Tech Savvy Girls from Sims to Teen Second Life

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    Tech Savvy Girls from Sims to Teen Second Life - Presentation Transcript

    1. Sims to Teen Second Life Transition of the SimSavvy Girls to Tech Savvy Isle Barbara Z. Johnson (Barbara SimSavvy) Elizabeth King (E_Lizzy SimSavvy)
    2. Tech Savvy Girls Project
      • 4 teen-aged girls
      • Mission: increased IT fluency
      • Method: informal out of school program - videogame & virtual world object creation and modification
      • First year: the Sims series
    3. Our Goals
      • 21st Century Skills - the FITness standards
        • Foundation for lifetime learning of IT concepts and skills
        • IT fluency as more than computer programming
        • Informal mastery of technology that matters in their lives
      • Interest-based learning
      • Sensitivity to socio-cultural situations of the participants
    4. Limits of The Sims
      • Limited types of items and activities
      • Cannot change or add to what items do
      • Player avatars cannot be together
      • Limited types of businesses to play
      • Limited spheres of the avatars
      • Despite the extensive online Sims community, lack of direct synchronous interaction with other people
    5. Transition to Teen Second Life
      • Building and experimenting phase on a closed island
      • Arranged to allow the girls off the island to explore and get ideas
      • Theme: the 60’s
      • Projects: a holiday party and presentation at GLS
    6. Approach 1: Sims Redux
      • Arrangement of existing items (library or resident created)
      • Modification of existing items (library or resident created)
      • Same themes - domestic, retail businesses selling similar items, romance
      • Often LESS willing to break physical constraints in their builds in TSL than in the Sims
      • Limited in-world social engagement
    7. Early Sims Development
    8. Similar Items in TSL
    9. Approach 2: New Tools; Same Themes
      • Created objects from prims and textures (often user created)
      • Modification of scripts
      • Themes: domestic, retail, romance
      • Some teens found greater social contact and gained significant social capital
      • Creating objects with physical analogs
    10. Finer Control Over Creations (TSL)
    11. Scripts and Particle System (TSL)
    12. Approach 3: New Tools and Expanded Horizons
      • Created objects from prims and textures (often user created)
      • Modification of scripts
      • New themes: historical recreation
      • Creation of things without physical analogs or with a twist on reality
        • Floating hamburger
        • Underwater houses
        • Drive in movie theater for a classroom
    13. Pushing the Envelope in The Sims
    14. Expanding Reality in TSL
    15. How Did They Learn?
      • Experimentation & reverse engineering
      • Peers within the research group
      • Asking others in public areas
      • Do not tend to:
        • Check online help
        • Ask for official help
        • Read guides
        • Search online text
    16. Results of the Transition
      • Many learning patterns carried over between Sims and TSL
      • Prior learning both helped and hindered building in TSL
      • Starting over with a new tool can become a barrier for experts in prior systems
      • Greater flexibility can be both freeing and frustrating
    17. What Did We Learn?
      • Technology access outside of program impacts success of individuals – higher quality internet access and computers at home correlated to greater experimentation on Tech Savvy Isle
      • Exposure to multiple tools enabled meta-learning about a class of tools, such as operating systems, file structures, file types, word processors
      • Problems may be learning opportunities if students can be scaffolded to success
      • Project/problem-based learning requires new learning skills
    18. TSL as IT Learning Venue
      • Need to manage overwhelming potential of open projects
      • Need to address the non-game quality of TSL
      • Make use of the scripting tools
      • Encourages greater attention to the social aspect of technology
        • Intellectual property
        • TSL community norms
        • Online safety
    19. Pros and Cons of World Access
      • Increased social capital
      • Businesses
      • Co-presence of group’s avatars
      • Ability to learn from others
      • Residents encourage us to provide educational content
      • Inappropriate content
      • Griefing
      • Spam on the island
      • Parental concerns
      • Comparison of quality of builds
    20. There and back Again …
      • 3/4 did not stick with TSL and returned to the Sims
        • Wanted to “really master” The Sims
        • Unfinished projects in The Sims
        • Concerns about the quality of their creations vs. those of more experienced builders in TSL
        • Had not made significant connections to other TSL residents

    + Barbara JohnsonBarbara Johnson, 10 months ago

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