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3d Virtual Immersive Environments as Enabler for Blended Gamified Learning Experiences

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Using Virtual Words to Enhance Engagement & Create Playful Face-to-Face Educational Programs …

Using Virtual Words to Enhance Engagement & Create Playful Face-to-Face Educational Programs

Presentation at VWBPE 2014 conference

Published in: Education, Technology

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  • 1. 3d Virtual Immersive Environments as Enabler for Blended Gamified Learning Experiences Using Virtual Words to Enhance Engagement & Create Playful Face- to-Face Educational Programs Stylianos Mystakidis, University of Patras
  • 2. Synopsis: !sdrawkcaB • Story: Virtual -> Physical • Virtual Worlds use in a f2f educational program to enhance engagement & learning
  • 3. Stylianos Mystakidis MSc, PMP • Learning Innovator @ Library & Information Services, University of Patras (Greece) • Adjunct Faculty @ University of the West of England – UWE (Bristol, UK) • Adjunct Faculty @ Open University of Catalonia – UOC (Barcelona, Spain) • Teaching Mentor @ University of Washington – UW (Seattle, USA)
  • 4. Good Digital Teaching Practice Seal #mathisi20
  • 5. University of Patras (Upatras) • World Ranking*: #327 • Greece Ranking*: #2 • 24,460 students | 754 Faculty members • 24 Departments in 5 Schools • Prominent Research Center on ICT & Engineering • St Andrew (Patras’ patron Saint) *Webometrics, 2012
  • 6. Library & Information Services • National & European Research Projects • Institution-wide Services (e.g. Repository) • ISO 9001:2000 • Openness- & Innovation-oriented
  • 7. Explosive Environment
  • 8. Budget Cuts
  • 9. Layoffs (?!) Retirements
  • 10. Reformation of Higher Education
  • 11. E-Learning in Greek Higher Education?
  • 12. Definitions • 3d Virtual Immersive Environments: SL locations & environments • Blended Gamified Learning Experiences (LE): LEs with game mechanics or playful elements using physical & virtual space
  • 13. Virtual Worlds, Library & Librarians • Alternative ‘face’ of typical Library services – Communication – User support & Training – Integration of Web Services – Learning Objects • Communities • Professional Development
  • 14. Challenge Prepare a 2-3h educational program for K-12 classes visiting the University of Patras’ Library
  • 15. Real Challenge • Create an innovative, engaging, enjoyable, effective educational program • Hidden agenda: demonstrate the potential of Virtual Worlds • Support & justify the provision of institutional Virtual Worlds infrastructure & budget
  • 16. Storytelling • Stories are extremely powerful tools for learning • Better recall when in a narrative (Adval, 1998) • “Stories allow us to learn from the experience of others without having to face another person’s personal consequences”
  • 17. Gamification & The Power of Play
  • 18. Self-Determination Theory
  • 19. Self-Determination Theory
  • 20. Flow
  • 21. Flow Theory (Csikszentmihalyi)
  • 22. Games vs Play vs Gamification vs Toys
  • 23. AnatomyofFun
  • 24. Player Types
  • 25. From the Ancient to the Modern Tablets
  • 26. Learning Objectives • Cognitive domain: Learn and understand the main of stages of the writing & books history • Affective domain: love books, encourage reading & literacy • Meta-cognitive skills: understand cause & effect mechanisms behind facts
  • 27. Experience Design (Levels) 1. Playful Library Tour [30’] 2. Interactive Presentation & Game [45’] 3. Creative Group Reflection with Tablets [30’]
  • 28. Playful Library Tour
  • 29. Engagement through Play • Team play • Competition • Challenge • Quests • Choices • Curiosity • Expression
  • 30. Interactive Presentation & Game • Classroom & video projector • Instructor controls avatar in the 3d Virtual Environment • Avatar appearance & movement • 2 Teams • Scoring points by answering questions • Mini-game: Phoenician Alphabet Challenge
  • 31. Interactive Presentation & Game II
  • 32. Immersion (Second Life) 3d Virtual Immersive Environments : • UW Museum of Virtual Media • Museum Island • Ancient Alexandria • Alice Academy • International Spaceflight Museum
  • 33. Virtual Immersive Learning Environments • Cave Paintings, Lascaux Cave, France 32000 BC • Ancient Tablets, Mesopotamia, 3500 BC • Ancient Greece, Linear Α & Β’, 1450 BC • Alphabet, Phoenicia, 1200 BC • Great Library of Alexandria, Egypt, 200 BC • Manuscript copying, Byzantine Empire, 600 AD • Movable Type, China 1040 AD • The Future of Books & Knowledge
  • 34. Lascaux Cave, UW Museum of Virtual Media
  • 35. UW Museum of Virtual Media Island • University of Washington Virtual Worlds Certificate Program • Instructor: Randy Hinrichs, CEO 2b3d • Mentors: Stylianos Mystakidis, Anna Gadler Pratt, Michael Thome • Final project of 2012 Class • Inspired by book Infinite Reality • Collaboration with book authors, Blascovich & Bailenson
  • 36. Creative Group Reflection with Tablets
  • 37. Results I
  • 38. Results II
  • 39. We love books!
  • 40. Statistics • Program offered since 2012 • Participation: 1500 students from 20 schools (ages: 7-15)
  • 41. Evaluation Findings • Online Questionnaire (Likert scale) • 28 teachers • 81% children acquired new skills (agree & fully agree) • 85% helped children assume a positive attitude towards books & reading • 98% 3d VIEs useful for facts recall & history understanding
  • 42. Teachers’ Quotes “I have never seen my class so quiet and concentrated as when they attended this program” (oral statement) “You exceeded teachers’ & students’ expectations; you have captivated childrens’ interest and they enjoyed the program greatly. The whole visit to the Library was so alive.” (email)
  • 43. Highlights • Spontaneous applause • Customization / adaptation for older classes • Attention Grabber! • Discovery Explosion!
  • 44. Lessons Learned • Avatar appearance & gestures count! • Atmosphere creation • Camera movement (macro view) • Encourage participation non-stop with micro-interactions! • Surprise! • Learning as Show
  • 45. Stylianos Mystakidis Learning Innovator linkedin.com/stylianosm @stylianosm2 stylianos@mystakidis.com