Psychology on Second Life?: Learning, Support and Research in 3D Online Multi-user Virtual Environments.

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    Psychology on Second Life?: Learning, Support and Research in 3D Online Multi-user Virtual Environments. - Presentation Transcript

    1. Psychology on Second Life? Learning, Support and Research in 3D Online Multi-user Virtual Environments . Simon Bignell Lecturer in Psychology University of Derby, UK Email: s.bignell@derby.ac.uk Twitter: ‘MiltonBroome’
    2. Disclosure No conflict of interest to declare
    3. Acknowledgements
    4. The Rise of the Net
      • As of March 2007, worldwide there are 1.114 billion people using the Internet. (http://www.internetworldstats.com).
      • The speed at which this technology has been adopted into society has been described as revolutionary, with particularly significant saturation into schools, work and family environments (Stanley, 2001).
      • Educators, Researchers and Support Groups have all embraced the potential.
      • Harvard University
      • MIT
      • Oxford University
      • University of Texas
      • Francisco State
      • New York University
      • Vassar College
      • Trinity University
      • University of Buffalo
      • Nottingham University
      • Staffordshire University
      • Leicestershire University
      • Paisley University
      • + many more
      The Rise of Virtual Worlds
    5.  
    6. Why Virtual Worlds?
      • They allow users to be able to carry out tasks that could be difficult in the real world
        • Cost
        • Scheduling
        • Location
        • Ethics
      • Virtual worlds have the capability to adapt and grow to different user needs.
    7. Why Virtual Worlds?
      • Persistence allows for continuing and growing social interactions, which themselves can serve as a basis for collaborative education.
      • Virtual worlds represent a powerful new media for instruction and education.
      • The use of virtual worlds can give practitioners/educators the opportunity to have a greater level of client/student participation.
    8.  
    9.  
      • Problem-based Learning in Virtual Interactive Educational Worlds for Psychology (PREVIEW-Psych)
        • The project implemented a user-focused approach to develop immersive collaborative tutorials and materials in 3D a multi-user virtual world (Second Life).
        • Used problem-based learning scenarios dealing with Depression , Schizophrenia , Alcoholism and Anorexia .
        • Used automated ‘intelligent’ avatars to role-play scenarios in a simulation of a family home.
    10. Learning and Teaching in Virtual Worlds
      • Immersive
      • Engaging
      • Cost Effective
      • Flexible
      • Fun
    11. Supporting People
      • Hundreds of support groups in Second Life.
      • Like-minded people form SL groups and have regular meetings.
      • Examples:
        • Autism Society of America
        • Virtual Ability
      • Appeal is immersive social qualities and 'community building'.
    12. Research in Virtual Worlds
      • Virtual worlds can be used for qualitative and quantitative data collection.
      • Can be used as a virtual laboratory to run participants across a number of paradigms.
        • Social Psychology experiments.
          • Groups and individuals under different social settings.
          • Modified and customised environments and avatars.
        • Identity and Personality experiments.
          • Gender swap, facial disfigurement.
        • Cognitive Experiments.
          • Face perception, error and latency data.
      • Unlimited supply of (cheap) participants 24hrs a day
    13. A Framework for Learning, Support and Research in Multi-User Virtual Worlds
    14. A Framework for Learning, Support and Research in Multi-User Virtual Worlds.
      • Learning and Teaching
        • Sound pedagogy, Blended, Supplementary.
      • Support
        • User-oriented, Dynamic, Responsive.
      • Research
        • Ethics, Methodology, Validity.
      • The interaction between these three factors is critical for success.
    15. Tools, Techniques and Technologies
      • Tools
          • Virtual Infrastructure, PowerPoint Presenters, Avatars, Gadgets, Building, Scripting,
      • Techniques
          • Inductions, Camera, Movement, Inventory, Communion, (text, voice and video), Appearance, Groups, Mashups/Blended contents, overcoming resistance, facilitating virtually, dealing with disembodiment
      • Technologies
          • Broadband, GPU, CPU, Server Speed, Lag, Client, Firewalls, Peripherals, Updates.
    16. A Framework for Learning, Support and Research in Multi-User Virtual Worlds
      • Psychology in well placed to engage with many aspects of Virtual Worlds:
        • A platform for your ideas.
        • Collaboration and interactivity.
        • Support and community.
        • Research and scholarship.
        • Activity-based learning.
        • Leveraging a game-based culture for training.
      • Need work within a framework:
        • Learning, Support and Research.
        • Tools, techniques and technology.
      Summary
      • Thank you
    17. Simon Bignell Centre for Psychological Research University of Derby, UK [email_address] +44 (0)1332 593043 (ext: 3043) www.MiltonBroome.com www.PREVIEW-Psych.org Twitter: ‘MiltonBroome’

    + Simon BignellSimon Bignell, 5 months ago

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