The affordances of studying in a virtual world. - Presentation Transcript
The affordances of studying in a virtual world. Learn, Teach and Play in 3D Virtual Worlds City University March 18,2009 Trevor Barker Dept. Computer Science University of Hertfordshire
Contents of presentation
Introduction
Past Research
Current Research
Empirical study on the group working in virtual environments and affordances of studying in virtual worlds
Conclusion
Second Life: A virtual campus
Some issues
Living in a virtual world is not the same as living in a real world
When you turn a virtual corner, the world moves and you stand still
Desktop virtual reality imposes new challenges
Navigation
Location
Orientation
It requires new life skills and rule sets
Practical
Social
Communication
Will this disadvantage learners who cannot meet these challenges?
Previous Research
My PhD student Eyal Haik spent four years looking into problems of performing tasks in desktop virtual environments
Our research showed that individual differences were crucial in understanding how people
Interact
Learn
Perform tasks
Remember information
Move around
Find objects
Virtual Variables
Some tools developed and tested Figure 2. Tool 2 (simple map and arrows) –Clicking on the arrows that appear in the environment provides guided navigation. General navigation is also enabled by mouse movements. Figure 3. Tool 3 (navigation map) – Clicking on the map provides the user with targeted navigation.
Results Eyal Haik, Investigation into Effective Navigation in Desktop Virtual Interfaces
Interpretation: Post hoc analysis
Users could perform the tasks significantly quicker by using the assistive maps
Information was not remembered any better in test condition (with assistive map) than the control
Information about the location of rooms was remembered worse in test conditions than in the control
Second Life as a social network
Some findings from these studies are important in the context of social networking:
Task performance is more efficient in worlds where there is greater assistance
The more you assist learners, the more constrained they feel and the less they remember about their world
This suggests that in highly assisted environments, learners are less immersed and interact less with the environment
Studying in Virtual Worlds: Team work
An important component of software development is the requirement to work in teams
Team working has always proven difficult on software development courses, not least due to difficulty in arranging face to face meetings
In the past we have tried video conferencing and text chat with some limited success
This year a group of 80+ final year students have undertaken their group project work using SL
In order to support this, the following has been established in SL
Group project work
Induction sessions
Secure area for group working
Meeting areas
Online resources within study areas in second life
Lecture notes
Audio files
PowerPoint presentations
Note taking and recording facilities
Online lectures
Asynchronous
Synchronous
Avatar
Real life video-based
Induction
To set up user accounts on Second Life
www.secondlife.com
Create an account
Last names?
Induction – part 2
You all should have an account by now
You should be members of the AMMIS group
You should have completed the training
Log in and explore the world
Locate the AMMIS group area
Look at the lecture resources
Notes, podcasts and powerpoints
Finding your area
Voila
Lecture resources
HCI Lecture 17 This lecture
Audio resources
Group meetings
Small Lecture room
Lecture Theatre
REC ME (UCase)
Recording meetings
Copy to a doc
Report of meeting
Help documentation
Help documentation
Lectures: Avatar
Lectures: Streamed video
Data collection
We are using qualitative and quantitative research methods in order to assess the efficacy of this approach
These include:
Individual and group reflective reports
Screen capture and data logging
Questionnaire and focus group sessions
Results of group projects
quality of process and product
Comparison with previous cohorts
Reflective reports
Reflective report part A
Reflective report part B
Reflective report part C
Teachers
How do we get teachers to use SECOND Life in their normal teaching?
Useful
Simple
Robust: It must never let you down in front of students
Pedagogical benefit
Problems for the experts: Skype record
Ah no!
Some questions being answered
What are the affordances of virtual worlds for teaching learning?
How can we engage learners and teachers?
What is the true cost / benefit?
More research on factors such as the educational benefits of social interaction in virtual worlds is necessary.
What are the pedagogical benefits of teaching and learning in a virtual world?
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