1. Social network
knowledge construction:
Emerging virtual world pedagogy
2009 research paper by Lisa Dawley
Presentation by Lin S. and Melany C.
Images and videos used in this presentation are borrowed from their
respective owners. No copyright infringement intended.
2. What is social networking?
What do you use it for?
What can you use it for?
3. Tools for Social Networking
• Social sites: MySpace, Facebook, Twitter
• Photo sharing: Flickr, PhotoBucket, Instagram
• Video sharing: YouTube, Vimeo, Vine
• Professional networking: Linkedln, Ning
• Blogs: WordPress, Blogspot
• Virtual worlds: Second Life, Club Penguin
4. Virtual Worlds
• Internet-based, three-dimensional simulation
environments.
• Highly customisable – users create and alter the
virtual environment.
• Complex social systems with their own norms,
values, cultures, families and economies.
• Include in-world and out-of-world (internet-based)
opportunities for knowledge construction.
5. Second Life (SL)
In virtual worlds, users interact through their
avatars – visual representations of
themselves. They are an expression of
identity.
6. What things can we do in a virtual world?
Virtual world concerts and world fundraising…
Video: Education in Second Life
https://www.youtube.com/watch?v=TMGR9q43dag
7. Answer this question during the
presentation:
Do you think there are any potential issues
involved in the educational use of virtual learning
environments?
Respond here:
https://todaysmeet.com/VirtualWorlds
8. Virtual world for teaching and learning
Second Life launched in 2003, and now has 16 million user accounts, the
majority of which are kids and teens.
The aim of the research
To identify and explore the capacities of social networking,
specifically virtual worlds like SL, in educational contexts.
Social network knowledge construction (SNKC)
How to effectively incorporate these communication
networks into the teaching and learning process.
Purpose and potential use of these networks in
the teaching and learning process.
10. The theoretical framework behind the
research
• We are shifting from information age to a “conceptual age”
– technologies like databases can handle left-brain tasks for
us, while social technologies encourage right-brain,
creative thinking (Pink, 2005)
• The communication patterns of social networks mirror
constructionist, self-directed learning processes (Papert,
1991)
11. The theoretical framework behind the
research
Social network technologies not only frame the way
individuals’ interact and learn, but impact the thinking
process itself
Social networking and virtual worlds are an example of
connectivist learning – learning resides outside the
person in a network of information sources, and is
reliant on diversity in opinions. Knowledge grows
exponentially (Papert, 1991)
12. Social network knowledge construction
Key technology trends in higher educaiton
over the next five years (Horizon Report,
2007):
1. User-created content
2. Social networking
3. Virtual worlds
14. Inworld mechanisms – virtual world (second
life)
• Group notices
• Group chat
• Newsletters
• Building (terrain, objects and activities)
• Group events
• IM/Private chat
• Conferences
18. Conclusion & implications for future
research and teaching
• Many students have experience using social
networks to blog, participate in discussion forums, or
use virtual worlds
• Educators should see social networks as pedagogical
opportunities
• Embedding social networks into the curriculum also
keeps students engaged and helps them retain
information – it bridges the divide between school
and leisure
19. Conclusion & implications for future
research and teaching
• The construction of social network knowledge
around virtual worlds is a valuable tool to explore
complex social learning
• However, educators need to be aware of potential
technical and legal issues
20. Today’s Meeting: let’s have a look at the
responses
Do you think there are any potential issues
involved in the educational use of virtual learning
environments?
https://todaysmeet.com/VirtualWorlds