Wednesday, January 27, 2016

9th Annual Virtual Worlds Best Practices in Education March 9-12, 2016

9th Annual Virtual Worlds Best Practices in Education will be held on March 9-12, 2016. This year's theme is Horizons.

The VWBPE Conference is a completely virtual conference that is conducted using simulated environments. Participants experience the conference through a virtual reality type setting including conference rooms, theatres, exposition halls, meeting spaces, and other types of venues similar to a brick and mortar type conference.

The conference is free to attend. The cost of the conference is covered by sponsorship and donations.

Registration Now Open

You can visit their site:
Facebook Group:
Twitter:  #VWBPE16 #VWBPE
Google + Community:
You Tube:

Pio just joined the conference as well the volunteer team. Also sent a proposal for an exhibition for the EFL for Peace project she works with her students at Dr. Rafael Belloso Chacin University. Still waiting for the acceptance of the proposal. She will let us know soon.

Hope to see you all.. Let's connect and share..!!!
See you inworld.

Pionia Destiny

EVO ViLLAGE 2016: An EVO session on Virtual Language Learning And Gaming Environment

Well, we are back in track. This time Pio is participating in this wonderful adventure of teaching and learning in virtual worlds. 

EVO Sessions

For five weeks in January and February, TESOL experts and participants from around the world engage in collaborative online discussions or hands-on virtual workshops of professional and scholarly benefit. These sessions bring together participants for a longer period of time than is permitted by land-based professional development conventions and allow a fuller development of ideas than is otherwise possible.

Sessions are free and open to anyone around the globe. It is not necessary to be a TESOL member or attend the TESOL Convention in order to participate. All you need is access to the Internet and choose a session from this year's offerings, Here you can find a list of the sessions: EVO Sessions 2016

Once again, virtual worlds is present in these sessions: EVO VILLAGE 2016 

This EVO session  focus on applying games in virtual environments such as Second Life or OpenSim, using ideas from f2f and transferring them to this 3D environment.

Participants learn to build, script, texture, and pack games into holodecks ready to take to students, and to create machinima to demonstrate how the games work.

This session is aimed at experienced language educators, language course designers, and webheads. Those without experience in Second Life are required to independently learn the basics of Second Life by watching a set of videos and conducting some simple tasks in-world. Those with little knowledge of Second Life are asked to learn some of the basics of Second Life using the following set of training videos created by Carol Rainbow.

They meet regularly twice a week on EduNation in Second Life, on Thursdays and Sundays at 8:30pm GMT.

You can find them here:
Interactive space Google+
Content space EVO ViLLAGE Wiki
Live meeting spaces  EduNation in Second Life (you must have Second Life installed to use this SLURL), OpenSim (Edutopia on and Adobe Connect for livestreaming and recording

This year Randall Sadler, Heike Philp, Carol Rainbow, Christel Schneider, Dennis Newson, Barbara McQueen, Edith Paillat, Shelwyn Corrigan, Ann Nowak, Helena Galani, Jens Kjaer Olsen, Doris Molero, Helen Myers, Hazel Workman, and Nuno Lanca. We'll be there to help educators learn and have fun designing games in virtual worlds for their students.

Activities and Dates

Well, Pio will be enjoying seeing her dear friends again and learn a few new tips on how to enhance education in virtual worlds.

Keep shining love and peace!

Thursday, March 27, 2014

Second Life MOOC - April 1 - 30, 2014

Spread the word

You’re invited to first Second Life MOOC of its kind on WizIQ on April 1. 2014. The theme of the MOOC is Learning and Connecting Online for Instruction and Learning using Second Life. (click here to acces the course).

The MOOC will focus on connecting online for collaborative learning and teaching through Second Life. The live presentations will include the speakers’ reflective process on teaching and learning in fully online and blended learning formats.

Second Life MOOC will also include courses for beginners and advanced Second Life participants. The courses will be asynchronous (Moodle) and synchronous (WizIQ & Second Life) with recordings on WizIQ, Google Drive, YouTube, and Vimeo.

There will be three learning areas: WizIQ course area, Second Life, and Moodle for Teachers (M4T) Moodle website. The live online sessions and recordings, tutorials (courseware) and ongoing discussions (coursefeed) will be available in the WizIQ course area.

Second Life Mooc will be also posting and sharing through the Twitter Hashtag: #SLMOOC2014

Unlike the traditional MOOCs that stress content and course delivery, Second Life MOOC will focus on active learning, reflection, sharing, and collaboration. The aim of the course is for the participants to learn through meaningful connections and social interactions. Participants who wish to receive a certificate of participation will be required to document their learning experiences by keeping a blog, wiki, website, or any other artifact that will include a description and reflection of the live sessions and/or recordings.


You will get ongoing support from the organizers of the MOOC, from the course feed on the course, and from

Participants will be able to ask questions in advance and throughout the course in the courseware in the WizIQ course area. The live online classes will be recorded for future reference, so don't worry if you cannot attend or if you'd like to review the content.


The workload for the MOOC includes participating or viewing the recordings of the live session and developing a reflective artifact in the form of a blog, wiki, google drive doc, website, web page on a website and so on to sustain the information relevant to your needs and your learning experiences. In addition, participants will be able to learn to manage a Moodle website as a teacher or manager.
Certificates of Completion

Participants, who are active on the coursefeed (discussions), attend all and/or view the recordings of all the sessions, reflect and write about the live sessions and share the link of their activities (blog, wiki, Moodle, facebook and other social networks) will be eligible for a certificate of completion. This aspect of the MOOC is ongoing, but time-based. Participants will add the links to their blogs posts in one of the Moodle courses (M4TB or M4TNB). The due date for the reflective practice is April 30, 2014.

List of Presentations | WizIQ SL Area | Moodle Course Area | YouTube Playlist | Second Life Area

Team of Facilitators

The MOOC and the live online classes is organized and coordinated by Drs. Nellie Deutsch, Doris Molero, and Nancy Zingrone and facilitated by a team of facilitators. Volunteers are welcome to join and help facilitate the event.

Getting Started

In order to access the presentations in Second Life:

Create a free account in Second Life
Get an avatar and download a viewer. We recommend The Firestorm viewer
Visit the quick start guide for more info on basic skills to get started.
This is a short video.. follow the advice of Christel Schneider on how to register and get an avatar in SL

Well, I hope to see you all inworld or in WIZIQ.

Keep shining love and peace!

Pionia destiny

Virtual Worlds Best Practices in Education Connections: April 9-12, 2014

Well, we are back... VWBPE is back.. this year.. "Connections" is the word and spirit we'll be sharing- The conference is being held from April 9-12th, 2014 using three immersive environments including Second Life, OSGrid, and CloudParty.

Virtual Worlds Best Practices in Education is a global grass-roots community event which focuses on education in immersive virtual environments. This open conference is organized by educators, for educators, to provide an opportunity to showcase the learning that takes place in this community of practice.

Last year conference was brilliant.. this year, it's looking wonderful, too. Here, you can visit some of the different sites and social media tools the conference offer for you to get more information on the marvelous things going on next April 9-12th.

You can visit their site:  
You Tube:

Hope to see you all.. Let's connect and share..!!!
See you inworld.

Pionia Destiny

Saturday, August 31, 2013

Is a Metaverse a Video Game?

Machu Pichu
Pio is really happy that Latin American universities are working to promote virtual worlds as tools to empower education. That's the case of the Proyecto de Mundos Virtuales - Second USMP of the  San Martín de Porres Univeristy in Perú.  The USMP has been in Second Life since 2008

The have recently started a series of 3d interviews that have as venue their campus in Second Life.  San Martin de Porres University features a simulation of the beautiful  Citadel of Machu Pichu  the legendary Inca´s Village, one of the 7 new marvels of the world. The first interview topic explores  Metaverses..  by asking the question .... Is a metaverse a video game? 

In this opportunity, Max Ugaz (Maximo Eames) Director de Second USMP
Amparo Cervantes A. (Amparo Delvalle) Investigadora en Mundos Virtuales and 
Fernando Pascual (Nandi Saenz) Desarrollador en Mundos Virtuales discussed on the topic. 

You can visit their channel YouTube USMP 3D Televisión and find multiple resources. 

In the discussion they try to define some key concepts.. Metaverse, virtual worlds, virtual reality and video games. Researching here and there, Pio found the definition provided by The Metaverse Roadmap organization.. they say.. 

What happens when video games meet Web 2.0? When virtual worlds meet geospatial maps of the planet meet pervasive web video? When simulations get real and life and business go virtual? When you use a virtual Earth to navigate the physical Earth, the internet swallows the television, and your avatar becomes your online agent? What happens is the metaverse.
Los metaversos son entornos donde los humanos interactúan social y económicamente como iconos, a través de un soporte lógico en un ciberespacio que actúa como una metáfora del mundo real, pero sin las limitaciones físicas allí impuestas.

Virtual words exist in the metaverse.. according to the VWBPE, A virtual world is an online community that takes the form of a unique environment through which users can interact with one another and use and create ideas irrespective of time and space. Virtual worlds can be either 2D or 3d. They may be co-located or distributed. The core aspect that defines a virtual space is that a virtual environment provides a uniquely shared space for emerging relationships and serves as a foundation for the development of knowledge creation and sharing.

Un mundo virtual es un tipo de comunidad virtual en línea que simula un mundo o entorno artificial inspirado o no en la realidad, en el cual los usuarios pueden interactuar entre sí a través de personajes o avatares, y usar objetos o bienes virtuales.

Para ser un mundo virtual, se requiere un mundo en línea persistente, activo y disponible 24 horas al día y todos los días. Mundos virtuales son hechos para que los usuarios vivan e interactúen, generalmente en tiempo real. Los personajes, o avatares, son representados por gráficos en 2D, 2,5D o 3D según el mundo virtual.

Virtual reality (VR) is a computer-simulated environment that can simulate physical presence in places in the real world or imagined worlds.

Realidad virtual es una ciencia basada en el empleo de ordenadores y otros dispositivos, cuyo fin es producir una apariencia de realidad que permita al usuario tener la sensación de estar presente en ella.

A video game is an electronic game that involves human interaction with a user interface to generate visual feedback on a video device. 

El videojuego está creado para el entretenimiento en general o para el desarrollo de disciplinas profesionales, educativas o de salud y basado en la interacción entre una o varias personas por medio de un controlador y un aparato electrónico que ejecuta dicho videojuego;  este dispositivo electrónico puede ser una computadora, una máquina arcade, una videoconsola, un dispositivo portátil (un teléfono móvil, por ejemplo) los cuales son conocidos como "plataformas". Aunque, usualmente el término "video" en la palabra "videojuego" se refiere en sí a un visualizador de gráficos rasterizados, hoy en día se utiliza para hacer uso de cualquier tipo de visualizador.

Congratulations to the USMP on this new educational adventure... we'll keep in touch and follow these interesting discussions.

Well, Keep on shining love and peace, everyone.
Pionia Destiny

Friday, August 30, 2013

An interview for the Pontificia Universidad Catolica del Peru (PUCP)

Pio's friend Carmel Quinzet (Carmen Quintana de Solar) de la Pontificia Universidad Catolica del Peru (PUCP) invited her for a little chat with her classmates. She wanted to know about Pio's work in Sl as an educator. 

Since URBE EFL Center in SL is moving to a new place, probably to Edunation, soon. They improvised a sitting place at the PUCP sandbox. There, Pio rezzed some of her students poster on their latest project "My Face for Peace and Avatars for Peace". Carmel wanted to know how we integrated virtual worlds in our EFL class in a traditional face to face setting.

Pio told her that there were different things to consider before integrating Sl in her classes. We use Sl as any other tool, it's just a mean to introduce, model or present some skills or contents related to the syllabus in the class. Our classes are traditional face to face classes that integrate technology to enrich the educational experience. The philosophy behind this is that students should learn with the tools of the time they are living. In order to do this, a change of mind is needed in how we consider education. So, creating a community of practice, connecting to others, thinking critically, disrupting traditional ways, socializing, creating products, designing our own spaces, facing chaos,  finding our way in a chaotic world,  getting literated , having F.U.N are the goals to achieve. 

We use different kind of tools and we interact in both worlds.. physical and virtual.. both require different skills and literacies.. Also, when activities and events are planned, they will depend on the group participating in the experience. Flexibility and adaptability are key. Also, skills the students have, newbies will be newbies and we'll required more help. Students with more experience, mostly gamers will come handy supporting their peers. 

Sl can be tricky what works at the moment  won't work a minute later. that's when having different channels and tools will save the day.  

We also talked about our latest project "My face for Peace and Avatars for peace" and a project where my graphic design students conducted in world in SL and in our f2f class. This is a presentation Pio gave to the San Martin de Porres University in a conversatorio she was invited back in 2012.

After the interview was over Carmel invited Pio to come see Jayjay Zifanwe from the UWA. She was interviewing him, too. It was a good thing she went there because she could help Carmel with her English and ended up being sort of a emergent translator.. :)

It was a great experience to meet educators from Southamerica wanting to learn about how to teach in a virtual world.  Thanks to Carmel and her classmates. Thanks to Jayjay for sharing the news of a new project called Freedom where handicapped artists from the world  will have the chance to show their work..... ahhh that's another post.... to come... ooops.... :)

Keep on shining love and peace!
Pionia Destiny a.k.a Doris Molero

Sunday, July 28, 2013

VWBP 2013 - Beyond the Stage

Virtual Worlds Best Practices in Education as described in their site, is a global grass-roots community event which focuses on education in immersive virtual environments.

What qualifies as a virtual world?

A virtual world is an online community that takes the form of a unique environment through which users can interact with one another and use and create ideas irrespective of time and space. Virtual worlds can be either 2D or 3d. They may be co-located or distributed. The core aspect that defines a virtual space is that a virtual environment provides a uniquely shared space for emerging relationships and serves as a foundation for the development of knowledge creation and sharing.

Examples include Second Life, OpenSim, Unity, Facebook, LinkedIn, Twitter, Pinterest, World of Warcraft, Eve Online and many others. These virtual environments are characterized by an open social presence and where the direction of the platform’s evolution is manifest in the community. This is unlike systems such as WebEx, Sococo, VenueGen, and other platforms which are focused on more utilitarian purposes to a closed audience.

This open conference is organized by educators, for educators, to provide an opportunity to showcase the learning that takes place in this community of practice. But it can also be enjoy it by anyone who has any interest on virtual worlds, education, innovation, creativity, changing the world or is a long life learner....

There, innovative educators share their achievements and challenges that they face in enhanced learning technology as well as their vision of future collaborative learning in virtual worlds and games.

This year, the conference covered across virtual worlds and hosted presentations in Second Life, OpenSim/Jokadia, and Cloud Party.

Here, you can watch and listen to the great presentations shared during the event.

Watch live streaming video from metaversetvbusiness at

This was the Opening keynote from Gentle Heron of Virtual Ability


Closing Keynote - Dave Cormier

 There were so many wonderful activities, presentations, poster exhibitions to attend was impossible to see everything... But this kind of effort is much more productive than a real life conference in the terms that everything that was shared is going to continue being shared for years.... an opportunity to come back and reflect on ideas, voices, images, dances, memories of people working together to share what they can to contribute in different ways.. so it's available for anyone in the best way they can learn from it.

Pio was just delighted walking around... she has planned to be in the volunteering team... but life and its usual unpredictableness came and broke the plans of a planned organized volunteering.. instead she just showed up in the event and said here I am if you need me and just walked on enjoying and helping everyone in anyway she could..

Chaos, serendipity and F.U.N was what she got. Her experienced on working on last year volunteering team covered the bare necessities of functioning effectively while enjoying the event.

She could get to places early so photos were possible... Lag didn't bother her much..  better graphic card is on her xmas list for this year... hopes, she can get it.. This allowed her to relax and enjoy the many artifacts of knowledge present everywhere she went. If you want to look at some of them .. you  can visit Pio's page in Facebook for silly non professionally taken photos..... Here part 1.... Here part 2

Well, Pio is still walking around the many resources there are left after so much shared... So, she will be posting more of her reflecting, findings, collecting, curating, commenting, feelings, .. keep reading.. leave a comment, too... What's written here's mostly to help Pio keep track of the places she's been to... but it will be great to have little conversations once in a while...

Keep shining love and peace!