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A case study on experiential learning in NUS Second Life
                            CYBERCRIME QUEST
                  NM3210 CYBERCRIME AND SOCIETY
• Demo of Immersive Activities
• How to encourage/stimulate critical thinking
• Engagement of Students




• Demo How to Use Second Life
• Using Chatrooms in Second Life
• How to overcome technical/logistical barriers
Prediction #10: 'We'll play games to solve problems'

    “In the last decade, in the US and Europe but particularly in
 South-East Asia, we have witnessed a flight into virtual worlds,
with people playing games such as Second Life. … not because
     we're going to spend less time playing games, but because
    games and virtual worlds are going to become more closely
                                           connected to reality.”

2 Jan 2011, Top 20 Predictions for the Next 25 Years, The Observer, guardian.co.uk

                                                                                                    Quoted by McGonigal, Jane
                                      Director of games research & development at the Institute for the Future in California and
              Author of Reality Is Broken: Why Games Make Us Happy and How They Can Help Us Change the World (Penguin)
“…people learn more deeply from words
      and pictures than from words alone”
                                                                       (Mayer, 2001)

          Mayer, R., Multimedia Learning, New York: Cambridge University Press, 2001




“Participation in virtual worlds involves access to
      a shared activity instead of simply a shared
        space where a particular activity occurs. ”
                                                                        (Chia, 2010)

                                   Chia, Aaron, Teachers College, Columbia University
                                        Journal of Virtual Worlds and Education, 2010
Scaffolding of Engagement in Cybercrime Quest


Objective 1: Locate Cipher Device                             Objective 2: Decrypt Cipher
Tasks:                                                        Tasks:
- Teleport to apartment from start point                      - Watch/understand Video 1 on Cipher
- Search for Cipher Device physically                         - Use Cipher Reader to
- Use Inventory Function of SL                                  retrieve Code for Decryption
- Wear Cipher on Avatar                                       - Use Decryption Code on Wall
- Teleport to Cybercrime Lab                                  - Find Clue to Teleport next task




Objective 3: Locate Surveillance Cam                           Objective 4: Submit Findings

Tasks:                                                         Tasks:
- Watch Video 2 on Surveillance                                - Use inworld system to submit answer
- Locate 1 camera with visual notecard                         - Take Snapshot with Avatar name
- Teleport back to Lab                                         - Submit to IVLE Workbin
- Match visuals with Mugshot Wall                              - Write Reaction Paper
                                                               - Do user survey of experience
WHERE THE HELL IS IT??????
Objective 1: Locate Cipher Device




                             Discovery Learning (Bruner)
                      Guided discovery, Problem-based simulation,
                                    Constructivism




                                                 The Bad
                                                 • cognitive overload
The Good                                         • develop misconceptions
• encourages motivation & active engagement
                                                 • failure to detect problems & misconceptions
• promotes autonomy, responsibility &
  independence
• the development of creativity &
   problem-solving skills.
• a tailored learning experience
YREF ZRRG NG EVQTRPNG PNSR
LETS MEET AT RIDGECAT CAFE
Objective 2: Decrypt Cipher




                                Experiential Learning (Kolb)
                                 Transformative Experience
                                Do-> Observe -> Think -> Plan




                                                     The Bad
                                                     • too challenging for novices
The Good                                             • procedural instructions do not help learning
 Promotes:                                           • cognitive overload ( by time of activity)
• assimilation (video of how decryption works)
• convergence (application of concept)
• accommodation (hands on exercise)
• divergence (observe & collect new info)
Objective 3+4: Submission of Reflection




                                 Constructivism (Vygotsky)
                       Constructing practical knowledge for critical social action
                                       (from surveillance video)




                                                            The Bad
The Good                                                    • Social interaction with peers might not
• Internalization of knowledge into critical                  be present
  thinking                                                  • failure to correct misconceptions
• Active, independent role in logic formation
• Reciprocal relationship between learner and
   facilitator
• Allows further development of subject
  learning out of SL environment
COMMUNICATIONS AND INTERACTIONS IN CYBERCRIME QUEST




              Compiled and administered by NUS Second Life Administrator: John Yap (johnyap@nus.edu.sg)
COMMUNICATIONS AND INTERACTIONS IN CYBERCRIME QUEST




             Compiled and administered by NUS Second Life Administrator: John Yap (johnyap@nus.edu.sg)
For any further questions, pls email :

JOHNYAP@NUS.EDU.SG

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A case study on experiential learning in NUS Second Life

  • 1. A case study on experiential learning in NUS Second Life CYBERCRIME QUEST NM3210 CYBERCRIME AND SOCIETY
  • 2. • Demo of Immersive Activities • How to encourage/stimulate critical thinking • Engagement of Students • Demo How to Use Second Life • Using Chatrooms in Second Life • How to overcome technical/logistical barriers
  • 3. Prediction #10: 'We'll play games to solve problems' “In the last decade, in the US and Europe but particularly in South-East Asia, we have witnessed a flight into virtual worlds, with people playing games such as Second Life. … not because we're going to spend less time playing games, but because games and virtual worlds are going to become more closely connected to reality.” 2 Jan 2011, Top 20 Predictions for the Next 25 Years, The Observer, guardian.co.uk Quoted by McGonigal, Jane Director of games research & development at the Institute for the Future in California and Author of Reality Is Broken: Why Games Make Us Happy and How They Can Help Us Change the World (Penguin)
  • 4. “…people learn more deeply from words and pictures than from words alone” (Mayer, 2001) Mayer, R., Multimedia Learning, New York: Cambridge University Press, 2001 “Participation in virtual worlds involves access to a shared activity instead of simply a shared space where a particular activity occurs. ” (Chia, 2010) Chia, Aaron, Teachers College, Columbia University Journal of Virtual Worlds and Education, 2010
  • 5. Scaffolding of Engagement in Cybercrime Quest Objective 1: Locate Cipher Device Objective 2: Decrypt Cipher Tasks: Tasks: - Teleport to apartment from start point - Watch/understand Video 1 on Cipher - Search for Cipher Device physically - Use Cipher Reader to - Use Inventory Function of SL retrieve Code for Decryption - Wear Cipher on Avatar - Use Decryption Code on Wall - Teleport to Cybercrime Lab - Find Clue to Teleport next task Objective 3: Locate Surveillance Cam Objective 4: Submit Findings Tasks: Tasks: - Watch Video 2 on Surveillance - Use inworld system to submit answer - Locate 1 camera with visual notecard - Take Snapshot with Avatar name - Teleport back to Lab - Submit to IVLE Workbin - Match visuals with Mugshot Wall - Write Reaction Paper - Do user survey of experience
  • 6.
  • 7. WHERE THE HELL IS IT??????
  • 8.
  • 9. Objective 1: Locate Cipher Device Discovery Learning (Bruner) Guided discovery, Problem-based simulation, Constructivism The Bad • cognitive overload The Good • develop misconceptions • encourages motivation & active engagement • failure to detect problems & misconceptions • promotes autonomy, responsibility & independence • the development of creativity & problem-solving skills. • a tailored learning experience
  • 10.
  • 11.
  • 12. YREF ZRRG NG EVQTRPNG PNSR LETS MEET AT RIDGECAT CAFE
  • 13. Objective 2: Decrypt Cipher Experiential Learning (Kolb) Transformative Experience Do-> Observe -> Think -> Plan The Bad • too challenging for novices The Good • procedural instructions do not help learning Promotes: • cognitive overload ( by time of activity) • assimilation (video of how decryption works) • convergence (application of concept) • accommodation (hands on exercise) • divergence (observe & collect new info)
  • 14.
  • 15.
  • 16.
  • 17.
  • 18. Objective 3+4: Submission of Reflection Constructivism (Vygotsky) Constructing practical knowledge for critical social action (from surveillance video) The Bad The Good • Social interaction with peers might not • Internalization of knowledge into critical be present thinking • failure to correct misconceptions • Active, independent role in logic formation • Reciprocal relationship between learner and facilitator • Allows further development of subject learning out of SL environment
  • 19.
  • 20. COMMUNICATIONS AND INTERACTIONS IN CYBERCRIME QUEST Compiled and administered by NUS Second Life Administrator: John Yap (johnyap@nus.edu.sg)
  • 21. COMMUNICATIONS AND INTERACTIONS IN CYBERCRIME QUEST Compiled and administered by NUS Second Life Administrator: John Yap (johnyap@nus.edu.sg)
  • 22. For any further questions, pls email : JOHNYAP@NUS.EDU.SG