’s certainly a possibility, but the slumping sales of the PlayStation 3 may make it difficult to entice gamers to try out an MMO from the comfort of their couches when their PCs will do just fine.”

7. ZDNet Asia – Bringing online marketing to life. “he 25-year old founder of Singapore-based Dream Axis, which specializes in creating 3D environments on virtual platforms such as Second Life, sees much potential in the 3D online space as a marketing platform for companies. Soh told ZDNet Asia in an interview: “There is so much opportunity for Web 2.0 to move to Web 3.0, where social collaboration in the 2D space goes to 3D.” Dream Axis recently completed building a set of islands for the National University of Singapore. The tertiary institute last year developed the online replica of its campus in an effort to reach out to potential students.”

8. Earth2Tech (USA) – Geekout: Sun, Second Life & Green Data Centers. “It’s the geekiest thing I’ve ever done: I just watched Sun Microsystems give a tour of its green data center designs in Second Life via a Ustream feed. Complete with Sun execs flying between data center designs, chuckling about their virtual outfits, and red (hot) and blue (cold) air flow designs emanating from the server gear, the media event lasted about 45 minutes. That was about 45 minutes too long (kidding!), as it was actually pretty hard to hear or understand what was going on. I’m going to wait for a “first life” tour in Santa Clara some day.”

9. Business Insider (USA) – IBM: We’re Still Committed To Virtual Worlds. “Earlier this week, we wondered if the departure of IBM’s (IBM) “Metaverse Evangelist” means the company is scaling back its interest in virtual worlds and Second Life. We haven’t heard much from the group in months, which only added to our speculation. IBM reps finally got back to us, and they let us know they’re still in there”

10. Telepresence Options – Holograms: coming soon to your front room? “I’ve done some daft things in my time, but inter viewing someone who wasn’t there for the best part of an hour must be in a class of its own. The person in question, Ian O’Connell, director of London-based Musion, wasn’t  invisible. I could follow his every movement, gesture and eye motions: it was just that he himself was somewhere else. I was chatting to one of his company’s products, or maybe I should say non-products: a hologram.”

Merged realities: events and issues for virtual worlds

1. The latest Second Life Education in New Zealand blog has an interesting update on a NZ-based Second Life creative project that’s exploring issues around public urban spaces.

2. Volume 3 of the Journal of Virtual Worlds Research is now available and as usual contains a range of interesting research. A glimpse of some of the peer-reviewed research papers:

Spectacular Interventions of Second Life: Goon Culture, Griefing, and Disruption in Virtual Spaces
Burcu S. Bakioglu
Abstract  |  PDF
Knee-High Boots and Six-Pack Abs: Autoethnographic Reflections on Gender and Technology in Second Life
Delia Dumitrica, Georgia Gaden
Abstract  |  PDF
Jigsaw Worlds and Avatars – Puzzling Over Property and Personhood. New Challenges for Intellectual Property Law.
Norberto Nuno Gomes de Andrade
Abstract  |  PDF
On the Dark Side: Gothic Play and Performance in a Virtual World
Mikael Johnson, Tanja Sihvonen
Abstract  |  PDF
Analyzing Social Identity (Re) Production: Identity Liminal Events in MMORPGs
Javier A Salazar
Abstract  |  PDF
Gorean role-play in Second Life
Tjarda Sixma
Abstract  |  PDF
“Because it just looks cool!” – Fashion as character performance: The Case of WoW
Susana Tosca, Lisbeth Klastrup
Abstract  |  PDF
Things you can do in a virtual game world, when you are dead: collective memory constitution and identity of virtual refugees.
Anthony Papargyris, Angeliki Poulymenakou
Abstract  |  PDF

3. The Virtual Worlds: High Performance or Hype? discussion paper is still available as a free download.

Weekend Whimsy

1. Gravity of Love – Second Life

2. mini second life adventure

3. Annasue & Robert69 Dancing Through Second Life

Video review of Metaplace

The MP Insider blog has a video review of a particular gaming area in Metaplace – Zoo Escape!. For those who haven’t seen Metaplace in action, it’s a useful heads-up on its form factor and its content creation options:

As stated previously, being web-based and having good content creation opportunities should prove an enticing package.

IMVU and the Victorian Bushfires

I received an email from IMVU’s PR people, part of which I think is worth re-publishing:

IMVU user PraiseRose is turning virtual donations into real world relief for individuals and communities affected by the devastating bushfires in Victoria, Australia.

A Canada native, PraiseRose has never even visited Australia, but she was so moved by the coverage of the tragedy on the news that she decided to do something about it. She created a virtual sticker in IMVU, an online destination where adults and teens meet new people in 3D, and began to sell it to other IMVU users to help raise awareness about the bushfires. So far, the response from within the IMVU community has been overwhelming. Each sticker sells for 750 IMVU credits (about US$1), and so far PraiseRose has raised nearly 800,000 IMVU credits (almost US$500.00).

“This fundraiser has brought this community together in amazing ways,” Says PraiseRose. “I’ve made many so new friends, from all over the world. The response, and the trust have so totally overwhelmed me.” The fundraiser is set to end on March 1st at which time PraiseRose will donate the money she’s raised to the Red Cross Victorian Bushfire Appeal.

It’d be fascinating to get a tally of the dollars raised in virtual worlds to date – a conservative estimate would be tens of thousands of dollars.

Enterprise 2.0 and virtual worlds and a free discussion paper download

enterprise20shortpaper Today, I had the pleasure of facilitating four small group sessions at the Enterprise 2.0 Executive Forum 2009. The topic was virtual worlds and enterprise, and thanks to the participants in the groups, it turned into a very interesting exchange of ideas. The agenda of the overall forum was much wider: the use of Web 2.0 technologies in business. What’s impressive about this forum is the breadth of roles amongst participants – CEOs, CIOs, learning and development professionals, marketing professionals and general operational staff were in attendance.

As I’ve found before at these events, there are a growing number of people in business who see the potential of virtual worlds, but they struggle to get the same recognition throughout the business. That said, Australian business continues to lead the way in the area and it was great to see the level of passion for the opportunities virtual worlds provide.

Some other points that came out of the groups for me:

  • There’s a genuine acceptance of the potential of virtual worlds as an effective collaboration tool;
  • The awareness around the power of telepresence is growing steadily – close to half of the group members already understood the concept well and most had experienced its superiority over teleconferences or videoconferences first hand;
  • Enterprises want pilot virtual worlds but arguing the ROI case remains the main barrier, along with the significant end-user resistance that occurs;
  • That Second Life’s interface and the fact it’s a standalone application are major barriers to implementation;
  • There remains very high desirability for web-based worlds that deliver the level of complexity of Second Life
  • As part of my involvement I produced a four-page discussion paper: Virtual Worlds in the Enterprise – hype or high-performance?. It’s a bare-bones overview of the opportunities virtual worlds provide for business and a brief summary of five virtual worlds to watch (Second Life, VastPark, OpenSim grids, OLIVE and Metaplace) – there are obviously many more but as an overview they provide a good snapshot.

    Anyone regularly exposed to virtual worlds won’t get a lot out of the document, but if you’re one of our readers who’s just dipping their toe in the water, it provides a basic launch pad for a wider exploration.

    You can download Virtual Worlds in the Enterprise – hype or high-performance? for free by going to this page.

    You only need to provide your name and email address to be able to download a PDF of the paper.

    Virtual worlds: the next online banking

    westpac Aside from the group discussions on virtual worlds I facilitated yesterday, the only other time I witnessed them discussed at the Enterprise 2.0 Executive Forum 2009, was when Westpac’s David Backley spoke. As we reported last year, Westpac had trialled the use of Second Life to induct new employees in more remote locations.

    Backley reflected back on the pilot, stating that it “had worked well and had been a good idea”. That said, the pilot did not continue due to the departure of the project sponsor – there was no key person to keep the momentum going. The learnings for Backley were that it was a concept ahead of its time, and that until the cost of implementation and maintenance came down, it would be difficult to argue a cost-saving case. Given the tens of thousands of employees Westpac has, it’s a pretty downcast assessment of virtual meetings as cost-saver. That said, Westpac’s platform of choice was Second Life. With the growth in alternate platforms, those costs are reducing, but there’s still a long way to go in that respect.

    Aside from that, Backley provided some very interesting statistics around Westpac’s internet banking service. Presently, up to 6000 people are logged in to Westpac’s online banking service at any given time, with close to 700 thousand sessions a day. More value is transacted with online banking per day than is done in Westpac’s branches or call centres. When it was launched a little over a decade ago, the expectation was that perhaps a few thousand people Australia-wide would use the service. For me, that’s a key parallel with virtual worlds. It may be a ‘niche’ for business at present, but like internet banking, the public’s takeup is likely to surprise enterprises in a big way.

    The other similarity is in platform: the original internet banking options tended to be standalone applications, then they evolved to be web-based. That’s when the rate of adoption exploded. There’s a very obvious lesson there.

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