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Virtual Summer School in
               Second Life:
    Supporting Creative Communities


     Mikhail Fominykh, Ekaterina Prasolova-Førland and Monica Divitini
        Norwegian University of Science and Technology, Norway




                  The 9th International Conference on
        Cognition and Exploratory Learning in Digital Age (CELDA)
                            October, 19 2012
                              Madrid, Spain
1
Trondheim, Norway




2
Norwegian University of Science
    and Technology NTNU




3
Motivation: Supporting Learning
    Communities
     o Learning communities
       – developing new skills and insight
       – Innovation
       – university education and international projects
     o Community of Interest (CoIs)
       – “Communities of communities” across domains
       – Symmetry of ignorance
       – Social creativity



4
Proposal: Learning communities in
    3D Virtual Worlds
     o Proposal
       – 3D VWs can benefit creating and supporting learning
         communities
     o 3D VWs support
       – User-generated content
       – Sense of presence
       – Interactive features and simulations
       – Boundary objects and shared artifacts as catalysts of
         collaboration
       – => Communities of Interest and social creativity
5
Supporting creative communities:
    Virtual Summer Schools
     o TARGET
     o CoCreat
     o Virtual Summer School as an
       innovative education form
       supporting creative communities
       – 3D visualizations
       – Role-plays
       – Virtual events


6
Activity Design: Phases of
    Collaborative Creative Process*
     o Collect (searching for material and
       visualizing it)
     o Relate (consulting with peers)
     o Create (trying out solutions, creating
       associations, composing artifacts)
     o Donate (disseminating results)


                             * Schneiderman, 2002

7
Technology: 3D Virtual Worlds (VWs)

     o Collect in 3D VWs (collaborative
       exploration of virtual places)
     o Relate in 3D VWs (rich synchronous
       interaction with sense of presence)
     o Create in 3D VWs (safe prototyping,
       3D visualizations)
     o Donate in 3D VWs (sharing user-
       generated content)

8
Place: Virtual Campus of NTNU

     o Facilities
       –   Reconstructions of campus buildings
       –   3D educational visualizations (student projects)
       –   Virtual Science Fair
       –   Meeting and working places
     o Activities
       –   Virtual tours
       –   Cooperation technology course projects/role plays
       –   Research project presentations
       –   International seminars
9
Activities: Structured by
     Collaborative Creativity Phases
      Phase          Course activities
                 – brainstorming the topic to be visualized
     – Collect   – describing the design in group blogs

                 – participating in virtual events
     – Relate    – exploring other constructions
                 –   collaborative construction
     – Create    –   accessing building resources
                 –   role-play presentations
     – Donate    –   preserving constructions in the Virtual
                     Gallery
10
Activities: Virtual Events

      o Virtual Seminar
        – Formal learning settings
        – Five presentations of related EU projects
        – Q&A session
      o Virtual Guided tour
        – Informal learning settings
        – Experience teaching and cooperation techniques,
          Hawaiian culture, and virtual places
        – Feedback session
        – Reflection in individual blogs
11
Cooperation seminar in the virtual
     campus of NTNU




12
Guided tour to the virtual campus
     of COE UHM




13
Activities: 3D Educational
     Visualizations and Role playing
      o Constructionism
        – learning more effective through the design of
          personally meaningful artifacts
      o Social Constructivism
        – learners co-construct their environment and
          understanding together with their peers
      o Role playing
        – active behavior in accordance with a specific role



14
Role-playing presentation of a
     student project




15
Role-playing presentation of a
     student project




16
Study: Exploratory Case Study

      o Participants
        – 37 students in small groups (3–4 students)
      o Data
        – direct observation
        – virtual artifacts (chat log and 3D constructions)
        – group and individual blogs
      o Data analysis
        – constant comparison method
        – coding

17
Target group




18
Results: Four Phases

       Course activity   Observation




       Collected data




19
Results: Collect Phase

       Course activity                Observation
                                    – creativity in process
     – brainstorming the topics
                                    – tools used
     – discussing the design in
                                    – synchronous and
       group blogs
                                      asynchronous modes
       Collected data
     – creative idea generation
       process (4)
     – creativity not affected by
       the technology (3)
     – blogging pro(17)vs. con(5)
20
Results: Relate Phase

         Course activity                Observation
     – participating in virtual       – feedbacks to the seminar,
       events                           including positive and
     – exploring other                  negative aspects
       constructions                  – inspiration from exploring
                                        other constructions (5)
         Collected data               – how creativity affected by
     +   geo. independence (15)         other constructions (1)
     +   novelty (5)
     +   comfort of use (8)
     –   technical problems (15)
     –   attention distractions (6)
21
Results: Create Phase

         Course activity               Observation
                                     – does 3D space benefit or
     –   collaborative construction    hinder creativity
     –   accessing building          – how resources affect
         resources                     creativity
                                     – categorization of
         Collected data                constructions
     ‒   3D space benefit               o role-playing stages (3)
         creativity (5), hinder (3)     o facilities (5)
     ‒   res. affect creativity (0),    o museums (4)
         ease constructing (3)

22
Results: Donate Phase

       Course activity              Observation
                                 – role-playing as a learning
     – role-play presentations     activity
     – preserving constructions – inspiration and motivation
       in the Virtual Gallery      by sharing constructions
                                 – how suitable 3D VWs are
       Collected data              for supporting
     + efficiency and safety (4)   communities
     + contact with audience (3)    o intern-l collaboration
     + offering experience (5)      o virtual visits
     ‒ not enough realistic (5)     o knowledge sharing
     ‒ effort required (2)          o in the long term
23
Discussion: Four Phases

       Course activity       Observed effect




       Virtual SS facility




24
Discussion: Collect Phase

       Course activity              Effect
                                  – establishing an initial
     – brainstorming the topics
                                    domain, engaging issues,
     – discussing the design in
                                    insights, and practices for
       group blogs
                                    learning communities
       Facility                     Effect
                                  – provided initial motivation
     – set of resources
                                    and facilitation for
     – joint feedbacks sessions
                                    collaboration and
     – feedbacks to the blogs
                                    brainstorming

25
Discussion: Relate Phase

        Course activity             Effect
     – participating in virtual   – establishing new
       events                       connections and multi-
     – exploring other              membership in learning
       constructions                communities involved
        Facility                    Effect
     – boundary objects           – enable dialog and
       (exhibition booths and       collaboration between
       slides from projects)        learners from diverse
     – formal and informal          backgrounds and
       meeting and workplaces       disciplines
26
Discussion: Create Phase

       Course activity              Effect
     – collaborative construction – unleashing social
     – accessing building           creativity in the
       resources                    participating communities
                                  – establishing a joint
       Facility                     practice and trying out
     – possibility of accessing     different solutions
       building resources, both
       student constructions
       from earlier generations
       and various building tools
       and facilities
27
Discussion: Donate Phase

       Course activity               Effect
     – role-play presentations   – involved the reflective
     – preserving constructions    dialog in the communities
       in the Virtual Gallery      with innovative expression
                                   forms
                                 – visualized results are
       Facility
                                   available 24/7 in Second
     – seminars on role-playing
                                   Life as a part of the Virtual
       in a workplace context
                                   Gallery, thus constituting a
     – storage and retrieval
                                   shared repository of
       facilities for 3D content
                                   community knowledge

28
Implications: Learning Communities
     in a Virtual Summer School
      o 3D visualizations
        –   community building
        –   dissemination of educational content
        –   exchange of ideas in a virtual workplace
        –   creativity across boundaries of different CoIs
      o Suggestion
        – explore alternative and innovative ways of visualizing,
          storing, and managing community knowledge



29
Implications: Learning Communities
     in a Virtual Summer School
      o 3D visualizations
        – alternative possibilities for teaching
        – presenting innovative concepts and research results
          in an easy-to-understand way
      o Suggestion
        – these possibilities should be further explored




30
Implications: Learning Communities
     in a Virtual Summer School
      o Virtual events
        – integral part of the educational process and of the
          Summer School
        – different types of events and corresponding modes of
          learning
      o Suggestion
        – provide both social and educational spaces for
          community building
        – provide collaborative creative activities


31
Implications: Learning Communities
     in a Virtual Summer School
      o Role-playing
        – a powerful disseminating tool
        – an integral part of the collaborative creative process
        – can also serve as workplace training for students (as
          identified by their feedback)
      o Suggestion
        – further exploration of the potentials of role-playing
          and serious games for supporting learning at the
          workplace


32
Implications: Learning Communities
     in a Virtual Summer School
      o All the mentioned elements are
        interconnected and supplementary to
        each other when supporting creative
        communities
        – without the role-plays, the results of 3D visualizations,
          were not fully obvious
        – 3D visualizations served as boundary objects and were
          necessary for joint understanding between CoIs
        – Virtual events created opportunities for generation and
          exchange of new ideas as well as new ties between
          communities
33
Conclusions

      o Proposal
        – 3D VWs can benefit creating and supporting learning
          communities
      o Virtual Summer School in Second Life
        – Framework for community building, collaborative
          creativity, and idea dissemination
        – Implications for future use
        – Challenges



34
Thank you!


         Mikhail Fominykh
        mikhail.fominykh@svt.ntnu.no
     Ekaterina Prasolova-Førland
            ekaterip@idi.ntnu.no
           Monica Divitini
            divitini@idi.ntnu.no




35

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Virtual Summer School in Second Life: Supporting Creative Communities

  • 1. Virtual Summer School in Second Life: Supporting Creative Communities Mikhail Fominykh, Ekaterina Prasolova-Førland and Monica Divitini Norwegian University of Science and Technology, Norway The 9th International Conference on Cognition and Exploratory Learning in Digital Age (CELDA) October, 19 2012 Madrid, Spain 1
  • 3. Norwegian University of Science and Technology NTNU 3
  • 4. Motivation: Supporting Learning Communities o Learning communities – developing new skills and insight – Innovation – university education and international projects o Community of Interest (CoIs) – “Communities of communities” across domains – Symmetry of ignorance – Social creativity 4
  • 5. Proposal: Learning communities in 3D Virtual Worlds o Proposal – 3D VWs can benefit creating and supporting learning communities o 3D VWs support – User-generated content – Sense of presence – Interactive features and simulations – Boundary objects and shared artifacts as catalysts of collaboration – => Communities of Interest and social creativity 5
  • 6. Supporting creative communities: Virtual Summer Schools o TARGET o CoCreat o Virtual Summer School as an innovative education form supporting creative communities – 3D visualizations – Role-plays – Virtual events 6
  • 7. Activity Design: Phases of Collaborative Creative Process* o Collect (searching for material and visualizing it) o Relate (consulting with peers) o Create (trying out solutions, creating associations, composing artifacts) o Donate (disseminating results) * Schneiderman, 2002 7
  • 8. Technology: 3D Virtual Worlds (VWs) o Collect in 3D VWs (collaborative exploration of virtual places) o Relate in 3D VWs (rich synchronous interaction with sense of presence) o Create in 3D VWs (safe prototyping, 3D visualizations) o Donate in 3D VWs (sharing user- generated content) 8
  • 9. Place: Virtual Campus of NTNU o Facilities – Reconstructions of campus buildings – 3D educational visualizations (student projects) – Virtual Science Fair – Meeting and working places o Activities – Virtual tours – Cooperation technology course projects/role plays – Research project presentations – International seminars 9
  • 10. Activities: Structured by Collaborative Creativity Phases Phase Course activities – brainstorming the topic to be visualized – Collect – describing the design in group blogs – participating in virtual events – Relate – exploring other constructions – collaborative construction – Create – accessing building resources – role-play presentations – Donate – preserving constructions in the Virtual Gallery 10
  • 11. Activities: Virtual Events o Virtual Seminar – Formal learning settings – Five presentations of related EU projects – Q&A session o Virtual Guided tour – Informal learning settings – Experience teaching and cooperation techniques, Hawaiian culture, and virtual places – Feedback session – Reflection in individual blogs 11
  • 12. Cooperation seminar in the virtual campus of NTNU 12
  • 13. Guided tour to the virtual campus of COE UHM 13
  • 14. Activities: 3D Educational Visualizations and Role playing o Constructionism – learning more effective through the design of personally meaningful artifacts o Social Constructivism – learners co-construct their environment and understanding together with their peers o Role playing – active behavior in accordance with a specific role 14
  • 15. Role-playing presentation of a student project 15
  • 16. Role-playing presentation of a student project 16
  • 17. Study: Exploratory Case Study o Participants – 37 students in small groups (3–4 students) o Data – direct observation – virtual artifacts (chat log and 3D constructions) – group and individual blogs o Data analysis – constant comparison method – coding 17
  • 19. Results: Four Phases Course activity Observation Collected data 19
  • 20. Results: Collect Phase Course activity Observation – creativity in process – brainstorming the topics – tools used – discussing the design in – synchronous and group blogs asynchronous modes Collected data – creative idea generation process (4) – creativity not affected by the technology (3) – blogging pro(17)vs. con(5) 20
  • 21. Results: Relate Phase Course activity Observation – participating in virtual – feedbacks to the seminar, events including positive and – exploring other negative aspects constructions – inspiration from exploring other constructions (5) Collected data – how creativity affected by + geo. independence (15) other constructions (1) + novelty (5) + comfort of use (8) – technical problems (15) – attention distractions (6) 21
  • 22. Results: Create Phase Course activity Observation – does 3D space benefit or – collaborative construction hinder creativity – accessing building – how resources affect resources creativity – categorization of Collected data constructions ‒ 3D space benefit o role-playing stages (3) creativity (5), hinder (3) o facilities (5) ‒ res. affect creativity (0), o museums (4) ease constructing (3) 22
  • 23. Results: Donate Phase Course activity Observation – role-playing as a learning – role-play presentations activity – preserving constructions – inspiration and motivation in the Virtual Gallery by sharing constructions – how suitable 3D VWs are Collected data for supporting + efficiency and safety (4) communities + contact with audience (3) o intern-l collaboration + offering experience (5) o virtual visits ‒ not enough realistic (5) o knowledge sharing ‒ effort required (2) o in the long term 23
  • 24. Discussion: Four Phases Course activity Observed effect Virtual SS facility 24
  • 25. Discussion: Collect Phase Course activity Effect – establishing an initial – brainstorming the topics domain, engaging issues, – discussing the design in insights, and practices for group blogs learning communities Facility Effect – provided initial motivation – set of resources and facilitation for – joint feedbacks sessions collaboration and – feedbacks to the blogs brainstorming 25
  • 26. Discussion: Relate Phase Course activity Effect – participating in virtual – establishing new events connections and multi- – exploring other membership in learning constructions communities involved Facility Effect – boundary objects – enable dialog and (exhibition booths and collaboration between slides from projects) learners from diverse – formal and informal backgrounds and meeting and workplaces disciplines 26
  • 27. Discussion: Create Phase Course activity Effect – collaborative construction – unleashing social – accessing building creativity in the resources participating communities – establishing a joint Facility practice and trying out – possibility of accessing different solutions building resources, both student constructions from earlier generations and various building tools and facilities 27
  • 28. Discussion: Donate Phase Course activity Effect – role-play presentations – involved the reflective – preserving constructions dialog in the communities in the Virtual Gallery with innovative expression forms – visualized results are Facility available 24/7 in Second – seminars on role-playing Life as a part of the Virtual in a workplace context Gallery, thus constituting a – storage and retrieval shared repository of facilities for 3D content community knowledge 28
  • 29. Implications: Learning Communities in a Virtual Summer School o 3D visualizations – community building – dissemination of educational content – exchange of ideas in a virtual workplace – creativity across boundaries of different CoIs o Suggestion – explore alternative and innovative ways of visualizing, storing, and managing community knowledge 29
  • 30. Implications: Learning Communities in a Virtual Summer School o 3D visualizations – alternative possibilities for teaching – presenting innovative concepts and research results in an easy-to-understand way o Suggestion – these possibilities should be further explored 30
  • 31. Implications: Learning Communities in a Virtual Summer School o Virtual events – integral part of the educational process and of the Summer School – different types of events and corresponding modes of learning o Suggestion – provide both social and educational spaces for community building – provide collaborative creative activities 31
  • 32. Implications: Learning Communities in a Virtual Summer School o Role-playing – a powerful disseminating tool – an integral part of the collaborative creative process – can also serve as workplace training for students (as identified by their feedback) o Suggestion – further exploration of the potentials of role-playing and serious games for supporting learning at the workplace 32
  • 33. Implications: Learning Communities in a Virtual Summer School o All the mentioned elements are interconnected and supplementary to each other when supporting creative communities – without the role-plays, the results of 3D visualizations, were not fully obvious – 3D visualizations served as boundary objects and were necessary for joint understanding between CoIs – Virtual events created opportunities for generation and exchange of new ideas as well as new ties between communities 33
  • 34. Conclusions o Proposal – 3D VWs can benefit creating and supporting learning communities o Virtual Summer School in Second Life – Framework for community building, collaborative creativity, and idea dissemination – Implications for future use – Challenges 34
  • 35. Thank you! Mikhail Fominykh mikhail.fominykh@svt.ntnu.no Ekaterina Prasolova-Førland ekaterip@idi.ntnu.no Monica Divitini divitini@idi.ntnu.no 35