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MUVEs and second lives: exploring education in second life
Talk given at the Kings Institute for Teaching and Learning, London, 5th March 2008.
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- Slide 1: MUVEs MUVEs and second lives:
and second lives
exploring education in
virtual worlds
KILT conference
King’s College London
5th March 2008
Dr Steven Warburton, King’s College London
and Prism(lab)
http://www.prism-lab.org
- Slide 2: introduction
what are multi-user virtual environments and
how can we describe them: as a technology,
as a lived experience?
- Slide 3: what makes virtual worlds so compelling to our
contemporary imagination?
blurring boundaries of :
• corporeality and transcendance
• the real and the virtual
• where and nowhere
• single and multiple selves
(Hillis 1999, Jones 2005)
- Slide 4: the uniqueness of SL
Second Life: a unique configuration of creativity, interactivity,
construction of the self and tangible economy?
- Slide 5: SL sold on a dream?
Second Life sells us a dream of possibility that is limited only by our collective
imagination. We are gods and by implication bear responsibility for our creations,
the good, bad, beautiful and ugly
- Slide 6: but the reality?
• \"While Second Life captures the imagination of
individuals who wish to create new lives free from
societal and physical limitations of ethnicity,
gender, geography, sexual orientation or status; it
still manifests aspects of society (American,
capitalist, gendered) from which it sprung and
therefore is more reflective than transcendent”
(Jones, 2005)
- Slide 7: Virtual universes landscape
- Slide 8: Growth in Virtual Worlds
- Slide 9: SL demographics from Linden Labs for July 2007
- Slide 10: MUVEs in educational contexts
- Slide 11: Q. how many institutions have created a virtual
presence in Second Life?
… the Eduserve July report 2007 on UK activity in SL lists over 40
UK universities and colleges that have a building, land or island on
the grid. See http://www.eduserv.org.uk/foundation/studies/slsnapshots
- Slide 12: MUVE affordances
• Facilitating social interaction (death of distance) and cooperation
• Visualisation
• Contextualisation
• Relation to doing in the physical world (e.g. designing, building and
scripting)
• Informal learning opportunities e.g. language based communities
• Affective nature of immersion, empathy and motivational aspects
• Simulation and experiential learning (some physical constraints
can be overcome)
• Roleplay or taking on new roles as a lived experience
• Strong communities (coherence around groups, sub-cultures and
geography)
• Opportunities for content production that are both individual and
owned (though with transferability is limited within proprietary
environments such as Second Life)
- Slide 13: Conference and presentation
spaces
presentation style spaces: MetaverseU conference streamed live into SL
from Stanford University (utilizing multiple media - text, audio, video)
- Slide 14: VRR
virtual reality room: a 360˚ photo-realistic space created with captured
images converted into a QuickTime VR panorama and uploaded to SL
(see http://sl.nmc.org/2008/01/15/vrr-demo/)
- Slide 15: roleplay
opportunities for roleplay, games-based learning and community
participation: learning by role taking as opposed to learning by doing
role-play and innovations that stem from games based learning
- Slide 16: Scilands
SciLands: a mini-continent and user community devoted exclusively to science and technology
with over 20 science and technology related organizations (see http://www.scilands.org)
- Slide 17: Second Health
Second Health: Imperial College London commissioned virtual hospital campus
illustrating healthcare of the future (
http://uk.youtube.com/watch?v=Hu-QNFLD1mg)
- Slide 18: Visualisation
visualisation I: a view from the outside, a large scale biological
model of the human testes
- Slide 19: Large builds
visualisation II: traveling through the large scale biological model
of the human testes
- Slide 20: Self paced tuition
self guided, paced learning: following a tutorial on building objects at the
‘Ivory Tower Library of Primitives’ on Natoma
- Slide 21: Sloodle
linking teaching between 2D and 3D worlds: the ‘Sloodle’ project creating
linkages between Moodle and Second Life (see http://www.sloodle.org)
- Slide 22: where is current research
focussed?
- Slide 23: project areas
• MUVEnation (http://www.muvenation.org) - EU
funded, 2 years
• LLL3D (http://www.lll3d.org) - EU funded, 2 years
• (Open)Habitat (www.openhabitat.org) – JISC funded,
15 months
• these projects aim to:
– examine: good practices; what works and what does
not; contexts; development and testing of specific
scenarios
– target: different educational sectors; disciplines;
specific educational issues e.g. motivation; specific
target groups e.g. socially disadvantaged learners
- Slide 24: analysing in-world hands on
workshops
• workshop aims: development of specific competencies
in building and/or scripting in-world objects
• average length: one hour
• organised by non-formal learning providers and offered
to the Second Life ‘public’
• methodology: participatory observation (n=20)
• followed by: tutor and instructor semi-structured
interviews (n=10)
• assessment: of quality of student learning experience
• towards: developing a taxonomy of good practices
• validation: by deploying the taxonomy against a new
panel of teachers
- Slide 25: Hatmaking workshop
example I: avatars free to roam during the session
- Slide 26: Jewellery making workshop
example II: controlled learning space with avatars forced to be seated for the
duration of the session
- Slide 27: Flexi-prim workshop
example III: use of scripts to help deliver instruction and synchronize
with tools such as a slide presentation object
- Slide 28: taxonomy of Second Life
practices
- Slide 29: disorientating area of good
practice
Mapping control of the
environment against pedagogy
cognitive overload stressful, mechanical
- Slide 30: conclusions
- Slide 31: directions
• the first of phase of teaching activity in MUVEs has raised
awareness and opened up the educational possibilities
• the second phase of research activity is uncovering the
need to match pedagogy, context and good practice in line
with the unique nature of virtual worlds as a learning and
teaching setting
• virtual worlds represent new spaces that require new ways
of thinking about education, where the design of the
learning space needs to be in harmony with the pedagogical
approach
• a range of ethical issues are now emerging that include
digital reputation management, the relationship between
immersion and addiction, identity and authenticity, the moral
dimensions of virtual sub-cultures
- Slide 32: Digital literacy
finally: the digital literacy and competency levels required for participation should not be
underestimated. Second Life presents dificult challenges to users that are not simply technical.
- Slide 33: Dr Steven Warburton
School of Law
King's College London
Email: steven.warburton@kcl.ac.uk
Prism(lab) at http://www.prismlab.org
Liquid Learning at http://www.liquidlearning.org
Second Life: StevenW Bohm
Final slide