The affordances of studying in a virtual world.

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    The affordances of studying in a virtual world. - Presentation Transcript

    1. 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
    2. 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
    3. Second Life: A virtual campus
    4. 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?
    5. 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
    6. Virtual Variables
    7. 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.
    8. Results Eyal Haik, Investigation into Effective Navigation in Desktop Virtual Interfaces
    9. 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
    10. 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
    11. 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
    12. 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
    13. Induction
      • To set up user accounts on Second Life
      • www.secondlife.com
    14. Create an account
    15. Last names?
    16. 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
    17. Finding your area
    18. Voila
    19. Lecture resources
    20. HCI Lecture 17 This lecture
    21. Audio resources
    22. Group meetings
    23. Small Lecture room
    24. Lecture Theatre
    25. REC ME (UCase)
    26. Recording meetings
    27. Copy to a doc
    28. Report of meeting
    29. Help documentation
    30. Help documentation
    31. Lectures: Avatar
    32. Lectures: Streamed video
    33. 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
    34. Reflective reports
    35. Reflective report part A
    36. Reflective report part B
    37. Reflective report part C
    38. 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
    39. Problems for the experts: Skype record
    40. Ah no!
    41. 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?
        • What about Accessibility? Exclusion?
          • Are any disadvantaged (teachers?, students?)
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