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It

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Its all fun and games until someone loses an avatar' – PowerPoint PPT presentation

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Title: It


1
Its all fun and games until someone loses an
avatar.
  • Library instruction in a 3D virtual world

Denyse Rodrigues May 2007
2
What is Second Life?
3
The buzz . . .
  • Everyones in SL
  • Business large and small
  • Non profits
  • Universities and colleges
  • Government interest

4
The beginning
  • Could a small academic library with no budget
    and little experience in SL effectively use this
    platform?
  • Is there any research on the use of SL for
    academic purposes?
  • Do any of our faculty members have an interest?

5
Research Second Life for Academic purposes
  • being used as a service point for both business
    and universities
  • differentiated from other online gaming
    environments and redefined as a community space
  • systematic research to define Second Life as a
    platform for course delivery has not yet been
    published

6
Research MMOs in education(Massively
Multiplayer Online environments/games/worlds)
  • Helps develop the motivation for an extended
    engagement that is crucial to mastering a
    complex body of knowledge (Gee, 2004).
  • Students learn in a flow state where they are
    not just passive recipients of knowledge, but
    active learners who are in control of the
    learning activity and are challenged to reach a
    certain goal (Peng, 2004)

7
The course
  • Employee relations/internal communications
    taught by Dr. DeNel Rehberg Sedo
  • Objectives
  • evaluate this new teaching and learning
    environment and
  • help students better understand how to critically
    evaluate the various communication tools and
    social environments available to them in the
    workplace.

8
The classes
  • 4th year cohort
  • 2 sections with 25 students each
  • 6 class meetings in Second Life
  • Reasons for use of Second Life clearly outlined
    in syllabus
  • Recording and posting of SL class logs to course
    site clearly stated
  • Evaluation included working on group wikis and a
    final research paper

9
SL Class 1Introduction to CULTURE in Second
Life
  • Location everyone in a computer lab
  • This class started with a presentation on how SL
    is being used by business and educational
    organizations.
  • Avatar behaviour and classroom codes of conduct
    discussed
  • Students signed up for avatar and completed the
    SL orientation

10
SL Class 2Scavenger hunt
  • Location everyone in a computer lab
  • SL environment Outdoor auditorium on Info
    Island.
  • Continued to orient students to SL via a
    scavenger hunt which took them to business and
    educational sites
  • Formation of groups using SL groups

11
Scavenger hunt Crayon public relations firm in
SL
12
Scavenger hunt Aspects of Learning
13
SL Class 3Small group work
  • Location most in a computer lab, a few students
    signing in from home
  • SL environment Talis Library, Cybrary City
  • Students met in small groups to generate and
    discuss questions for a guest speaker
  • Questions later posted to group wiki

14
SL Class 4Meeting with CC Chapman
  • Location most in a computer lab, a few students
    signing in from home
  • SL environment U-Turn Café by invitation of CC
    Chapman
  • Guest speaker CC Chapman, VP New Marketing,
    Crayon (Public Relations firm)
  • Issues of how to evaluate information sources
    emerged as a theme in student questions and
    discussions

15
SL Class 5Library research presentation
  • Location most in a computer lab, a few students
    including myself signing in from home
  • SL environment Parvenau Tower, Info Isand
  • Lack of in-world browser resulted in a more
    traditional lecture/question period style approach

16
SL Class 6Class discussion
  • Location most in a computer lab, a few students
    including myself signing in from home
  • SL environment Canada Nexus, Cybrary City
  • Class discussion on ethics based on class reading
    list

17
Expectations and realities . . .
18
Expectations and realities Web savvy students
  • Most well versed in chat, email, and social
    networking
  • Unfamiliar with second life
  • Several students at first uncomfortable with
    gaming nature of the environment

19
Expectations and realities Griefing and
intrusions
  • No instances of harassment
  • A couple of avatars politely asked to be included
    in our conversation

20
Expectations and realities Technical learning
curve limitations
  • Steep learning curve
  • Controlling your avatar
  • Creating groups
  • Recording logs
  • Working with scripts and objects
  • Troubleshooting with students
  • Not always a stable platform
  • time lags, teleporting problems

21
Expectations and realities On-campus option
would mitigate some technical difficulties
  • Lab required SL software to be installed every
    class
  • Assistance essential for the first 2 classes
  • Allowed for troubleshooting and face-to-face
    assistance during orientation session
  • Some students found communicating online while
    being in a shared physical space disconcerting
  • After first 2 classes some students logged in
    from home or other labs

22
Expectations and realities Course content was
integrated with use of SL
  • Took a couple of sessions for a comfort level
    with the environment to develop
  • Some students were concerned by time spent in SL
  • More focused on grades
  • Some students saw the connections, enjoyed the
    element of play and the opportunities to
    experience the new environment

23
Expectations and realities Meeting in virtual
environment would mitigate some in-class
inequities
  • Some students reported group conversations were
    too fast paced for them to participate
  • Some students reading the other groups
    transcripts reported that they were not able to
    identify the true identity of the participants
  • Opinions were sometimes stated a bit more
    strongly in SL then in regular class discussions

24
Expectations and realities High levels of
engagement
  • A high level of engagement among students and
    instructors
  • Reactions were both pro and con

25
Things to consider . . .
26
Considerations Risk taking
  • Both very stressful and exciting
  • Increased need for facilitation and support
  • Takes time
  • Newness of the environment seem to invite a
    questioning and critical climate
  • the newness of SL will fade so important to
    continue to expose students to new technologies

27
ConsiderationsAvatars
  • How does real life affect online identities?
  • How do you decide what/who is legitimate?
  • What are the implications for the classroom?

28
ConsiderationsCollaboration with faculty
  • Worked together previously
  • Trust
  • Roles well defined
  • Good communication
  • Debriefed after each SL class

29
ConsiderationsResources and support
  • Second Life Library on Info Island I II
  • Librarians were tremendously generous with time
    and resources
  • Tours and orientation sessions
  • Free educational scripts and tools available
  • Space can be booked (Lori Bell/Lorelei Junot)
  • Administrative collegial support
  • supportive workplace and University Librarian
    (Donna Bourne-Tyson/Laken Burns)
  • MacMaster SL librarian (Krista Godfrey/Danu
    Dhalstrom)

30
ConsiderationsCosts
  • Less than 1 Can.
  • 250 Linden 1 U.S.
  • Avatars free
  • Space free courtesy of the kind generousity of
    the Info Island Library
  • Groups 90 Linden
  • (9 groups _at_ 10 Linden each)
  • PowerPoint presentation - 110 Linden
  • (11 slides _at_ 10 Linden each)

31
Next time?
  • Have students do a bit more research before
    entering the space
  • Leave class related learning objects in SL for
    students or try Sloodle
  • Focus more on small group activities and
    discussions
  • Reinforce learning objectives in each class

32
Whats next?
  • MSVU storefront
  • Services by request of faculty and/or students
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