Second Life is a 3D virtual world environment where we can create avatars and interact with people as in real life. Social presence and social learning find a significant place in online learning environments. 3D virtual worlds like SecondLife enable teachers to create opportunities for learning through collaborative learning social networks. NMC (New Media Consortium) in its various reports has also indicated an increased usage of virtual worlds in educational context. Even Gartner Group predicted that more than 80 per cent of internet users will have one or more avatars in online communities. In this presentation we will understand the advantages and limitations of using virtual worlds in educational environments.
Virtual Worlds: Social Networking, Social Learning and Pedagogy
1. 8 February 2014
Ramesh Sharma
Virtual Worlds: Social Networking,
Social Learning and Pedagogy
2. Virtual Worlds: Social Networking,
Social Learning and Pedagogy
Thanks to Ines Puspita for allowing to use images from her SecondLife album
3. 3 kinds of worlds
The Real World, the Digital World (2D Web, Internet), and the Virtual World (3D Web).
Susan Kish, 2007
4. Emerging Universes
• MMORPGs (massive multiplayer
online games, such as World of
Warcraft)
• Metaverses (Virtual Worlds that
are primarily social vs. game
oriented, such as Second Life)
• MMOLEs (focused on learning and
training environments)
• Intraverses (putting up a virtual
world inside the corporate
firewall)
• Paraverses (often also called
Mirror Worlds, such as Google
Earth)
http://www.lunchoverip.com/2007/10/second-life-vir.html
5. What is a virtual world?
• A virtual world or massively multiplayer online world
(MMOW) is a computer-based simulated environment.
• The term has become largely synonymous with
interactive 3D virtual environments, where the users
take the form of avatars visible to others.
• These avatars usually appear textual, two-dimensional,
or three-dimensional representations, although other
forms, such as live video avatars, are possible, with
auditory and touch sensations.
• In general, virtual worlds allow for multiple users.
Source: http://en.wikipedia.org/wiki/Virtual_world
6. 1 Billion Virtual World Users
(And They’re Mostly Pre-Teen Girls.)
Kristen Nicole |
October 1st
http://siliconangle.com/blog/2010/10/01/1-billion-virtual-world-users-and-theyre-mostly-pre-teen-girls/
25. The NMC Horizon Report > 2014
Higher Education Edition
Identifies top emerging technologies, trends, and challenges
that will have a major impact on teaching, learning, and
creative inquiry in pre-college education over the next five
years.
Most important key driver is that the education paradigms
are shifting to include online learning, hybrid learning and
collaborative models.
Source: http://www.nmc.org/about
26. What does NMC do?
Highlights six emerging technologies or
practices that are likely to enter mainstream
use with their focus sectors within three
adoption horizons over the next five years.
46. The Virtual University of Edinburgh:
Successful Case Studies I
“Real Life” scenarios that are difficult in real life
• Managing major incidents
• Accident investigation and
“triage”
• Court based scenarios for
law students
“you can’t replicate the sense of immersion
that Second Life offers the students even
with role play”.
Source: Clare Sansom, University of London, Fellow of the Centre for
Distance Education: Teaching in Virtual Worlds-A 2013 Snapshot
http://www.slideshare.net/CdeLondon/ride2013-presentationteaching-in-virtual-worlds-a-2013-snapshot
47. The Virtual University of Edinburgh:
Successful Case Studies II
Learning and Practising Methodology
•
Procedural learning
•
Preparation for field or practical work
– Enabling students to make the best use of their time in field or lab
•
Learning how to operate intricate and expensive equipment
Virtual Genetics Lab.,
University of Leicester
Source: Clare Sansom, University of London, Fellow of the Centre for
Distance Education: Teaching in Virtual Worlds-A 2013 Snapshot
http://www.slideshare.net/CdeLondon/ride2013-presentationteaching-in-virtual-worlds-a-2013-snapshot
48. The Virtual University of
Edinburgh: Successful Case Studies
III
Exploring Digital Identity
• More “open ended” scenarios work well in psychology and
social science disciplines if the aim is to explore the students’
own perception of their in-world identity
• These rely on student understanding more than the other
case studies
Source: Clare Sansom, University of London, Fellow of the Centre for
Distance Education: Teaching in Virtual Worlds-A 2013 Snapshot
http://www.slideshare.net/CdeLondon/ride2013-presentationteaching-in-virtual-worlds-a-2013-snapshot
51. Tony Bates
• Virtual worlds are successful in education because students identify
with the characters and the situations portrayed and so become
active participants in the events on screen. The learning from these
experiences carries over into real life applications. In an awardwinning and educationally successful project, the staff in the Virtual
World Design Centre created a virtual border crossing at which
students’ avatars take on the roles of border crossing guards,
interviewing travellers who present challenges of documentation,
prohibitions, smuggling, and difficult communication. The virtual
traveler interviews take place in class and each encounter is then
analyzed by the entire group so that best practices are
identified. Applications for completely online learning are being
investigated.
• - See more at: http://www.tonybates.ca/2012/05/04/examples-ofvirtual-worlds-simulations-and-mobile-apps-from-ontario
52. Personality Development…
• The students at Loyalist found the virtual
experience provided them with more than
enhanced content learning; they also developed
confidence, observational skills, and the capacity
to respond to developing situations.
• - See more at:
http://www.tonybates.ca/2012/05/04/examplesof-virtual-worlds-simulations-and-mobile-appsfrom-ontario
53. Teaching with Virtual Worlds
Dr. Paul D Rudman (2011)
Four areas where virtual worlds can benefit
teaching and learning
• 1) Environment (e.g. field trip)
• 2) Mediated environment
• 3) Interaction
• 4) Anonymity
http://www.slideshare.net/paulrudman/virtualworld-pedagogy-9439472
54. And what doesn’t work?
• Virtual “chalk and talk” – replacing
lectures for students at a distance
– Immersion doesn’t add value beyond more
accessible technologies
• Unplanned open-ended “activities”
– “I just went into Second Life and wandered
around, I didn’t know what to do there”
(Disappointed student)
• Most explorations of molecular structure
– Perhaps a surprising addition
Source: Clare Sansom, University of London, Fellow of the Centre for
Distance Education: Teaching in Virtual Worlds-A 2013 Snapshot
http://www.slideshare.net/CdeLondon/ride2013-presentationteaching-in-virtual-worlds-a-2013-snapshot
55. Pedagogy in Virtual Worlds
• Mark Childs (Coventry) identified four pedagogical approaches
–
–
–
–
Associative (transmitting information)
Cognitive (problem solving)
Social constructivist (forming ideas by discussion)
Connectivist (emerging from interaction between people)
• Most successful case studies fit into the cognitive or social
constructivist categories
– Using well defined contexts or situations
• Game-based scenarios offer benefits over both more
restricted and more open-ended approaches
Source: Clare Sansom, University of London, Fellow of the Centre for
Distance Education: Teaching in Virtual Worlds-A 2013 Snapshot
http://www.slideshare.net/CdeLondon/ride2013-presentationteaching-in-virtual-worlds-a-2013-snapshot