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Teaching Entrepreneurs
   using Second Life
               Mark Atkinson
     Small Business Development Center
           University of Wyoming
Agenda

   UW Entrepreneurship Programs
   What is a 3-D Virtual World?
   SBDC Project
   Theory & Current Research
   Classes
Funded in part through a cooperative agreement with the U.S. Small Business
Administration. All opinions, conclusions or recommendations expressed are
those of the author(s) and do not necessarily reflect the views of the SBA.
3-D Virtual World
A Tale of Three Worlds
Physical Space   Web Conference   Video Game
3-D Virtual Worlds
Second Life is considered “the most attractive
proposition for educators” (Warburton, 2009,
p. 418).
Why Virtual Worlds?

Investigation, cultivation, and development
of interactive learning environments.
(Wynn, 2002).

Follow social movement.
UW SBDC Project
Reality of a Virtual World Program

   •   Support instruction
   •   Needs a champion
   •   Understand scholarly underpinnings
   •   Tied to org’s mission statement
Reality of a New Idea
Entrepreneurship Education Program

     1.Business Counseling
     2.Classes
     3.Web Services (forms, video, account sign in, class
       registration & payment)

     4.Internal Meetings
     5.Alliances
     6.Branding
Needs Assessment 2009
British Journal of Educational Technology

“…80% of internet users will have an avatar by end of 2011…”
Staff Training
Retreat Photos
Retreat Photos
Theory & Current Research
Social Presence Theory
Short, Williams, Christie – University
College London

1976
Social Presence Theory

Social Presence is…

…a quality of the
communications media, as
perceived by the user.
Social Presence Theory

Ultimate uses of any technology are
frequently much more diverse than
envisioned by the original innovators
(Short, Williams, & Christie, 1976).
Social Presence Theory
 Interparty
acting out roles
task orientated

              Interpersonal
         maintaining relationships
          relationship oriented
Social Presence Theory
Missing from mediated communication:
facial expression, direction of
gaze, posture, dress, and physical
distance (proximics).
Social Presence Theory
     Non-Verbal Communication
   Information passage & system

         1.   attention
         2.   channel control
         3.   feedback
         4.   illustrations
         5.   emblems
         6.   attitudes
Stanford University

Virtual
Human
Interactions
Lab
Teaching Tools
Second Life Viewer 2 in the Cloud

1. Content Delivery
2. Information Processing/Interaction
The Classes
Classes March 2011
             Start a Business
        Sell Online with a Website
1 hour each
18 attendees; 14 registered
Q&A
Evaluated
SBDC Established Curricula
Lecture and Demonstration, no activities
Images
Images
Images
Evaluations
I would attend another class taught by this
instructor in Second Life?

     85%       yes
     15%       not sure
     0%        no
Evaluations

                                                 Excellent   Good    Average   Poor

Presentation quality                                  57%      29%        0%     14%
Effective use of technology by instuctor              57%      29%        0%     14%
How much I learned                                    14%      29%       43%      0%
How easy it was to access class                       29%      29%       14%     29%
How Instructor handled problems while teaching        57%      43%        0%      0%
Length of class                                       43%      29%       29%      0%
Issues
• Access: broadband, graphics
  card, RAM, age of computer
• Sound
• Class pre-requisites
• Conceptual understanding of VW
• Griefing & Security
Why?
• 3-D
• Proliferation of Virtual Social
  Spaces
• Video Game Generation
• Rich Collaboration
• Reduction of DL Isolation?
Mark Atkinson
       mark.atkinson@uwyo.edu

Small Business Development Center

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Teaching Classes in Second Life

Editor's Notes

  1. Presentation will alter between slides, Second Life, and websites
  2. Physical space: a place to actually feel like you are there. To communicate, collaborate, work, be entertained, and learn.And…have fun doing so.
  3. Purposeful vs. General Purpose Worlds
  4. Primary purpose of educational technology is to facilitate human interaction while supporting curricular goals and objectives.
  5. 1% awareness of Second Life in 20099% in 2011
  6. Two years later we have used the environment.Analysis of staff abilities in SLIdentified necessary skills for successful retreat sessionsDesigned two session training
  7. Juxtaposition between web conferencing and virtual worlds.
  8. Earliest literaturecited, communications theory such as social presence.Telephone research…deficit approach of communications media filtering non-verbal communication, mitigating learning potential due to lack of social presence.Predicted 3-D virtual world education in 1970s. Bell laboratories Audio/video conferencing from DC to Philadelphia in 1927.
  9. Or, ability of the media to produce an environment of social presence.
  10. interparty – occurs with verbal information onlyinterpersonal – occurs with verbal plus, non-verbal: facial expression, direction of gaze, posture, dress, and physical distance (proximics)
  11. attention – eye gaze, head nods, gestureschannel control – who shall speak and for how long? Head nods, eye movementsfeedback – facial expressionillustrations – gestures of hands, illustrate objects or point to thememblems – gestures used instead of a word to communicateattitudes – gestures communicate listener’s intentions
  12. VHIL: http://vhil.stanford.eduFrontLine Virtual Worlds: http://www.pbs.org/wgbh/pages/frontline/digitalnation/virtual-worlds/second-lives/the-avatar-effect.html?play FrontLine Virtual Worlds: http://www.pbs.org/wgbh/pages/frontline/digitalnation/waging-war/remote-control-war/taking-out-the-taliban-home-for-dinner.html?play
  13. Viewer 2, 2010.
  14. Just before class.
  15. Website Demonstration: Demonstrate what classified ad is and setup an event in SL.com systemInworld: Show how to find an event
  16. Literature: gamers do better