Virtual worlds, real learning? The uptake of virtual worlds for teaching and learning in UK universities

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    Virtual worlds, real learning? The uptake of virtual worlds for teaching and learning in UK universities - Presentation Transcript

    1. Virtual worlds, real learning? The uptake of virtual worlds for teaching and learning in UK universities
      • what are the definitive features of virtual worlds like Second Life?
      • what are the affordances of virtual world’s for teaching and learning?
      • overview of uptake in the UK
      • what are the definitive features of virtual worlds like Second Life?
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      • on the Internet no one knows you’re a dog
      • but wings and tails (‘furries’) seem oddly popular!
    6.  
    7.  
      • what are the affordances of virtual world’s for teaching and learning?
      • SL can be used to deliver lectures, but…
      • ...most suited to “active” and “collaborative” learning styles
        • building
        • coding
        • discussion groups
        • machinima and drama production
        • role-play
    8.  
    9.  
      • meetings, particularly hybrid-meetings, work well
      • (given communication limitations)
    10.  
    11.  
    12.  
    13.  
      • overview of uptake in the UK
    14. Hype
    15. Second Life hype
    16. Second Life in education hype
      • poor “orientation” experience
      • technical barriers and relatively poor graphics
      • people simply don’t “get it”
      • communication issues
      • Eduserv has funded a series of snapshots since 2006
      • undertaken by John Kirriemuir
      • (SL: Silversprite Helsinki)
      http://tinyurl.com/3ps2f3
      • virtualworldwatch.net
      • active development at over 90% of UK universities
      http://tinyurl.com/3ps2f3
      • core of early adopters, e.g. Edinburgh and Open University, using it extensively in teaching and learning
      • units and teams in quite a few other universities, typically run by “strong-headed” people, using SL for both teaching and learning and other research
      • massive duplication of research across UK universities as to whether virtual worlds have a valuable role in teaching and learning
      • many individual academics undertaking isolated work in SL, usually under the radar, often unwilling to share outcomes
      • SL still very predominant – some (growing) interest in OpenSim but likely to be a long while before SL loses its place as market leader
      • overall, very fragmented picture both within and across universities
      • impossible to make generalisations for UK as a whole
    17. Conclusions
      • SL remains the market leader by far
      • despite all the negativity around SL it remains the best educational MUVE offering
      • but… competition is coming
      • which is good for everyone (except Linden Lab!)
      • it is probably too early (i.e. expensive) for most educational institutions to experiment with other virtual worlds right now
    18. Questions questions…

    + Eduserv FoundationEduserv Foundation, 5 months ago

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