3d Virtual Immersive Environments as Enabler for Blended Gamified Learning Experiences

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Using Virtual Words to Enhance Engagement & Create Playful Face-to-Face Educational Programs

Presentation at VWBPE 2014 conference

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3d Virtual Immersive Environments as Enabler for Blended Gamified Learning Experiences

  1. 1. 3d Virtual Immersive Environments as Enabler for Blended Gamified Learning Experiences Using Virtual Words to Enhance Engagement & Create Playful Face- to-Face Educational Programs Stylianos Mystakidis, University of Patras
  2. 2. Synopsis: !sdrawkcaB • Story: Virtual -> Physical • Virtual Worlds use in a f2f educational program to enhance engagement & learning
  3. 3. Stylianos Mystakidis MSc, PMP • Learning Innovator @ Library & Information Services, University of Patras (Greece) • Adjunct Faculty @ University of the West of England – UWE (Bristol, UK) • Adjunct Faculty @ Open University of Catalonia – UOC (Barcelona, Spain) • Teaching Mentor @ University of Washington – UW (Seattle, USA)
  4. 4. Good Digital Teaching Practice Seal #mathisi20
  5. 5. University of Patras (Upatras) • World Ranking*: #327 • Greece Ranking*: #2 • 24,460 students | 754 Faculty members • 24 Departments in 5 Schools • Prominent Research Center on ICT & Engineering • St Andrew (Patras’ patron Saint) *Webometrics, 2012
  6. 6. Library & Information Services • National & European Research Projects • Institution-wide Services (e.g. Repository) • ISO 9001:2000 • Openness- & Innovation-oriented
  7. 7. Explosive Environment
  8. 8. Budget Cuts
  9. 9. Layoffs (?!) Retirements
  10. 10. Reformation of Higher Education
  11. 11. E-Learning in Greek Higher Education?
  12. 12. Definitions • 3d Virtual Immersive Environments: SL locations & environments • Blended Gamified Learning Experiences (LE): LEs with game mechanics or playful elements using physical & virtual space
  13. 13. Virtual Worlds, Library & Librarians • Alternative ‘face’ of typical Library services – Communication – User support & Training – Integration of Web Services – Learning Objects • Communities • Professional Development
  14. 14. Challenge Prepare a 2-3h educational program for K-12 classes visiting the University of Patras’ Library
  15. 15. Real Challenge • Create an innovative, engaging, enjoyable, effective educational program • Hidden agenda: demonstrate the potential of Virtual Worlds • Support & justify the provision of institutional Virtual Worlds infrastructure & budget
  16. 16. Storytelling • Stories are extremely powerful tools for learning • Better recall when in a narrative (Adval, 1998) • “Stories allow us to learn from the experience of others without having to face another person’s personal consequences”
  17. 17. Gamification & The Power of Play
  18. 18. Self-Determination Theory
  19. 19. Self-Determination Theory
  20. 20. Flow
  21. 21. Flow Theory (Csikszentmihalyi)
  22. 22. Games vs Play vs Gamification vs Toys
  23. 23. AnatomyofFun
  24. 24. Player Types
  25. 25. From the Ancient to the Modern Tablets
  26. 26. Learning Objectives • Cognitive domain: Learn and understand the main of stages of the writing & books history • Affective domain: love books, encourage reading & literacy • Meta-cognitive skills: understand cause & effect mechanisms behind facts
  27. 27. Experience Design (Levels) 1. Playful Library Tour [30’] 2. Interactive Presentation & Game [45’] 3. Creative Group Reflection with Tablets [30’]
  28. 28. Playful Library Tour
  29. 29. Engagement through Play • Team play • Competition • Challenge • Quests • Choices • Curiosity • Expression
  30. 30. Interactive Presentation & Game • Classroom & video projector • Instructor controls avatar in the 3d Virtual Environment • Avatar appearance & movement • 2 Teams • Scoring points by answering questions • Mini-game: Phoenician Alphabet Challenge
  31. 31. Interactive Presentation & Game II
  32. 32. Immersion (Second Life) 3d Virtual Immersive Environments : • UW Museum of Virtual Media • Museum Island • Ancient Alexandria • Alice Academy • International Spaceflight Museum
  33. 33. Virtual Immersive Learning Environments • Cave Paintings, Lascaux Cave, France 32000 BC • Ancient Tablets, Mesopotamia, 3500 BC • Ancient Greece, Linear Α & Β’, 1450 BC • Alphabet, Phoenicia, 1200 BC • Great Library of Alexandria, Egypt, 200 BC • Manuscript copying, Byzantine Empire, 600 AD • Movable Type, China 1040 AD • The Future of Books & Knowledge
  34. 34. Lascaux Cave, UW Museum of Virtual Media
  35. 35. UW Museum of Virtual Media Island • University of Washington Virtual Worlds Certificate Program • Instructor: Randy Hinrichs, CEO 2b3d • Mentors: Stylianos Mystakidis, Anna Gadler Pratt, Michael Thome • Final project of 2012 Class • Inspired by book Infinite Reality • Collaboration with book authors, Blascovich & Bailenson
  36. 36. Creative Group Reflection with Tablets
  37. 37. Results I
  38. 38. Results II
  39. 39. We love books!
  40. 40. Statistics • Program offered since 2012 • Participation: 1500 students from 20 schools (ages: 7-15)
  41. 41. Evaluation Findings • Online Questionnaire (Likert scale) • 28 teachers • 81% children acquired new skills (agree & fully agree) • 85% helped children assume a positive attitude towards books & reading • 98% 3d VIEs useful for facts recall & history understanding
  42. 42. Teachers’ Quotes “I have never seen my class so quiet and concentrated as when they attended this program” (oral statement) “You exceeded teachers’ & students’ expectations; you have captivated childrens’ interest and they enjoyed the program greatly. The whole visit to the Library was so alive.” (email)
  43. 43. Highlights • Spontaneous applause • Customization / adaptation for older classes • Attention Grabber! • Discovery Explosion!
  44. 44. Lessons Learned • Avatar appearance & gestures count! • Atmosphere creation • Camera movement (macro view) • Encourage participation non-stop with micro-interactions! • Surprise! • Learning as Show
  45. 45. Stylianos Mystakidis Learning Innovator linkedin.com/stylianosm @stylianosm2 stylianos@mystakidis.com

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