Title: It
1Its all fun and games until someone loses an
avatar.
- Library instruction in a 3D virtual world
Denyse Rodrigues May 2007
2What is Second Life?
3 The buzz . . .
- Everyones in SL
- Business large and small
- Non profits
- Universities and colleges
- Government interest
4The 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?
5Research 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
6Research 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)
7The 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.
8The 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
9SL 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
10SL 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
11Scavenger hunt Crayon public relations firm in
SL
12Scavenger hunt Aspects of Learning
13SL 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
14SL 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
15SL 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
16SL 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
17Expectations and realities . . .
18Expectations 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
19Expectations and realities Griefing and
intrusions
- No instances of harassment
- A couple of avatars politely asked to be included
in our conversation
20Expectations 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
21Expectations 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
22Expectations 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
23Expectations 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
24Expectations and realities High levels of
engagement
- A high level of engagement among students and
instructors - Reactions were both pro and con
25Things to consider . . .
26Considerations 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
27ConsiderationsAvatars
- How does real life affect online identities?
- How do you decide what/who is legitimate?
- What are the implications for the classroom?
28ConsiderationsCollaboration with faculty
- Worked together previously
- Trust
- Roles well defined
- Good communication
- Debriefed after each SL class
29ConsiderationsResources 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)
30ConsiderationsCosts
- 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)
31Next 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
32Whats next?
- MSVU storefront
- Services by request of faculty and/or students