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The Role of Three Dimensional Virtual Environments in the Development of Personal Learning Networks PLNs


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How 3D virtual environmets contibute to the developement of PLNs: Second Life and the groups in SL, as a tool for educational uses

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The Role of Three Dimensional Virtual Environments in the Development of Personal Learning Networks PLNs

  1. 1. The Role of Three Dimensional Virtual Environments in the Development of Personal Learning Networks A. Nikolaou Department of Education University of the Aegean Rhodes, Greece C. Tsolakidis Department of Education University of the Aegean Rhodes, Greece 2013
  2. 2. Personal Learning Networks The development of digital technologies and the amount of information needed for updating knowledge, raise the need for managing personal and professional development.
  3. 3. PLN Definition  A network of people  Aiming to learn  Contributing to learning  With the guidance of some members  Creating learning opportunities, giving answers to questions The development of a PLN is based on personal choices and is a network of connections based on needs
  4. 4. A PLN includes the tools that facilitate the networks development the people who constitute the networks personal relationships contacts Key elements that characterize the relationships developed between members of the network are reciprocity and trust
  5. 5.  They are not social networks  They describe informal learning habits and create learning opportunities  They have autonomous structure created by each person so as to serve personal learning needs and they are not limited by collective goals. PLN and learning needs
  6. 6. Through the right contacts and the tools, PLNs can provide access to excellence worldwide. There is no collective intention Do not share a common goal or a common field of knowledge and interests A PLN is formed as the result of the individual search of the person who initially created it. PLN characteristics
  7. 7. 3-D virtual environments  Multi-user environments Use of avatar as virtual representative Tool for synchronous and asynchronous communication Tool for socialization and learning Sense of sharing the same place Sense of immersion Co-presence Interactivity Realistic representation of the environment
  8. 8. Second Life Immersive 3D Virtual environment Created by its users Customizable avatar Access from anywhere and anytime Access to desktop applications, web sites and files Collaborative features Provides 3D objects building tools Scripting language
  9. 9. Second Life characteristics
  10. 10. Creation of Groups in Second Life Media for various activities Carrying and communicating information Allow people to share files and three-dimensional objects Tools of mass communication Facilitate the discovery of common interests Help build virtual communities Share files and three-dimensional objects Provide links to other Internet applications Update and manage the plethora of activities in SL
  11. 11. Groups integrated tools 1 Group Notices Notifications Notecards 3D objects sharing Group chat channel Group voice channel Group Notices Notecards Inventory
  12. 12. Groups integrated tools 2
  13. 13. Methodology In a fast developing innovative field of research the generally accepted standards on methodology cannot be applied. A cyclical model survey of online interviews was chosen.
  14. 14. Presentation of research model by an American Education Research Association ARVEL (Applied Research in Virtual Environments for Learning) in SL
  15. 15. Research questions Why do members of Groups use SL for the creation and development of PLNs? How does participation in SL Groups contributes to the creation and development of PLNs?
  16. 16. Sample Criteria The participants should be members of a SL Group of training or educational character Groups should be active during the research Researchers should be able to communicate with willing members of the group (by email, phone, presence in social media, etc) Lead to Nonrandom sample Members of Virtual Worlds Educators Roundtable VWER Sample
  17. 17. The questionnaire was sent to the group on facebook VWER, specifically to individuals who reported participating in recent events. 14 VWER members were interviewed online Online interviews
  18. 18. DATA ANALYSIS 1 Participation in Groups in SL creates: networking opportunities with like-minded people a sense of trust and acceptance conditions for real communication and relationships The key causes for the formation and development of PLN
  19. 19. Overcoming of geographical or time barriers
  20. 20. DATA ANALYSIS 2 Collaborative features Support, assistance and mutual help provided to members Facilitation of discussion Overcoming of geographical or time barriers Facilitation of people with impaired hearing or vision Opportunity to multiple users to work together and edit the same object simultaneously
  21. 21. Innovation diffusion According to the theory of adoption and diffusion of innovation SL Group members are “early adopters” "The reason is that I am close to a group of people who are not afraid to experiment, to explore, to overcome limits and restrictions in order to discover the appropriate things for learning and teaching" DATA ANALYSIS 3
  22. 22. Co-creation Prim modeling The inegrated tools that are necessary to built three-dimensional objects, allow the development of a suitable learning environment to meet the individual requirements of users. DATA ANALYSIS 4
  23. 23. Creating learning objects
  24. 24. 3D object building contests
  25. 25. Development of initiatives carried out by Groups that are related to the adoption of innovative methods and techniques, to realise goals set in real life: Visits to museums (Sistine Chapel, Louvre, Toys Museum, etc) Collections (ancient Greek technology, computers, musical instruments etc) Galleries of modern art
  26. 26. Performances
  27. 27. Visits to museums or ancient sites
  28. 28. Guided tour to Maya's Island
  29. 29. 3D Interactive Art Installations
  30. 30. Art exhibitions and artistic events
  31. 31. 3D Interactive Art Installations
  32. 32. Social events
  33. 33. Experiential and collaborative activities organized by Groups Role playing Treasure hunts Touring in selected virtual educational sites Three dimensional objects contests (buildings, landscapes, virtual labs and interactive learning objects) Foreign languages learning activities Lectures Conferences, seminars Theatrical performances Concerts, thematic musical events Art exhibitions Counseling Events supporting the work of non-profit organizations Virtual libraries activities
  34. 34. ISTE in Second Life
  35. 35. Lectures, workshops, seminars
  36. 36. Educational activities
  37. 37. “Happy Hippo” building tutorial area
  38. 38. 5th Virtual Worlds Best Practices in Education Conferences 2012
  39. 39. 5th Virtual Worlds Best Practices in Education Conferences 2012
  40. 40. Creating a dynamic learning network contributes to: sharing resources content creation feedback construction of knowledge
  41. 41. SL Gproup members use of integrated SL tools for connections
  42. 42. Discussion The need for managing the renewed knowledge seems to push participants to the quest of better ways for approaching it Change of the way in which people adapt to the new technological environment Need for acquiring new skills and Have access to new educational resources Drive into new strategies for learning Beyond official and institutionalised frameworks PLN
  43. 43. The causes of use 1 The SL Group members through their participation in virtual activities develop their PLNs become informed update their knowledge find new opportunities for learning
  44. 44. The causes of use 2 Have access in excellence of their scientific field develop contacts with like- minded people interact with their learning environment create frameworks of support exchange educational resources pioneer in diffusion of innovation create learning networks no geographical, time and financial restrictions
  45. 45. Interactive learning environment
  46. 46. How participants use SL Groups exchanging ideas enhancing promotion of good practices sharing of educational resources collaborating in the domains of their interests approaching experts helping, consulting personal development
  47. 47. The impact of 3DVE on PLNs Co-presence Networking Social components of learning 3DV ENVIRONMENTS Sharing of content New culture of social and participatory learning Support non formal learning strategies DEVELOP PLNs
  48. 48. THAKNK YOU