Tech Savvy Girls from Sims to Teen Second Life - Presentation Transcript
Sims to Teen Second Life Transition of the SimSavvy Girls to Tech Savvy Isle Barbara Z. Johnson (Barbara SimSavvy) Elizabeth King (E_Lizzy SimSavvy)
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
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
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
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
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
Early Sims Development
Similar Items in TSL
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
Finer Control Over Creations (TSL)
Scripts and Particle System (TSL)
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
Pushing the Envelope in The Sims
Expanding Reality in TSL
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
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
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
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
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
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
Second year of the Tech Savvy Girls project as they more
Second year of the Tech Savvy Girls project as they moved from using the Sims to using Teen Second Life to learn IT skills in a creative youth environment. less
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