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.
The core schedule of events for the conference has been officially announced, and highlights include (all at the main auditorium and times SLT, unless otherwise stated):
- March 31st:
- 08:00-08:50: Kick-off event at the VWBPE Gateway.
- 11:00-11:50 SLT: What’s up at the Lab? with Patch Linden and hosted by Kevin Feenan (Phelan Corrimal), VWBPE Director; Rockcliffe University Consortium.
- April 1st:
- 08:30-08:50 SLT: Keynote address – Randall Sadler, Professor of Computer-Assisted Language Learning Telecollaboration (incl. Virtual Worlds and Virtual Reality
- April 2nd:
- 18:00-19050 SLT: Closing ceremony.
This might sound like a brief set of highlights, and direct keynote events are limited this year, but the conference more than makes up for this in the range of presentations, workshops and education-focused Above the Book sessions that are to be held – so be sure to check out the schedule in full.
Call For Volunteers
Volunteers are still being sought to help with the conference. The organisers are looking for people willing to get involved in the following areas:
- Event hosts.
- Steaming support.
- Technical support.
Those wishing to give of their time should visit the volunteer page and look at the tabs and then click on the volunteer button.
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.