Engaging the Disengaged

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    Engaging the Disengaged - Presentation Transcript

    1. Engaging the Disengaged: Using SL to Revitalize the Undergraduate Classroom Heidi Trotta, Instructional Designer Danielle Mirliss, Sr. Instructional Designer
      • The Class …
      • Industrial and Organizational Psychology
      • Content is dry for most undergrads
      • Students have limited real-work experience
      • Find ways to try to engage students
      • Bring real world experiences to the classroom
      • via technology
      • danielle
      • The Technology …
      • Free to students
      • Easy to support, no additional hardware
      • Run on university issued laptops
      • Ability to craft a custom simulation
      • Needed an environment that encouraged collaboration and active participation
      • heidi
      • The Design ….
      • Second Life names only
      • 15 Scavenger hunt tasks – educational emphasis
      • 3 hour time limit
      • Deliverables – wiki and individual survey
      • Extra credit (No partial credit awarded) – worth 15 points, must work as a team
      • heidi
      • The Design (continued) ….
      • 14 students participating, 4 groups of 3-5 students
      • 45 minute introduction – virtual teams, second life introduction
      • heidi
      • The Experience …
      • Majority of students that volunteered participated
      • Moderate scaffolding provided, instructors present in SL
      • “ Dropping-In” – teachable moments
      • Special Guests
      • danielle
      • The Wiki …
      danielle
      • The Results …
      • All completed the wiki and survey – problems with images
      • Connected exercise with course content
      • Some groups were more prepared and organized than others
      • Most felt problems with technology affected virtual team success
      • Avatar added to the experience
      • heidi
      • The Results (continued) …
      • Time to complete hunt was sufficient although only one group finished.
      • Some students felt “less inhibited”
      • Enjoyed interviews
      • Half would use Second Life after the class was over and felt the application should be used for more classes
      • heidi
      • The Challenges …
      • “ No Shows”
      • Few technology and account problems
      • Snapshots
      • danielle
      • The Survey …
      • Course Content Questions (i.e. Did beneficial or competitive conflict occur?)
      • Technology Questions (i.e. Did you leave the scavenger hunt before the rest of the team? If so, why?)
      • danielle
      • The Survey (continued)…
      • Process Questions (i.e. Do you feel that your team had enough time to complete the scavenger hunt?)
      • Research Questions (Did the virtual environment enable you to take on a role you might not have in real life?)
      • danielle
      • Fall 2006 …
      • Orientation was provided and more time allotted (changing appearance, basic skills need for experience)
      • Provided additional support materials (introductory utube videos, handouts, readings, how-to’s)
      heidi
      • Fall 2006 (continued) …
      • Developed a “cover story” for the activity
      • Provided an anchored activity – guest speaker on virtual team building
      • Embedded activity into the curriculum
      • Identified beginning and ending location for the scavenger hunt
      heidi
      • Fall 2006 (continued) …
      • Held class in computer lab instead of students using laptops
      • Reevaluated tasks for value and content
      • Identified formal goals and objectives, matched survey
      • Reevaluated assessment – now part of class final grade – final activity, collaborative wiki and survey
      • heidi
      • Survey 2006 …
      • Change focus of survey from “exercise” to
      • how did the Second Life environment help you learn virtual team building
      • what did you learn about team process
      • visual composition of the teams
      • danielle
    2. Questions?

    + dmirlissdmirliss, 3 years ago

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    Presentation given on 10/20/06 at the Impact of Dig more

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