The Research and Evaluation of current Trend in Education-Second Life and U-Learning
1.
2. • Structure of research and implementation
Paper study and research
Implementation and Survey
Outcome analysis and Evaluation
Future development and Suggestion
3. • Current education approaches
Traditional learning
E-learning (Second Life as example)
U-learning
4. • Introduction to Second Life
Online 3D platform
Linden Lab, 2003
Linden Scripting Language
Education, business, politics, etc.
5. • Introduction to U-learning
Wireless communication network
Mobile device
Learning system design
Learning through:
- Any time, any place, any device
6. • Compare current education approaches:
Traditional E-Learning U-Learning
Learning
Material Textbook, reader, Digital content Digital content and
etc and program, multimedia,
etc. environment-
interactive system
Requirement Physical Computer, Mobile device,
classroom and projector, Sensor tag,
equipment Network Wireless network
Constraint Time, place place None, any time, any
place, any device
7. • Compare current education approaches:
Traditional E-Learning U-Learning
Learning
Characteristic Learn by Learn by Learn by experience
description experience (Real)
(virtual)
Suitable for Higher Construction of Certain training,
education knowledge elementary
database, education
knowledge
sharing
8. • Implementation
• Purpose: Encourage feedback
Figure out users’ suggestion or need
Clarify feasibility and acceptance
• Time and place: 2008.12.31 CL324 Computer
Lab in Lanyang Campus
9. • Implementation
• Process: Let sophomore students experience
learning environment in Second Life after a brief
introduction and orientation.
• Target user: Sophomore students in the college of
entrepreneurial development
• Photos as record
11. • Survey and outcome analysis
• Over 70% use computer for more than 3 hrs per day
Positive outcome:
• Over 85%, potential improvement for their English
ability
• Over 76%, evoke their interests to try and learn more
• Over 75%, learning activity takes place in Second Life
12. • Survey and outcome analysis
Positive outcome:
• Over 75%, suitable for students in entrepreneurial
development college to start up experimental virtual
business.
• Over 85%, willing to take distance class through
Second Life
13. • Survey and outcome analysis
Suggestion:
• Efficiency of lecture delivering
• Technical problem
• The need of orientation or training program for users
• Distraction problem of student
14. • Interview with Educators
Positive opinion:
• Innovative concept and open environment
• Willing to learn and try to use
• Can facilitate knowledge sharing at certain degree
15. • Interview with Educators
suggestion:
• Technical problem: Link bandwidth and graphic card
• Concern of non-computer background educators or
users
• Degree of adaptation of students
• Issues with Intellectual Property Right
• Easy-to-use interface design
• Problem of learning activity design
16. • Problem Integration and Possible Solution
Main outcome:
• Second-Life as part of education facilitating tool
• Combine advantages from different education
methods
• According to the characteristic of subject and type of
material
• Reach better learning performance
• Awake student’s enthusiasm and interest
17. • Problem Integration and Possible Solution
Solution:
• Technical Problem:
* through broadband or fiber communication
network, or through computer lab on campus
* Start up by enthusiastic educators and students
first.
18. • Problem Integration and Possible Solution
Solution:
• Concerns of non-computer background users:
* Orientation in the beginning for every novice
* Advanced training program is optional
* Virtual seminars and lectures are plenty
19. • Problem Integration and Possible Solution
Solution:
• Degree of adaptation of student:
* Quite friendly compare to other games
* Game-like interface attracts students
* Vivid introduction and help by tutor
20. • Problem Integration and Possible Solution
Solution:
• Issues of Intellectual Property Right:
* Common sense
* associations for educators to cooperate and
collaborate
21. • Problem Integration and Possible Solution
Solution:
• Problem of learning activity design :
* Experience from other universities
* Educator community
* Integrate with other system or platform
22. • Evaluation and Future Development
* Personalization v.s. socialization
* Student’s learning behavior and pattern
* Limitation and constraint for each learning
method
* Passion of educators and learners
* Trend analysis: education support platform
23. • Evaluation and Future Development
SWOT analysis for apply Second Life as part of
education facilitation tool in LanYang Campus
Overall: for whole campus
Specific: College of Global Research and
Development
College of Entrepreneurial
Development
24. • SWOT
Strength Weakness
* Improvement students’ English * Budget problem
ability * Construction needs time and
* Knowledge sharing effort
(collaborative intelligence) * Participant’s background
* Interaction and social activity * Not suitable for all subjects
* Programming Language & * Student’s learning attitude
modeling skill * Technical requirement
* Expand viewpoint
* Clarify personal interest
25. • SWOT
Opportunity Threat
* Try for free * Project Failure
* Distant learning * Pressure from upper
* Start up business management level
* Virtual tour * Crime problem
* Case study on global issues * Security problem
* Collaboration between * Other problems: black-out,
educators database, etc.
* Cooperation with other
universities
* Catch up with the trend