VWBPE 2022: call for volunteers + Thinkerer Award nominations

via VWBPE

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. For the purposes of the conference, “virtual world” refers to any on-line community through which users can interact with one another and use and create ideas irrespective of time and space, whether 3D in presentation or as characterised through platforms such as Meta, LinkedIn, Twitter, etc., in which the direction of the platform’s evolution is manifest in the community. The conference itself is hosted within Second Life.

Volunteers are required for the following roles:

  • Hosts: usually located at the Gateway landing area, but can also be at the Exhibits and Social Events to help participants, hosts are the first people that conference participants meet. and should be familiar with VWBPE areas in Second Life and VWBPE Conference events. A minimum time commitment: 1 hour training is required, with 1-hour blocks of time commitment (we appreciate multiple time sign ups, please do this at your convenience).
  • Mentors: pre-conference coaches and one-on-one support people for presenters attending the conference (presenters are matched to mentors). Minimum time commitment: 1-hour training is required (this includes training in the presentation tolls in their assigned venues). Time per presenter varies from 1 to 3 hours, depending on the presenter’s experience level.
  • Technical Support; experts in providing support across the conference and in liaising with Estate Managers when issues arise on the parcels. Minimum time commitment: 1 hour training prior to conference, 4-hour blocks.
  • Quadrivium Assistants: assist Quadrivium Facilitators in leading a Quadrivium Discussion. Minimum time commitment: 1 hour + .5 hours (Quadrivium + Prep + Assistance with Report).
  • Stream Team: provides video capture and streaming for each presentation at the conference. Members may need to be available for training up to 2 months prior to the conference.

Full details of all roles can be found on the VWBPE volunteers page; if additional information is required these can be relayed to the conference organisers via e-mail.

Those wishing to volunteer can do so via the VWBPE 2022 volunteers form.

Thinkerer Awards

The Thinkerer Award is presented annually to an individual whose deeds and actions have shown consistent selfless service towards the promotion of learning, community, and educational practices, and who exemplifies the spirit of cooperative development within immersive environments. It was first awarded in 2014 to Selby Evans (Thinkerer Melville) for whom it is named. Since then, the committee conducts the selection process based on public input. If you know someone who deserves to be recognized by this life-time award, please complete the 2022 nomination form below.

For further details, including nomination criteria, please refer to the VWBPE 2022 Thinkerer Award nomination page.

VWBPE Important Dates

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VWBPE 2022: calls for proposals and sponsors

via VWBPE

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 sponsors are currently open.

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. For the purposes of the conference, “virtual world” refers to any on-line community through which users can interact with one another and use and create ideas irrespective of time and space, whether 3D in presentation or as characterised through platforms such as Meta, LinkedIn, Twitter, etc., in which the direction of the platform’s evolution is manifest in the community. The conference itself is hosted within Second Life.

The theme for the 2022 conference is Phoenix Rising, with the organisers describing it thus:

In every culture, from China in the east to the Indigenous cultures in the west, the phoenix as a symbol of hope and renewal is ubiquitous across the ages. Whether it is referred to as Feng Huang, Garuda, Ho-Oo, Bennu or the Quetzal bird, in every case the phoenix ushers in an era of prosperity and transformation that goes beyond the individual to encompass our home and surroundings.
The world is forever a changed place. Those in education find themselves on the front lines of how the next generation of students are going to perceive and integrate a post-COVID society into opportunities for growth, for renewal, and for a redefinition of the values that once drove us.
The past two years have represented a global case study in real time of the merits and limitations of virtual education: what works, and what doesn’t. Educators have immersed themselves in online learning methodologies that have been mostly talked about but never implemented on a wide scale until recently. There is now a plethora of real-world evidence supporting the practical application of teaching virtually that we have never truly had access to until now.
Like the newly reborn phoenix arising from the ashes of its previous life, virtual education is also experiencing a renaissance of abundance and transformation. Whether it be fully immersive or simple video conferencing, the practical application of tools and techniques over the past two years represents a wealth of inspiration for connecting teachers and students in ways that are comprehensive, progressive, and meaningful.

Call For Proposals

VWBPE 2022 will include six formats for presentations the familiar Spotlight Presentations, Hands on Technology Workshops, Compass Points Roundtable Discussions, Micro Burst presentation Clusters (each no more than 15 minutes), together with two new formats – Tool Talks, and Poster presentations.

  • Tool Talks: The big ideas are often shared at conferences, but what about those “little” things that you cannot do without in your practice – be it a tool, technique, or technology? Share a short and engaging demonstration showing us why this idea is not to be missed.
  • Poster presentations: Share your research in our new Posters venue, with time for both asynchronous exploration and scheduled synchronous presentation times during the conference. Students are strongly encouraged to share their current work with a poster presentation.

In addition, there will be Immersive Experiences that will take place in the 2 weeks prior to and 2 weeks after the conference itself. New for 2022 will be an opportunity for video engagement to promote your Immersive Experience, details of which will be provided for all accepted Immersive Experience proposals. Full details on submitting any form of proposal and general guidelines can be found via the following links:

The closing dates for submissions are as follows:

  • Presentations: 10 January 2022
  • Exhibits: 14 February 2022
  • Immersive Experiences: 14 February 2022.

Sponsorship Opportunities

The VWBPE organiser are currently seeking sponsors for this year’s conference to help to keep this open source conference free for all to participate and to help with the conference’s informational systems, live streams, and archives active.

Your generous support will help raise your organisation’s profile to gain the attention of over 1000 conference participants, including K-12 instructors, post-secondary instructors, researchers, non-profits, creative designers, education business leaders, and social media influencers in the field of education.

– From the VWBPE sponsorship page, 2020

Sponsorship opportunities start at US $250 for organisations and groups, and US $20 for smaller communities. Those interested are referred to the official VWBPE Sponsorship Opportunities pack, or sign-up directly / contact the organisers via the conference sponsorship page.

Additional Links

VWBPE 2020: call for proposals

via vwbpe.org

The 13th annual  Virtual Worlds Best Practice in Education (VWBPE) conference was recently announced, together with a call for proposals, which combines calls for presentation proposals, proposals for exhibits, and proposals for and immersive experiences.

The conference will take place between Thursday, March 26th through Saturday 28th, 2020 inclusive, and has the theme Stellar, with the organisers noting:

When we look up into the night sky, almost every one of us is filled with awe as to the immense possibilities of what could be out there. New stars, galaxies, planets … even the very real possibility of life. There are a billion, billion opportunities, so rich in ways in which it can influence our understanding of everything around us.

Education is no different. We are surrounded by hundreds of millions of people teaching and learning from each other, all filled with possibilities … Instructors hold a special place in that cosmos. They are the guiding stars that help fuel the imagination to create, to build, to communicate, to partner. It is little wonder that instructors are innovators themselves, seeking out new worlds, new frontiers, and new opportunities for learning, as well as teaching.

On November 13th, 2019, VWBPE opened its call for proposals for the 2020 conference. This year the conference will include four conference presentation formats: in addition to the Spotlight Presentations, Hands on Technology Workshops, and Compass Points Round Table Discussions, the 2020 conference will include an additional track, Micro Burst Clusters for presentations no longer than 15 minutes.

Full details on the tracks and formats can be found on the VWBPE 2020 Call for Proposals page. In addition, those considering participating in the conference as presenters are asked to read the Presentation Paper Submission Guidelines for additional and supporting information.

The closing dates for submissions are as follows:

  • Presentations: Monday, January 13th, 2020.
  • Immersive Experiences: Monday, February 10th, 2020.
  • Exhibits: Sunday, February 16th, 2020.
VWBPE 2019: Lecture Area B

Sponsorship Opportunities

The VWBPE organiser are currently seeking sponsors for this year’s conference to help to keep this open source conference free for all to participate and to help with the conference’s informational systems, live streams, and archives active.

Your generous support will help raise your organization’s profile to gain the attention of over 1000 conference participants, including K-12 instructors, post-secondary instructors, researchers, non-profits, creative designers, education business leaders, and social media influencers in the field of education.

– From the VWBPE sponsorship page

Sponsorship opportunities start at US $250 for organisations and groups. Those interested are referred to the official VWBPE Sponsorship Opportunities pack, or sign-up directly / contact the organisers via the conference sponsorship page.

About VWBPE

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 characterised by an open social presence and in which the direction of the platform’s evolution is manifest in the community.

Read more here.

Additional Links

VWBPE 2019: call for proposals

via vwbpe.org

The 12th annual  Virtual Worlds Best Practice in Education (VWBPE) conference was recently announced, together with a call for proposals, which combines calls for presentation proposals, proposals for exhibits, and proposals for and immersive experiences.

The conference will take place between Thursday, April 4th and Saturday April 6th, 2019 inclusive.

The theme for the 2018 conference is Re:Vision, with the organisers noting:

Rising from VRevolution, our Legacy of learning seeks to re:Vision the future of creation within the ecosystem of digital spaces that comprises VWBPE.

Re:Vision plays a role in how multifaceted communities are contributing to and expanding best practices in virtual spaces to support play, creation, and learning. VWBPE invites you, the innovator in these endeavours, to share your re:Vision at the conference. When you submit your proposal, consider how your community contributes to the knowledge base of innovation and change through the increasingly complex landscape of digital technology.

Also, for 2019, VWBPE will be partnering with vlanguages, an international collaboration effort of universities, colleges, research institutes and language educators that are working together to define and develop freely available best practices, platform and communities of support for virtual worlds, virtual reality, augmented reality, simulations and game-based language learning and training system.

Following the success of 2018, VWBPE will continue the three conference presentation formats introduced in 2018:  Spotlight Presentations, Hands on Technology Workshops, and Compass Points Round-table Discussions. There are seven tracks and three formats. When formulating your proposal, applicants are encouraged to consider the re:Vision theme for the conference.

Full details on the seven tracks and three formats can be found on the VWBPE Applications page, together with general information on presentations and a link to the proposal submissions page.

Note that the closing date for presentation proposals is Monday, January 14th, 2019.

VWBPE 2018: Main Auditorium

Exhibit and Immersive Experience Proposals

  • Exhibit proposals are open to those who wish to showcase their creative works in virtual worlds through artistic expression in order to promote their organisation or achievements. All exhibit proposals are reviewed by the VWBPE, and must apply to an already developed product for showcasing. Proposals should be made in one of the eight exhibit tracks: K-12 Best Practices; Higher Education/College Best Practices; Field Practices; Games and Simulations; Tools and Products; Advocacy; Support and Help Communities and Artists, Designers and Builders.
  • The Immersive Experiences category showcases locations whose main objective is interaction, immersion, and engagement for those who enter them, whether to play a game, solve an immersive problem, or engage participants in hands-on, interactive learning. All proposals for immersive experiences should be made in one of the seven presentation tracks:  Analytic Thinking and Complex Problem Solving; Creativity and Innovation in Design, Practice, and Learning; Essential Accessibility in Digital and Virtual Spaces; Collaboration and Distance Connections; Multimedia Communication and Multifaceted Interactions; Ethics, Responsibility, and Tolerance  and VWBPE Redux.

Note that the closing date for Exhibits and Immersive Experience proposals is Monday, 11th February 2019.

About VWBPE

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 characterised by an open social presence and in which the direction of the platform’s evolution is manifest in the community.

Read more here.

Additional Links