added value of second life for learning & teaching

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Second Life Perceived Added Value for Education & Learning Results of my exploration © Joop van Schie Bett 2009

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Presentation Seminar SL Bett2009 in London UK

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Page 1: Added Value of Second Life for learning & teaching

Second LifePerceived Added Value

forEducation & Learning

Results of my exploration

© Joop van SchieBett 2009

Page 2: Added Value of Second Life for learning & teaching

1.

Welcome to this seminar on Second Life. I am very pleased with your interest and hope to fulfil your expectations.

This is my colleague Joop Zuhal. In fact he has done all the work, I merely supported him as his secretary.

Joop and I will try to give you an overview of our work in Second Life and share our conclusions.

Second LifePerceived Added Value

forEducation & Learning

Results of my exploration

© Joop van SchieBett 2009

Page 3: Added Value of Second Life for learning & teaching

© Joop van SchieBett 2009

Page 4: Added Value of Second Life for learning & teaching

2.

I have been involved with Educational Technology since 1981, the Ministry of Education asked me to do international surveys in 1994 and its very likely that I ve been in your part of the world at some time.

I worked for Kennisnet, the Dutch NGFL as a spotter/scout till 2002 and since then back in my College.

I am• Once a Teacher, always a … ;• Web – surveyor since 1994;• E-learning consultant; and• Puppeteer;• “Troubled with” an inquisitive mind,• And a “hyper active.”

Page 5: Added Value of Second Life for learning & teaching

I am• Once a Teacher, always a … ;• Web – surveyor since 1994;• E-learning consultant; and• Puppeteer;• “Troubled with” an inquisitive mind,• And a “hyper active.”

Page 6: Added Value of Second Life for learning & teaching

3.

Are there among you that do not fit this description?

and if so, would you like me to give attention to that in my story?

Since you’ re here you are ?

• Interested in technology, but maybe somewhat reluctant to use MUVE(s)*

• In the learning and/or teaching trade and very likely curious enough to consider a try in Second Life;

• …?

*Multi User Virtual Environment(s)© Joop van Schie

Page 7: Added Value of Second Life for learning & teaching

Since you’ re here you are ?

• Interested in technology, but maybe somewhat reluctant to use MUVE(s)*

• In the learning and/or teaching trade and very likely curious enough to consider a try in Second Life;

• …?

*Multi User Virtual Environment(s)© Joop van Schie

Page 8: Added Value of Second Life for learning & teaching

4.

The majority of my partners work in the US in educational institutes, and/or is committed to a project (e.g. GlobalKids),

Some come from Western Europe, some are Dutch. Our conversation was in English,

In 2007 there was an estimate of 5000 Avatars occupied with educational activities in SL, 92 of them reacted to my invitation for an interview.

Which makes you very much likethe 50 people I interviewed

• Teachers, lecturerers, professors;• Members of (e) learning

projectteams;• Educational technologists;• Artists, pioneers, policymakers,• …

Full overview on www.kennisnet.nl/onderzoek/© Joop van Schie

Page 9: Added Value of Second Life for learning & teaching

Which makes you very much likethe 50 people I interviewed

• Teachers, lecturers, professors;• Members of (e) learning

projectteams;• Educational technologists;• Artists, pioneers, policymakers,• …

Full overview on www.kennisnet.nl/onderzoek/© Joop van Schie

Page 10: Added Value of Second Life for learning & teaching

5.

During half time you will have the chance to ask questions,

if it is really urgent and you cannot wait….please ask

Now let’s satisfy your curiosity..

• In the Multi User Virtual Environment Second Life;

• On the Reasons ordinary people and teachers spend time in Second Life.

Page 11: Added Value of Second Life for learning & teaching

Now let’s satisfy your curiosity..

• In the Multi User Virtual Environment Second Life;

• On the Reasons ordinary people and teachers spend time in Second Life.

Page 12: Added Value of Second Life for learning & teaching

6.

A very brief introduction to the technology itself, a bit more on the networking tools,

I would like to say something about the real nature of Second Life as I experienced it,

And of course about the outcomes and my conclusions.

Index to the presentation

• Some technological notes;• Birdseye-view Second Life;• My experiences• Results of the interviews• Conclusion

± 30 minutes

Page 13: Added Value of Second Life for learning & teaching

Index to the presentation

• Some technological notes;• Birdseye-view Second Life;• My experiences• Half time questions• Results of the interviews and the mini - conference• Conclusion• Questions left

Intend to stop after ± 35 to 40 minutes

Page 14: Added Value of Second Life for learning & teaching

7.

Although it might look otherwise Second Life is a fairly simple tool. Its complexity comes from the integration of visual elements and fairly easy tools to communicate.

Second Life is a great tool to make things, to build, to shoot movies, to take pictures and wandering around.

Flying is fun and it’s silly to buy machines like a car or a helicopter, like I did !!

SL Practical Equipment

Tools for:

• Building and modelling: direct & scripted• Moving: walk, run, fly & teleport• Capturing: stills & moving• Storage: objects, files & landmarks• Communication: see next page

Page 15: Added Value of Second Life for learning & teaching

SL Practical Equipment

Tools for:

• Building and modelling: direct & scripted• Moving: walk, run, fly & teleport• Capturing: stills & moving• Storage: objects, files & landmarks• Communication: see next page

Page 16: Added Value of Second Life for learning & teaching

8.

The communication tools are, in my viewthe most important tools in Second Life:

-Simulation: for information

-Instant Messaging: for private communication

-Local chat: for public conversations

-Notecards: for internal (group) e- mail

-Maps and history: for navigation and archive

SL ‘Social’ Technology

• Simulation• Instant Messaging• E- mail• Notecards• Audio, Video – Presentation• Mapping• History

Page 17: Added Value of Second Life for learning & teaching

SL ‘Social’ Technology

• Simulation• Instant Messaging• E- mail• Notecards• Audio, Video – Presentation• Mapping• History

Page 18: Added Value of Second Life for learning & teaching

9.

Second Life is not the only virtual world, as you see its not a game, you might compare it, in terms of technology and possibilities, with World of Warcraft (wargame), Spore (serious game),

Maybe that is why some want to call it a Serious Game,

I prefer to call it a Playground as it has a playful character, but misses the persuasion of a game.

It is not a game

• No story;• No players;• No hierarchy;• No rules;• No aims.

Page 19: Added Value of Second Life for learning & teaching

It is not a game

• No story;• No ‘real’ players;• No hierarchy;• No rules;• No aims.

Page 20: Added Value of Second Life for learning & teaching

10.

The only real difference between a virtual world like Second Life and a game is that it misses

narrative driven goalsAs in Real Life !! Allthough some people seem to think otherwise, I do not think Real Life, as I know it, as a game

But if it’s not a game….!?

A SOCIAL VIRTUAL WORLD has game-like immersion and

social media functionalitywithout narrative driven goals.

At its core is a sense of presencewith others at

the same time and place

Nick Wilson on Metaverse.org

Page 21: Added Value of Second Life for learning & teaching

But if it’s not a game….!?

A SOCIAL VIRTUAL WORLD has game-like immersion and

social media functionalitywithout narrative driven goals.

At its core is a sense of presencewith others at

the same time and place

Nick Wilson on Metaverse.org

Page 22: Added Value of Second Life for learning & teaching

11.

WII: a combination of real-world and computer-generateddata (virtual reality)

Google – Earth: combination of satellite - images, geographical maps and computer – data

Twitter: a combination of smartphone, textmessaging and computer – data

Second Life: a combination of virtual reality and communication tools: text and audio

Classification

Being an intimate simulation,Second Life is considered to be a virtual world.

WII Twitter

Google Earth

© http://www.metaverseroadmap.org/

SL

Page 23: Added Value of Second Life for learning & teaching

Classification

Being an intimate simulation,Second Life is considered to be a Virtual World.

WII Twitter

Google Earth

© http://www.metaverseroadmap.org/

SL

Page 24: Added Value of Second Life for learning & teaching

12.

Second Life is for those that take the daring step to continue visiting a thrilling new environment to meet other people,

For people with a physical handicap or chronic disease it can become the only place to move, to to meet and to mingle,

For some it is a mean to discover themselves in a new and exciting way.

The Meaning of Second Life

Page 25: Added Value of Second Life for learning & teaching

The Meaning of Second Life

Page 26: Added Value of Second Life for learning & teaching

13.

Before we take some minutes for questions, if this first part stimulated you to visit Second Life, you may find this blog a useful tool to assist you in your travelling.

It is written as travel – guide: an image, a small note and an adDress to travel to.

If you have opened the Second Life – client and click the image it will bring you there

At least…………if the place still exists!!

Aggiornamento - II

http://aggiornamento-ii.blogspot.com/

Page 27: Added Value of Second Life for learning & teaching

Aggiornamento - II

http://aggiornamento-ii.blogspot.com/

Page 28: Added Value of Second Life for learning & teaching

Questions?

OK, Lets go to the results of the project.

Page 29: Added Value of Second Life for learning & teaching
Page 30: Added Value of Second Life for learning & teaching

14.

Bernie Dodge presented this equation to determine the power of a learning environment.

It made sense to me as a teacher, it is probably easy to communicate and very likely a nice outline for my interviews

Click the URL to listen to the Master when he explains it

The Power of a Learning Environment

Is determined by:

• Attention;“Engagement of the brain”

• Depth;“Amount of processes involved”

• Efficiency."Amount of brainminutes dedicated to curricular work

© Joop van Schiehttp://www.infinitethinking.org/2007/03/itm-extra-p-x-d-x-e.html

Bernie Dodge

Power = A * D * E

Page 31: Added Value of Second Life for learning & teaching

The Power of a Learning Environment

Is determined by:

• Attention;“Engagement of the brain”

• Depth;“Amount of processes involved”

• Efficiency."Amount of brainminutes dedicated to curricular work

© Joop van Schiehttp://www.infinitethinking.org/2007/03/itm-extra-p-x-d-x-e.html

Bernie Dodge

Power = A * D * E

Page 32: Added Value of Second Life for learning & teaching

15.

The setting of the interviews:

Any place in Second Life but I preferred my own office, because of privacy;

My interviewees were passed notecards to read the questions and then asked to score; the conversation was in SL Instant Messaging.

The score itself is a starting – point for further elaboration on the reasons, ideas, assumptions and experiences of the Avatar in Second Life as a learning environment.

© Joop van Schie

250 pages chat - script

Interview - method

Mini - conference

Page 33: Added Value of Second Life for learning & teaching

© Joop van Schie

250 pages chat - script

Interview - method

Mini - conference

Page 34: Added Value of Second Life for learning & teaching

16.

My statistical knowledge is limited, so I beg you not to ask me to explain ‘ a reliability interval’. When interested in that Google the words and read it all on a Wiki.

Also bear in mind that the number of interviews does not give a reliable result, the equation was used to give direction to the interview.

The real results are the arguments of the interviewees behind the score.

Overall Averages

95% reliability interval

AttentionDepth

Efficiency

Attention

Depth

Efficiency

Page 35: Added Value of Second Life for learning & teaching

Overall Averages

95% reliability interval

AttentionDepth

Efficiency

Attention

Depth

Efficiency

Page 36: Added Value of Second Life for learning & teaching

17.

The Powerscore is: 32.4, on a 100 point-scale that seems disapointing, but it is actually in the lower end of the average as you can see on the image.

The overall average is 6.8, which on a 10 point-scale is very reasonable to good.

The result is very much influenced by the lowest score as we multiply the results.

Powerscore

Total and

Average Score

Powerscore SL = 32.4

Average 6.8

High

LowAverage

Page 37: Added Value of Second Life for learning & teaching

Powerscore

Total and

Average Score

Powerscore SL = 32.4

Average 6.8

High

LowAverage

Page 38: Added Value of Second Life for learning & teaching

18.

All the transcripts of the interviews have been analysed and remarkable quotes were labelled.

We ‘ll not go through this all, so I marked the labels that I would like to elaborate on:

-Captivating vs distracting elements (in fact Instruction vs ‘Natural Learning)

-Educational design (Fact is that we know a lot about textbased CSCL but little about it in combination with simulation

-Learning Curve (Steep, but not to all)

Page 39: Added Value of Second Life for learning & teaching
Page 40: Added Value of Second Life for learning & teaching

19.

On the left you see the labels used in combination with attention, on the right you see pictures I took with my Second Life camera in combination with remarkable quotes in the transcripts of the interviews

I ll let you browse a bit and will then go to the next slide…the entire presentation is on the web

Page 41: Added Value of Second Life for learning & teaching
Page 42: Added Value of Second Life for learning & teaching

20.

Again, on the left you see the labels used in combination with depth, on the right the remarkable quotes in the transcripts of the interviews

I ll let you browse a bit and will then go to the next slide……………………..

Page 43: Added Value of Second Life for learning & teaching
Page 44: Added Value of Second Life for learning & teaching

21.

Finaly, efficiency,

I ll let you browse a bit and will then go to the next slide……………………..

Page 45: Added Value of Second Life for learning & teaching
Page 46: Added Value of Second Life for learning & teaching

22.

We held an In – World mini-conference with 20 avatars, most of them were interviewed earlier in this project

2 questions were adressed:1. What are the elements essential to an educational

experience?

2. Which of these elements are in line with the strongpoints of Second Life?

To give direction to our discussion we used the Community of Inquiry model developed by Garrison & Andersson

Community of Inquiry; Garisson & Andersson

COIIn-world miniconference

© Joop van Schie

Page 47: Added Value of Second Life for learning & teaching

Community of Inquiry; Garisson & Andersson

COIIn-world miniconference

© Joop van Schie

Page 48: Added Value of Second Life for learning & teaching

23.

In short for this moment, I will present the full definition on the next slide so that you can indulge yourself at home.

-Social presence: being able to present yourself as a real person, as who you are

-Cognitive presence: the extent to which you are able to construct meaning

-Teaching presence: the learning design that enables you realise meaningfull outcomes

Page 49: Added Value of Second Life for learning & teaching

Community of Inquiry; Garisson & Andersson

COI

TeachingPresence

SocialPresence

Cognitive Presence

Sound educational design

© Joop van Schiehttp://www.communityofinquiry.com/

Page 50: Added Value of Second Life for learning & teaching

24.Social presence is the ability of learners to projecttheir personal characteristics into the community ofinquiry, thereby presenting themselves as 'real people.'

Cognitive presence is the extent to which theparticipants in any particular configuration of acommunity of inquiry are able to construct meaning through sustained communication.

Teaching presence is defined as the design,facilitation, and direction of cognitive and social processes for the purpose of realizing personally meaningful and educational worthwhile learningoutcomes.

Social presence is the ability of learners to projecttheir personal characteristics into the community ofinquiry, thereby presenting themselves as 'real people.'

Cognitive presence is the extent to which theparticipants in any particular configuration of acommunity of inquiry are able to construct meaning through sustained communication.

Teaching presence is defined as the design,facilitation, and direction of cognitive and social processes for the purpose of realizing personally meaningful and educational worthwhile learningoutcomes.Garrison, D. R., Anderson, T., & Archer, W. (2000). Critical inquiry in a text-basedenvironment: Computer conferencing in higher education. The Internet and Higher Education, 2(2-3), 87-105.

Page 51: Added Value of Second Life for learning & teaching

Social presence is the ability of learners to projecttheir personal characteristics into the community ofinquiry, thereby presenting themselves as 'real people.'

Cognitive presence is the extent to which theparticipants in any particular configuration of acommunity of inquiry are able to construct meaning through sustained communication.

Teaching presence is defined as the design,facilitation, and direction of cognitive and social processes for the purpose of realizing personally meaningful and educational worthwhile learningoutcomes.Garrison, D. R., Anderson, T., & Archer, W. (2000). Critical inquiry in a text-basedenvironment: Computer conferencing in higher education. The Internet and Higher Education, 2(2-3), 87-105.

Page 52: Added Value of Second Life for learning & teaching

25.

The learning curve was mentioned a lot and it influenced the efficiency- score considerably. As you know this curve is never a straight line, there are always plateau’s. Let me explain the position of the 3 presences on the curve:

-Second Life is by its nature a very much a social tool and therefore easy to coin;

-Cognitive presence is more difficult because we lack the experience to combine the media in Second Life into a usefull and effective blend;

-Teaching presence is tough because as teachers we are unexperienced with natural learning using ill- defined questions.

Experiment

Use

TeachingPresence

SocialPresence

CognitivePresence

© Joop van Schie

Learning Curve Virtual Worlds

time

result

Page 53: Added Value of Second Life for learning & teaching

Experiment

Use

TeachingPresence

SocialPresence

CognitivePresence

© Joop van Schie

Learning Curve Virtual Worlds

time

result

Page 54: Added Value of Second Life for learning & teaching

25.

You will find this summary also in your introduction to this seminar or the URL below,

But I d like to stress the last alinea!!

http://www.bettshow.com/page.cfm/action=Seminars/SeminarID=74

Summary

The perceived added value of Second Life for teaching and learning During Autumn 2007, 50 interviews were held among Avatars in the virtual world ofSecond Life. The approach of the interviews was based on the notion that teachers test new tools for teaching and learning on their likely effectiveness Weused Instant Messaging for privacy reasons and sat down in a comfortable way to illustrate the illusion of a Real Life interview. The interviews produced 250 pages of transcripts, which were analysed. The outcomes of the research project wasdiscussed in an in-world conference.

Most participants praised the attention value of Sl, but also warned that there ismuch distraction. Creating your own avatar, making decisions about looks andpersonality was regarded as important. Many pointed out that depth strongly depends on a sound educational concept, where others stressed the importanceof playful exploration. Many felt that the learning curve for mastering the SL clientwas steep.

Considering the result we could conclude that it is considered much morevaluable to explore the possibilities of Sl from a perspective of playful,explorative and natural learning than to try to establish a real-life schoolatmosphere.

Page 55: Added Value of Second Life for learning & teaching

Summary

The perceived added value of Second Life for teaching and learning During Autumn 2007, 50 interviews were held among Avatars in the virtual world ofSecond Life. The approach of the interviews was based on the notion that teachers test new tools for teaching and learning on their likely effectiveness Weused Instant Messaging for privacy reasons and sat down in a comfortable way to illustrate the illusion of a Real Life interview. The interviews produced 250 pages of transcripts, which were analysed. The outcomes of the research project wasdiscussed in an in-world conference.

Most participants praised the attention value of Sl, but also warned that there ismuch distraction. Creating your own avatar, making decisions about looks andpersonality was regarded as important. Many pointed out that depth strongly depends on a sound educational concept, where others stressed the importanceof playful exploration. Many felt that the learning curve for mastering the SL clientwas steep.

Considering the result we could conclude that it is considered much morevaluable to explore the possibilities of Sl from a perspective of playful,explorative and natural learning than to try to establish a real-life schoolatmosphere.

Page 56: Added Value of Second Life for learning & teaching

26.

The video is based on research done by theyouth about the situation of child soldiers in Uganda, the upcoming trial and the International Criminal Court.

Watch all at http://www.youtube.com/watch?v=nK54WRu0jW4

Just one example for us allThis video was the year-end project for theGlobal Kids youth leaders inQueens, NewYork who spentthe year working inGlobal Kids' Virtual Video Project, at the Museum of theMoving Image

Page 57: Added Value of Second Life for learning & teaching

Just one example for us allThis video was the year-end project for theGlobal Kids youth leaders inQueens, NewYork who spentthe year working inGlobal Kids' Virtual Video Project, at the Museum of theMoving Image

Page 58: Added Value of Second Life for learning & teaching

27.

Thank you very much for your time and interest, I hope my presentations met your expectations.

Do you have any questions left?

If none: Which one of you has altered his/her opinion about Second Life? And, either yes or no, why?

Page 59: Added Value of Second Life for learning & teaching