Another brick? Marianne Riis, ELL Aalborg University
Second Life™ “ Hallo, it’s 1’s and 0’s that disappear as soon as you unplug or loose your internet connection!” (MIL08 student) “ However, the definition of social presence is itself challenged in these contexts, as defining what is ‘real’ remains an ontological challenge for many users.” (McKerlich & Anderson. 2007)
Second Life - facts
Second Life ( SL ) is a 3D Virtual World developed by Linden Lab that launched
on June 23, 2003.
A free client program called the Second Life Viewer enables its users, called
Residents , to interact with each other through avatars .
Residents can explore , meet other residents, socialize , participate in
individual and group activities, and create and trade virtual property and
services with one another, or travel throughout the world, which residents
refer to as the grid.
Second Life caters for users aged 18+, while its sister site Teen Second
Life is restricted to users aged between 13-17.
Teen Second Life was launched in 2005.
Second Life has an internal currency , the Linden dollar (L$), which can be
used to buy, sell, rent or trade land or goods and services with other
residents.
Second Life residents?!
Second Life according to Pathfinder Linden
Roskilde University, October
2008:
+ 28.000 islands
1000 dedicated to education
15.000 educators/researchers
500 universities
Gender neutral
65% of residents outside North America
New Media Consortium (NMC) survey 2008
Annual survey of educators in SL, which provides a yearly snapshot of the demographics and activities of educators who are active in SL.
Survey was sent to by email to individuals within the NMC’s SLcommunities and to the SL Educators Listserv (SLED). 358 individuals responded to the survey, a 170% increase from 2007:
Educators are moving from exploration to use of Second Life for teaching and learning.
Educators are expanding their Second Life social networks .
This year’s educators are much more experienced in Second Life.
PhD project (2008-2010)
Working title
Dynamic Didactic Design - developing a strategy for remediating
people, places and practices in distance education.
Research questions
How does 3D remediation influence teaching and learning in a problem
based blended learning practice within distance education?
How does remediation from f2f and/or 2D to 3D influence teaching and learning?
How can multiple research cycles of (re-)designing 2 specific multimodal courses and observations from other cases inform the development of a strategy for remediating people, places and practices in distance education?
Theoretical concepts – overall frameworks
Theoretical concepts – Experiential Learning
Multiple case study
Completed research cycle (MIL07)
Research purpose: explore phenomenon
22 students – 6 groups
Respectful remediation “business as usual”
Self-paced learning – little facilitation
Interventions proved necessary!
5 scheduled activities
MIL07 student impressions Hvis det ikke var en obligatorisk del af kurset, tror jeg ikke, jeg ville være i Second Life overhovedet. Effekten af, at have en stedfortræder til stede er, at jeg oplever, at jeg deltager i dette her, med mere følelse og krop end i FirstClass! Jeg er der næsten selv og opdager at jeg reagerer kropsligt på ting der overgår mig, som når jeg er ved at drukne under Storebæltsbroen ved Wonderful Denmark eller lander lidt hårdt efter en flyvetur! Det var en dejlig, positiv oplevelse og en motiverende faktor at være synlig selv. Det faktum, at du hele tiden kigger på, passerer og følger andre avatarer bekræfter, at de andre også er til stede. Hvis nogle mennesker føler behov for at lege med påklædningsdukker og klæde dem på eller et behov for at opbygge virtuelle sociale relationer, så det må være op til dem. Jeg har også spurgt mig selv hvorfor og har grint af mig selv på grund af den tid jeg har brugt på at forsøge at få min avatar (x) til at være en værdig repræsentation af mig . Tilsyneladende vil jeg have behov for en mere gammeldags pædagogisk tilgang med henblik på at blive en kvalificeret avatar så hurtigt som muligt ..
Completed research cycle (MIL08)
Research purpose: explore pedagogical activities
12 students – 1 community
Radical remediation
Facilitated learning
25 scheduled activities
Possible Rosenthal effect
The MIL08 course
Period : 5 weeks (November/December)
Subject : Analysis of ICT and Didactic Design (course 1 out of 2)
Analytical object : Locations and processes in Second Life
Goals : identify, analyze, assess and reflect based on theory and
practice Think out-of-the-box
Mode : Blended (methods, tools and locations)
Students: 12 students participated full time, 1 student analyzed SL
and GC and 2 students participated ad hoc
Activities: There were 25 scheduled activities lasting between 1-3
hrs. The students were expected to participate in 1 – all of them
participated in several.
The meta conference in FC contained 232 postings (5 weeks) …
TLE – basic elements (MIL08) T eaching and L earning E nvironment
FirstClass™ setting (MIL08)
Quantitative outcome – MIL08
FC discussion postings:
Didactics and target groups – 32 postings by 12 students and me (8). Approx. 40 A4 pages.
Orientation and navigation – 8 postings by 5 students and me (1). Approx. 8 A4 pages.
Interaction – 0 posts!
Learning processes – 68 posting by 11 students and me (21). Approx. 83 A4 pages.
Audio-visuals – 9 postings by 2 students and me (4). Approx. 15 A4 pages. almost 10 (3) postings pr. student (146 pages (36) )
Second Life setting (MIL08)
Respectful office
Radical classroom
MIL08 student findings (1)
SL learning curve is very steep
Takes a lot of time, practice and patience
SL is still an emerging technology
Huge potential but too time consuming at this point
Considerations about target groups are important – teacher/facilitator crucial
Any pedagogical strategy can be used – all work with different purposes
Get-off-to-a-good-start (MIL08)
MI build
Connectivism course
MIL08 Student findings (2)
A very social and personal environment
International/inter-cultural
Immersive and augmented depending on goals and processes
Avatar-mediation can be very fruitful, but also has some disadvantages
Communication and dissemination possibilities not good enough … yet
“ Don’t dismiss anything before trying
– don’t judge a book by it’s cover!”
Building Class (MIL08)
TLE – Kolb 1984 (MIL08)
Didactic Design Discussions (MIL08)
Teaching-Learning relation (MIL08)
Further theoretical work …
Kolb
Garrison, Anderson & Archer
Danish Educational visits (MIL08)
Percipitopia (SDU)
Holodeck (WD)
International Educational visits (MIL08)
Rockcliffe University
- Canada
Metaverse Labs
- Israel
International debate visits (MIL08)
Metanomics
Science Friday
SL entrepreneurs (MIL08)
Pop Art Lab – non profit
Electric Pixels - profit
Your Tour (MIL08)
Genome Island
FLS
Future changes - MIL
Earlier (more focused) course start, includes rethinking f2f-seminar
Qualify Didactic Design Discussions (one for each element + ad hoc topics based on students’ interests)
Amplify use of student-knowledge (tours, teach each other)
Rethink building class concept
Rethink FC structure and use (SLoodle in COMBLE)
Student creations (MIL08)
A photostory
(Halis Luminos)
A conceptual model
(Cement Canning)
COMBLE case – 1. cycle April/May 2009
International EU funded course
Exclusively online
PBL as overall strategy
Experiential Learning
Main facilitator
3 ELL colleagues
In-world colleagues
Approx. 20 participants
Moodle, SL, Web 2.0
(SLoodle?)
Apply AR/AL together with Camacho
Apply COI-model together with Anderson, McKerlich & Eastman
Final thoughts … I would continue to encourage a relationship with virtual environments. We don’t have to make all the conclusions now. We don’t have to judge it based on its current level of capabilities. It’s going to get better in the future . It’s not the be-all, end-all for everything, but it’s also not to be disregarded as a contributing technology … (Tab Scott – in-world colleague 2009)
0 comments
Post a comment