October3
Hello everyone!
We have been making great progress on a particularly cool new feature in Sloodle 2.0, and the Avatarclassroom which will bring real quest based roleplaying mechanics for educators to the Virtual World of Second Life. It’s called, The Sloodle Backpack, and acts as a virtual inventory for each user interacting in roleplays and quest based learning adventures.
To explain how the Sloodle Backpack works, Edmund Edgar and I have developed a prototype “Magic Plant” which uses the backpack technology. The mechanics of the magic plant can be understood simply as a roleplay “pattern”, which, when abstracted, can be applied to other quest based situations.
The magic plant, when rezzed in-world and touched, first checks, behind the scenes, if a user’s backpack contains any water. If not, it complains to the user that it needs water, so they better go and collect
some… The user in Second life therefore, has to wonder around the sim, to find water units, which also interact with the backpack inventory system. When a water unit is found (which could be a waterfall for example) the user touches it. The script inside the waterfall then adds a water unit to the users backpack inventory. When the user returns to the plant and touches the plant, the user will receive a response that the plant has been watered! (And the userbackpack inventory will be updated. Currently, the contents of a users backpack inventory can be viewed once logged in to the connected Moodle website. In the very near future however, we will be providing a Shared Media HUD which each user can wear in order to see their backpack contents.
Upon watering the plant five times, the plant will offer a magical flower to the user, which also gets added to the users’ backpack inventory . The user can then use the flower to do additional tasks in the roleplay.
This prototype was developed to specifically outline the type of gaming mechanisms or “patterns” that can now be constructed and used Second Life with Sloodle 2.0 technology.
I have outlined it in detail below:

Example Magic Plant Pattern
Input: 5 touches
Output: Give Magic Flower
Condition: User must have 1 water unit for each touch
Slurl: http://maps.secondlife.com/secondlife/English%20Village/104/208/152
MORE ADVANCED PATTERNS
Inputs
Object X receives input from the user. The input can set accept one of the following inputs from the user:
- A touch
- A sentence
- An answer to a question
- Walking within Y meters of the object
- Walking through the object
Outputs
The object then can be configured to react to the above input. The reactions can be:
- Award X items to the user’s backpack as a result of an input
- Say something on chat
- Play a sound (must be less than 10 seconds)
- Open a webpage
- Change color
- Give something to the user
- move to another location
- give a notecard
- give a landmark
- do a particle effect
Conditions
The following conditions can also be added to this item:
Only do the above output IF the user has Y currency in their backpack
Only do the above output after it has received N inputs from the user
Only do the above output if it has received an input between a specific time
Only do the above output once per user
Only do the above output once per user per day
I think a great exercise for students who want to learn how to build quest based simulations, or for an educator wanting to build a quest based simulation using patterns, would be to participate first, in a simple roleplay in Second Life which has already has these gaming mechanics set up as an example. I will work hard to set this up for you at English Village. After a quest has been attempted, the next step for the educator, would be to design their own quest based roleplay using their own patterns.
An easy way to do this would be to create a storyboard using forms to clearly specify which patterns are to be used, and how they fit into the story.
Try to design a roleplay with 3 separate tasks your players must complete to reach a goal. Possible deliverables for this assignment could be:
Student Assignment
1) A Background story
2) A description of tasks players are to complete
3) A list of Patterns that will be used to support the quest
Example Background Story
After many years, the students who were once trapped on Devil Island decided that they should have a reunion and meet for a weekend to reminisce of their adventure on Devil Island. So they decide to go on a camping trip which would last the weekend. One night however, when they are all gathered around the campfire, a huge vortex materializes in front of them, just above the fire. It is a vortex BACK to devil island. One by one, each student is PULLED into the vortex, and once again – they find themselves TRAPPED on devil island.
This time however, Devil island has CHANGED! It seams that Dr. Mo’s scientific experiments have caused a great disturbance to the island – GRAVITY has been affected! Huge chunks of rock have formed together, and have created FLOATING islands in the sky! The strange thing that is learned very quickly by the students, is that SOMEONE has already been there. Strange Zip lines have been built, connecting each island for travel. WHO was here? Why have they been brought back once again to Devil Island? How will the students return home?
Collaborative TASK 1:
At the top of the first floating island, students find a broken map, and a diary. They must read the diary, put the map together to see what it displays. The map has six X’s marked on it.
Location of plant 1
Location of plant 2
Location of plant 3
Location of Cauldron
Location of scuba gear
Location of underwater chamber
(These marks will not be labeled, but will be ordered to add fun, excitement, and mystery to the game)
They must now go to the first plant!
Collaborative TASK 2: Get a flower from Plant 1, Plant 2, Plant 3
When the students find the first plant, they learn that it needs water. To water the plant, water must first be collected. (Water units are Avatar Classroom scene objects which are placed around the island, that when touched, place 1 unit of water in the users backpack inventory. The students must therefore find the water units and water the plants. Once a plant has been watered 5 times, it will produce a flower. The flower will be added to the users backpack inventory. Once all plants have been visited, and flowers have been obtained, the students must find the cauldron at the next point on the map.
Collaborative TASK 3: Locate the cauldon, and place the plants inside in the correct order.
When they find the cauldron, the students also find a recipe book, which explains that the flowers can be combined to produce a magic oil. The students must however, place the plants in the magic cauldron in the correct order. The order is listed in the recipe book… unfortunately, it can not be read though, because the diary is in poor condition. If the oil is made incorrectly, it will not be powerful enough to for the next collaborative task which is…. EVADING HUNGRY SHARKS and DEADLY Octopus.
Collaborative TASK 4: Put the oil on the diving suits.
In the recipe book is also a note which explains that there exists an underwater chamber which houses a teleporter that will allow them to escape the island and complete their mission.
In order to get to the chamber, they will need to acquire diving suits which are located in a lighthouse on the island. Once the diving suits are found, oil must be applied to the suits so that when swimming, they can evade killer sharks and killer octopus which guard the chamber. The order in which the students placed the flowers in the cauldron in the previous task, will determin how many times they get attacked underwater!
Collaborative TASK 5: find the chamber key, Swim to the chamber, and open the chamber door
Once the diving suits have been obtained, the students must follow the map to the chamber. When the students find the chamber, they will learn that they need a key to get in! A sign at the door will say: “Did you forget the key? Its inside Dr. Mo’s pocket in the lighthouse! So the students wil have to go back to the lighthouse and try again!
Collaborative TASK 6: Once inside the chamber, activate the teleporter
Once the users have finally made it inside the chamber, they can teleport off the island and complete the mission!
Feedback
I hope this example helps to illustrate how quest based roleplays can be created in Second Life using simple gaming patterns which the new Sloodle 2.0 tools now provide. Sloodle 2.0 is currently in alpha mode right now, so please note that we are not completely bug free yet. To download Sloodle 2.0, please visit http://sloodle.org. If you would like to set up a roleplay as described, but don’t want the hassle of installing and configuring Sloodle or Moodle on your webhost, you might consider trying out our Avatar Classroom – at http://avatarclassroom.com – its a TURN KEY Moodle / Sloodle Solution. Once you rez the Avatar Classroom on your island, our servers will AUTOMATICALLY GENERATE AND HOST a Moodle website at the subdomain of your choosing at http://yoursubdmain.avatarclassroom.com, as well as AUTOMATICALLY CONNECT the classroom in Second Life to your Moodle Website. We’ve created the turn key solution specifically for educators that want to get up an running quickly!
Thanks for reading my post! Please let me know what kind of Quest based adventures you come up with to intrinsically motivate students!