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April 3, 2008

[staff] My Testimony For Congress (had I been asked)...

On April 1st, the 110th Congress Subcommittee on Telecommunications and the Internet held a hearing entitled Online Virtual Worlds: Applications and Avatars in a User-Generated Medium.

Listening to the testimony, it was hard not to imagine what I might have shared were I asked to testify. It might have gone something somewhat like this:

Chairman Markey, Ranking Member Stearns, and Members of the Subcommittee, we at Global Kids are honored to have this opportunity to share our experiences as experts working with youth and virtual worlds.

To provide background, in 2006, following extensive research into the educational potential of virtual worlds, Global Kids became the first nonprofit to develop a dedicated space for conducting educational programming in Teen Second Life (TSL). Specifically, Global Kids is conducting intensive leadership programming for youth, bringing students from its New York-based programs into the space, and streaming the audio and video of major events into the world. This work has received significant funding from the John D. and Catherine T. MacArthur Foundation, among others, and been conducted in partnership with many other organizations, including UNICEF, the U.S. Holocaust Memorial Museum, and the International Criminal Court.

I would like to begin my testimony with a quote from an earlier Congressional Subcommittee hearing that took place just over a half-century ago.

“Formerly, the child wanted to be like daddy or mommy. Now they skip you, they bypass you. They want to be like Superman.”

This testimony from Dr. Fredric Wertham on the connections between comic books and juvenile delinquency, and his earlier publications on the matter, helped to stoke a national hysteria around the lurid dangers of this once new medium. While barely a decade old, more than 90% of children between the ages of six and eleven read comic books, as did over 80% of teenagers. Parents in the Cold War era, unsure how to handle a variety of new social forces, found a convenient scapegoat in the colorful and ubiquitous magazines. Wertham’s testimony helped the Subcommittee to Investigate Juvenile Delinquency hold comic publishers’ feet to the fire and led not to new regulatory policies but a new industry-administered code of conduct that shaped comic books for over thirty years.

Generation after generation seems to go through its own “cycles of outrage,” whether with the waltz, pulp novels, comic books, rap music, or most recently with video games and online social networks. New mass media come and go, gaining relative acceptance or falling by the wayside, but concerns about the safety of children and regulations surrounding their freedoms never go away.

Virtual Worlds, practically non-existent just a few years ago, are just the latest commercial media to be seen as “colonizing” the lives of youth, once again raising a variety of concerns about their impact. The growth of youth involvement with virtual worlds is predicted to surpass 50% over the next few years, so one can expect a number of concerns to be raised about virtual worlds that are similar to the mediums of the past--a threat to law and order, a threat to traditional learning, and a threat to traditional values.

Continue reading "[staff] My Testimony For Congress (had I been asked)..." »

August 9, 2007

[sl/ushmm] Tenth and final meeting with the U.S. Holocaust Museum Ambassador program

Today was the last official session of the Virtual Curation Program with the museum, and we were joined by about ten other ambassadors that had helped out with the original design process and choosing of media to go into the project. It was great being able to show them the project in its final stages.

We started off the day by having the Ambassadors go into Second Life, and go through the build to give feedback not just about aesthetics or content, but also about what it might be for a visitor who knew nothing about the project would experience going through it. They were to go through the build as if they had never seen it before and think critically about what the end-user experience was.

Andre commented about how much he liked the entry area, saying that when he first saw it it was bare, and wondered how all the space would be used, but thought the built out offices with desks, cameras and assignments really created the perfect feel to bring the visitor into the experience. Heidi voiced her concerns over the large amount of content that's being conveyed through text in the build, and we discussed various strategies, like the usage of sound clips and embedded photos, to integrate more multimedia into the content delivery in the build.

After we gave the final feedback on the build to Travis, everyone gave a huge round of applause to him and to the whole Digital Refinery team for all the hard work they've been putting in, staying up late nights and going through round after round of feedback with the group. High five to DR!

We closed off the day by breaking up into groups where Ambassadors reflected on the past month and their involvement in this project. Over the many voices I was hearing over Skype, I caught one saying: "Do you remember the first time we came in and started learning about Second Life?", and couldn't believe that most of the people involved hadn't even known what Second Life was when they started, and managed to create such an amazing project in such a short period of time!

Here's some of the feedback they had for the program:

Things to be improved:
- Unrealistic time frame during the feedback process, needed more time for Digital Refinery to create everything to avoid having feedback be repetitive.
- Some times there was confusion within the ambassadors, some things didn't click when people missed a day. People suggested possibly having updates at the beginning of everyday, or havepeople that missed a day check the blog posting to catch up on what happened.
- Food! Fuel is need on those early morning meetings. : )
- More time! Start the virtual curation meetings at the beginning of the ambassador program.
- Difficult to learn second life when you have other obligations within the Ambassador program.
- How do we keep everyone having ownership over the project throughout?

Things that people liked:
- Facilitators were very involved and engaged.
- Props to Mr. Klevan!
- Props to Barry and Rafi on modeling how to take really good notes for effective implementation of teens' ideas.
- People enjoyed the time spent over the week they met by themselves to the stories and other media that would be included in the project.
- Good process around choosing the overall topic.
- All the people involved were cooperative, open-minded and had pleasant attitudes!
- The project focused on the issues that the Ambassadors thought were important, and that motivated people to stay involved.
- Enjoyed working with Barry and Rafi. (Thanks guys! We loved working with you too!)

At the end of the session it was decided that for the closing day of the Ambassador program, which is tomorrow, there would be a demonstration of the exhibit for both the museum staff and the entire Ambassador group. Andre volunteered to facilitate the demonstration, and we're incredibly excited to share this project with the rest of the people at the museum. A great close to a great program!

August 8, 2007

[sl/ushmm] Ninth meeting with the U.S. Holocaust Museum Ambassador program

Today we started off the day by making some final decisions about the project, with the Ambassadors thinking creatively about some of the critical language relating to the project. They came up with a fantastic title for the whole build, "Experiencing History: The Night of Broken Glass", and decided on a quote by Einstein the will be part of the entry area.

After that, we met with Reallife Orca from Digital Refinery, who brought us through the major changes that were made to the build. We started in the entry area, where you are now greeted by an automated receptionist that lets you know how to get started. As you come into the entry area, there are press offices with fedoras, cameras and the editorial assignments. Ambassadors got decked out in their fedoras and cameras, entering for the first time the role of reporter that the project has its visitors take on

Taking on the reporter role

We then moved on to the street scene, where the sounds of glass breaking and a general sense of destruction pervaded the street. We encountered many different people that experienced Kristallnacht in some way, from innocent Jewish children, to SS officers and firemen that let fires in Jewish stores burn but put out ones that spread to non-Jewish owned facilities.

Street scene 1

street scene 2

From there we went into the synagogue, where Ambassadors commented on how much they liked the stained glass, the details on the doors and the Torah scroll sitting near the ark at the front. Some suggestions were to add a chandelier, more stain glass windows along the walls, and to lengthen some of the pews. Reallife let us know that they’re still trying to figure out the technology that would allow the synagogue to change back and forth from the destroyed state to the pristine state.

Inside the synagogue

Finally we moved into the debriefing room, where we checked on the story submission bulletin board which is currently being rescripted as a bug was found, and RealLife let us know that he’s currently working on the t-shirt vendor where visitors can get t-shirts with the quotes chosen by the ambassadors.

Posting stories in the debrief area

The build has come a long way since we saw the prototype last Friday, and the Ambassadors at the end of the session each took turns talking about the parts of the build that people liked best, with lots of compliments being given to RealLife on how the entry area in particular had developed. So exciting!

August 6, 2007

[sl/ushmm] Eighth meeting with the U.S. Holocaust Museum Ambassador program

Today was the second day of heavy feedback on the developing beta of the project build out that Digital Refinery has been working on over the weekend. For a number of teens in the Ambassador Program, this was the first time they were seeing the build, and they were able to give their own two cents about the project.

Ambassadors talked about their vision for the entry area, a 1930's style newsroom, and engaged in hearty debate about how the debriefing room at the end of the build should feel and function. One of the builders from Digital Refinery helped changed a couple of things at the Ambassadors' suggestion... Feedback in action!

In the debriefing room

Unfortunately, we weren't able to give feedback directly to RealLife Orca, Digital Refinery's project manager, though Rafi met with him later in the day to pass along the Ambassador's comments.

Rafi and RealLife on the Kristallnacht street scene

August 3, 2007

[sl] Seventh meeting with the U.S. Holocaust Museum Ambassador program

Today the Ambassadors came into Second Life to meet with the Digital Refinery to experience the rough rough beta of the build, the first time they saw any aspect of their design document realized in Second Life. When the youth saw the Synagogue, even in its most basic form, they clapped.

Walking and flying around the builds, the Ambassadors gave feedback to the Refinery - both things they liked - like the debris - and things that should be changed - like replacing contemporary white-lined roads with more appropriate cobble stones.

We also explored other issues, such as whether the NPC (non-player characters) would be 3D objects, 2D photo cut-outs, or 2D images that are more abstracted. Orca created examples before us in Second Life and everyone preferred the 2D photo cut-outs, even though we have been concerned that the realism of the photos might conflict with the more abstracted street scene. Orca also played sound effects for us, so we could get a better sense of how in-scene sounds would be experienced. We debated whether we should turn fly on or off -

Finally, we walked through every aspect of the planned experienced and fleshed out details and developed new ideas along the way. It was one thing to develop the design document in the abstract - it was something totally different to continue to develop the design but WITHIN a rough version of what we have envisioned.

Andre reported that he “was blown out of the water. Before this it was all just ideas. But now seeing it, it looks great.”

July 31, 2007

[sl] Sixth meeting with the U.S. Holocaust Museum summer Ambassador program

Last week, the Ambassadors met at the museum on their own to further refine their design concept and develop the asset list. A 28-page document was produced.

Today we reviewed the draft design document and asset list, talked about scaling back the concept, and clarified the details within the design document.

We decided to scale back in part by making the entry room more simple and to keep the before and after experience but only do the before within the Synagogue.

We met with the head builder from the Digital Refinery (center above) to explain the details, get their feedback and get help scaling back the core concepts.

July 20, 2007

[sl] Fifth meeting with the U.S. Holocaust Museum summer Ambassador program

Today was our fifth meeting of the program. We focused on refining the idea so we could develop a design document which would provide details on the project and offer an asset list. We also used Skype for video conferencing, which was excellent (but now we have to watch what we look like at our computers!).

[sl] Using Skype video to teleconference with Museum

Today we figured out how to use the video conferencing capabilities in Skype to allow the Ambassadors to see us in NYC and, for the first time, for us to see them. It added a considerable amount to the program, providing us with visual information that was invaluable.

July 19, 2007

[sl] Teen Second Life Tour!

This morning, I had the opportunity to give students in Washington, DC, a tour of Teen Second Life. The purpose of the tour was to inspire them for their upcoming project with the Holocaust Museum and to spark thoughts and ideas that they themselves could take advantage of when creating their project. I wanted to show the students the best of the best, so I took them to the following locations:

Continue reading "[sl] Teen Second Life Tour!" »

[sl] Lessons on Holocaust Education and Simulations

Working with the U.S. Holocaust Museum has taught us a lot about simulations. If you have never been to the museum in D.C., much of it is essentially a brilliant simulation to teach you the history of the period. But what are the ethics of putting someone in someone else's shoe - when is it appropriate and when it insulting, or misleading? These lessons are important for those like us in Second Life bringing real world content into Second Life leveraging its role playing and simulation abilities.

The U.S. Holocaust Museum has prepared this guide for educators, which is very useful in addressing these issues:

1. Define the term “Holocaust.”
The Holocaust refers to a specific genocidal event in twentieth-century history: the state-sponsored, systematic persecution and annihilation of European Jewry by Nazi Germany and its collaborators between 1933 and 1945. Jews were the primary victims—6 million were murdered; Gypsies, the handicapped, and Poles were also targeted for destruction or decimation for racial, ethnic, or national reasons. Millions more, including homosexuals, Jehovah’s Witnesses, Soviet prisoners of war, and
political dissidents, also suffered grievous oppression and death under Nazi tyranny.

Continue reading "[sl] Lessons on Holocaust Education and Simulations" »

[sl] Fourth meeting with the U.S. Holcaust Museum Ambassador program

In the fourth program today, we reviewed the idea proposed last meeting and then went into Second Life for inspiration. The Global Kids teen intern, Mercury Metropolitan, prepared a tour itinerary within Second Life, to demonstrate different ways people have build experiences. One of the teen Ambassadors logged into Second Life and showed her computer projected on the screen while the rest of the Ambassadors “back-seat drove” while watching the screen. Mercury joined the conference call and, by TPing the ambassador from location to location, provided the teens with an experience that they reported as being very helpful in thinking about ideas for their own build.

The tour was followed by a brainstorming session to explore ways to use Second Life to add further details to the design document, with the design increasingly focusing on the role of bystanders and contemporary connections. We also explored what sort of assets we can use from the Museum and educational guidelines.

They want people to leave the experience thinking about what a bystander is and with a greater determination to NOT be a bystander in their life.

July 17, 2007

[sl] Third meeting with the U.S. Holocaust Museum

In today's program, we set the ambitious goal of picking ONE topic, based on what the youth have learned in the Ambassador program, to educator others about within Second Life.

The first thing we did was brainstorm a list of what they wanted people to know about the following facts, issues, and themes related to the Holocaust:


  • The large number and different types of ghettos and camps (hundreds) and six killing centers.


  • Lidice as a symbol of the danger and difficulty of resistance as well as brutality of the perpetrators.


  • The role of bystanders.


  • Perpetrators --> Doctors / Scientists --> Racism / Race Science --> Medical Experiments and Murder of Handicapped --> Dehumanization of victims.


  • Who were the victims and how were they defined as "enemies of the State"


  • Immoral Leadership --> Hitler --> Police State


  • Moral Leadership --> Raoul Wallenberg --> Rescue & Resistance


  • Romania


  • Mobile Killing Squads


  • Death Marches --> Death with no reason / Single-minded destruction of Final Solution


  • Shoes (vast numbers and varying types) --> Deception and Deportation --> "False Sense of Hope" --> Euphemisms and Wannsee Conference


  • Genocide / Committee on Conscience

We then brainstormed things that are connected to the above items but are going on today (and that people can do something about):


  • Immigration policy
  • Arrogance and pride
  • Racial Chauvinism (superiority)
  • "Me First" power struggles ("Aryan")
  • Peer Pressure and Action ("Evian Conference")
  • Police brutality
  • Stereotypes
  • (mis)Education ("Poison Mushroom")
  • Terrorism and Stereotypes

We then played a game called What Were They Thinking? to narrow the list down to the following three:


  • Genocide

  • Dehumanization/ human experiments

  • Bystanders

Each team from the game then drew/wrote a presentation about their topic, to persuade the others why theirs should be the one selected.

As David said to the teens to encourage them to brainstorm, "Imagine your dreams are possible."

When we got into the details, the youth raised concerns about the potential graphic nature of the material. Andre summed up the sense of the room: "It should be friendly enough for a Holocaust survivor to experience but informative enough for someone new to learning about the Holocaust."

We discussed the decisions made by the museum to put out a photo of hair rather than the hair itself. Also, in regards to representation - so important for Second Life - the museum does not put people in the shoes of the victim or the perpetrator.

After a rich conversation, we landed on the following topic: a replica of a synagogue - before and after - around Kristallnacht - the night of broken glass. You can see it both inside and outside. And it will be based on a real synagogue We will draw out the themes of genocide, dehumanization and bystanders through this one example. This raises the question: what can people do within the simulation - how do we provide options for people as bystanders and what are the impact of those choices?

[sl] Second meeting with the U.S. Holocaust Museum

Today was our second meeting with the U.S. Holocaust Museum's summer program. The focus today was on thinking about "designed experiences" and exploring examples from Second Life.

In teams the teens experienced and evaluated builds from the UNICEF contest on children's rights, the maze on sex trafficking from GK Summer Camp 2006, and the U.S. Holocaust Museum's photo exhibit about Darfur.

Afterwards, the youth listed elements they would like to emulate in their own builds and elements to avoid:

    Emulate:

    Audio - words will help understand better
    Including a role playing HUD
    Music - soundtrack
    Exploring the space
    Make the facts like BAM! Interesting to read
    Someone you can click on - a virtual tourguide

    Avoid:

    Not having audio
    Don’t hit people with too many facts they have to read
    Make sure all of the information is cohesive and related to one another
    Don’t make facts boring to read.

Finally, the youth used the same questions they used to think about designed experiences in Second Life to evaluate the exhibits they have learned to give tours for within the museum.

July 6, 2007

[sl] Summer Program Begins with U.S. Holocaust Museum

Global Kids was very excited today to kick off our summer program with the U.S. Holocaust Memorial Museum.

This summer Global Kids will work with a subset of their larger ambassador teen program to design and created an exhibit in Teen Second Life based on what they are learning through their program at the Museum.

For this first workshop this morning we introduced ourselves and the project to the 37 teens in the Ambassador program. One teen, Melanie, met us in Second Life, where we spoke by typing in the public chat and (we were told) the teens in D.C. could read what we were saying. Melanie followed us around and showed videos for us on YouTube.

Afterwards we met with the core group of 8 - Melanie still met with us in Second Life, showing on the screen, but this time we spoke to each other through a conference call.

We covered the Global Kids guidelines (pictured below), discussed the scope of the project, and mostly got to know each other better with some games.

We had some tech problems in the beginning - but what distance program doesn't - and overall got off to a great start!

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