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Teaching and
Learning in Online
  Virtual Worlds
 Simon Bignell – Lecturer in Psychology
        University of Derby, UK
        s.bignell@derby.ac.uk
Disclosure

No conflict of interest to
        declare
The Rise of Virtual Worlds
•    Harvard University
•    MIT
•    University of Texas
•    Francisco State
•    New York University
•    Vassar College
•    Trinity University
•    University of Buffalo
•    Oxford University
•    Nottingham University
•    Staffordshire University
•    Leicestershire University
•    Paisley University
•    + many more

                                 3
Blended Learning Revisited: An
Exploration of Experiential Learning
    in 3D Virtual Environments

• Project, the design, preparation,
  planning, development of the virtual
  teaching space and lessons learnt.




                                         4
Project

• Evaluated the use of Second Life
  for teaching and learning in
  Higher Education.
• The project was one of the
  successful 'Land Grants' on
  Education UK Island.
• A group of first year Psychology
  undergraduate students
  participated in an optional and
  supplementary Second Life
  component of our 'Psychology
  Skills' module.
                                     5
The Rationale

• Campus-based and distance learning higher
  education teaching is increasingly being presented
  via e-learning although this is often text-based and
  offers little opportunity to engage in creative social
  learning experiences.

• 3D multi-user virtual environments can provide a
  highly immersive and socially interactive way
  of enhancing university teaching.

• However, student attitudes towards these highly
  experiential methods and the degree to which they
  contribute to learning outcomes when blended with
  traditional methods are not yet known.
                                                           6
7
Aims
1. To develop methods of teaching basic
   psychology study skills that place the
   student at the centre of the learning.
2. To improve the quality of first year
   Psychology study skills.
3. To develop innovative teaching
   methods not possible via traditional
   methods.
4. To develop staff expertise in teaching
   and supporting students in a virtual
   environment.
                                            8
The Design
• A blend of 'in-world' enhanced
  educational student-led group sessions
  for learning alongside conventional e-
  learning material.

• Traditional text-based content blended
  with student-focused methods.
   • a shift from isolated study and tutor-led
     instruction to student-led highly interactive
     group learning.


• Students were overall, responsible for
  the final teaching methods used.
   • guidance was provided by a facilitator in the
     form of materials and direction for group
     discussion and activities.

                                                     9
Preparation

• We started with nothing and had to fill a
  space… but with what?
• Replicate or Innovate… not that easy to
  be original… do we have to be?
• We can simulate and innovate but we
  can also control the environment.
• What would the ideal classroom look
  like?

                                              10
11
Planning
•   How are we going to do this?
•   Funding?
•   The importance of ‘prims’.
•   Inductions may be necessary.
•   The aesthetics vs. function debate
    (avoiding the compulsion to make it
    look pretty).
• Marketing value vs. sound
  pedagogy.


                                          12
Teaching
• Good intentions…
   • ‘Teaching methods will be developed and refined
     over six in-world 50 minute sessions. These
     sessions will each be themed to focus on specific
     aspects of the module content.’

•   Planning and writing your essay. [Synchronous]
•   How to prepare a PowerPoint presentation. [Synchronous]
•   Critical Reading of a Journal Paper. [Synchronous]
•   How to reference an essay using APA format. [Asynchronous]
•   Assessing the Quality of an Essay. [Asynchronous]
•   Academic Offences of Plagiarism & Collusion. [Asynchronous]

• But the reality was different
   • In-world communication soon broke down and
     control was completely lost…the secret was we
     never really needed it.
                                                                  13
Development
• We learn best by doing (with a little
  planning)
• Woops, we got carried away…
• Too big! Too fast!
• We had a go…at custom made
  environments
• Pilot - Revise and regroup – that’s
  better
• A breakthrough occurred... !
  • “We don’t need all this stuff around
    us!”… Can we strip it all back to the
    essentials? What is essential for an
    effective learning environment?
                                            14
Teaching in Virtual Worlds
• What would the ideal classroom look
  like?
• The secret was there all along…
  • ‘SL-Labs’…slabs! Minimal learning spaces.




                                                15
Teaching in Virtual Worlds
• E.g. 3D ‘Spidergram’ Planner for conceptual
  and structural representations (Lab reports).




                                                  16
17
18
Lessons Learnt

• Traditional teaching approach is not adequate.
• ‘No man is an Island’ (Don’t personalise).
• Collaboration and sharing are best.
• Virtual Worlds have enduring novelty value.
• Form follows function.
• Avoid distractions wherever possible.
• At first most students are hesitant.
• Emphasise problem-based activities not
  teaching.
• Virtual Worlds can be complex and require
  multitasking when trying to emulate the
  classroom experience.

                                                   19
Teaching in Second Life...

• Works well with…
  • Experienced students comfortable with controls of Second Life.
  • Students who see themselves as early adopters.
  • Staff who see themselves as partners in learning, early adopters
    and are willing to spend time developing a project.

• Not so good with…
  – Postgraduate and overseas
  students unfamiliar with
  conventions of study, learning
  approach and cultural differences.
  – Staff who see themselves as
  “traditional” teachers, presenting
  materials, scheduled office hours,
  etc.
                                                                       20
Summary
• Virtual Worlds can provide opportunity for:
   • Collaboration and interactivity.
   • Support and community
   • Research and scholarship.
• But presently lacks an evidence base.
• Teaching and learning in virtual worlds…
   • Requires planning and continual development.
   • Possibly requires relinquishing control to the learner.
   • If Second Life doesn’t improve your students’ / clients'
     experience, don’t use it!
   • Support from IT technicians and your institution.
   • A reflective and action-oriented approach to teaching
     methods.
   • Lots of time to ensure it has real world value for users.
                                                                 21
Thank you




            22
Simon Bignell
Centre for Psychological Research
University of Derby, UK
  s.bignell@derby.ac.uk
+44 (0)1332 593043 (ext: 3043)
www.MiltonBroome.com
www.PREVIEW-Psych.org
 Twitter: ‘MiltonBroome’




                               23

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Teaching and Learning in Online Virtual Worlds.

  • 1. Teaching and Learning in Online Virtual Worlds Simon Bignell – Lecturer in Psychology University of Derby, UK s.bignell@derby.ac.uk
  • 2. Disclosure No conflict of interest to declare
  • 3. The Rise of Virtual Worlds • Harvard University • MIT • University of Texas • Francisco State • New York University • Vassar College • Trinity University • University of Buffalo • Oxford University • Nottingham University • Staffordshire University • Leicestershire University • Paisley University • + many more 3
  • 4. Blended Learning Revisited: An Exploration of Experiential Learning in 3D Virtual Environments • Project, the design, preparation, planning, development of the virtual teaching space and lessons learnt. 4
  • 5. Project • Evaluated the use of Second Life for teaching and learning in Higher Education. • The project was one of the successful 'Land Grants' on Education UK Island. • A group of first year Psychology undergraduate students participated in an optional and supplementary Second Life component of our 'Psychology Skills' module. 5
  • 6. The Rationale • Campus-based and distance learning higher education teaching is increasingly being presented via e-learning although this is often text-based and offers little opportunity to engage in creative social learning experiences. • 3D multi-user virtual environments can provide a highly immersive and socially interactive way of enhancing university teaching. • However, student attitudes towards these highly experiential methods and the degree to which they contribute to learning outcomes when blended with traditional methods are not yet known. 6
  • 7. 7
  • 8. Aims 1. To develop methods of teaching basic psychology study skills that place the student at the centre of the learning. 2. To improve the quality of first year Psychology study skills. 3. To develop innovative teaching methods not possible via traditional methods. 4. To develop staff expertise in teaching and supporting students in a virtual environment. 8
  • 9. The Design • A blend of 'in-world' enhanced educational student-led group sessions for learning alongside conventional e- learning material. • Traditional text-based content blended with student-focused methods. • a shift from isolated study and tutor-led instruction to student-led highly interactive group learning. • Students were overall, responsible for the final teaching methods used. • guidance was provided by a facilitator in the form of materials and direction for group discussion and activities. 9
  • 10. Preparation • We started with nothing and had to fill a space… but with what? • Replicate or Innovate… not that easy to be original… do we have to be? • We can simulate and innovate but we can also control the environment. • What would the ideal classroom look like? 10
  • 11. 11
  • 12. Planning • How are we going to do this? • Funding? • The importance of ‘prims’. • Inductions may be necessary. • The aesthetics vs. function debate (avoiding the compulsion to make it look pretty). • Marketing value vs. sound pedagogy. 12
  • 13. Teaching • Good intentions… • ‘Teaching methods will be developed and refined over six in-world 50 minute sessions. These sessions will each be themed to focus on specific aspects of the module content.’ • Planning and writing your essay. [Synchronous] • How to prepare a PowerPoint presentation. [Synchronous] • Critical Reading of a Journal Paper. [Synchronous] • How to reference an essay using APA format. [Asynchronous] • Assessing the Quality of an Essay. [Asynchronous] • Academic Offences of Plagiarism & Collusion. [Asynchronous] • But the reality was different • In-world communication soon broke down and control was completely lost…the secret was we never really needed it. 13
  • 14. Development • We learn best by doing (with a little planning) • Woops, we got carried away… • Too big! Too fast! • We had a go…at custom made environments • Pilot - Revise and regroup – that’s better • A breakthrough occurred... ! • “We don’t need all this stuff around us!”… Can we strip it all back to the essentials? What is essential for an effective learning environment? 14
  • 15. Teaching in Virtual Worlds • What would the ideal classroom look like? • The secret was there all along… • ‘SL-Labs’…slabs! Minimal learning spaces. 15
  • 16. Teaching in Virtual Worlds • E.g. 3D ‘Spidergram’ Planner for conceptual and structural representations (Lab reports). 16
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  • 19. Lessons Learnt • Traditional teaching approach is not adequate. • ‘No man is an Island’ (Don’t personalise). • Collaboration and sharing are best. • Virtual Worlds have enduring novelty value. • Form follows function. • Avoid distractions wherever possible. • At first most students are hesitant. • Emphasise problem-based activities not teaching. • Virtual Worlds can be complex and require multitasking when trying to emulate the classroom experience. 19
  • 20. Teaching in Second Life... • Works well with… • Experienced students comfortable with controls of Second Life. • Students who see themselves as early adopters. • Staff who see themselves as partners in learning, early adopters and are willing to spend time developing a project. • Not so good with… – Postgraduate and overseas students unfamiliar with conventions of study, learning approach and cultural differences. – Staff who see themselves as “traditional” teachers, presenting materials, scheduled office hours, etc. 20
  • 21. Summary • Virtual Worlds can provide opportunity for: • Collaboration and interactivity. • Support and community • Research and scholarship. • But presently lacks an evidence base. • Teaching and learning in virtual worlds… • Requires planning and continual development. • Possibly requires relinquishing control to the learner. • If Second Life doesn’t improve your students’ / clients' experience, don’t use it! • Support from IT technicians and your institution. • A reflective and action-oriented approach to teaching methods. • Lots of time to ensure it has real world value for users. 21
  • 22. Thank you 22
  • 23. Simon Bignell Centre for Psychological Research University of Derby, UK s.bignell@derby.ac.uk +44 (0)1332 593043 (ext: 3043) www.MiltonBroome.com www.PREVIEW-Psych.org Twitter: ‘MiltonBroome’ 23

Hinweis der Redaktion

  1. Teaching and Learning in Online Virtual Worlds by Simon Bignell – University of Derby. Abstract 3D multi-user virtual environments can provide a highly immersive and socially interactive way of enhancing university teaching. Most major universities have ventured into immersive 3D virtual worlds. However, existing teaching and pedagogies may not be sufficient to inform good practice in these settings. Specific skills need to be acquired by teaching professionals to run effective learning and teaching ‘in-world’. The University of Derby in the UK evaluated the use of Second Life™ for teaching and learning in Higher Education by developing virtual teaching methods and an extensive virtual world teaching space. When traditional text-based content is blended with innovative student-focused methods, the result seems to be a shift from isolated study and tutor-led instruction to student-led highly interactive group learning. Methods of teaching need to be established that place the student at the centre of the learning by involving them in the experience itself. Virtual worlds are ideal for this and findings suggest they can offer high levels of student engagement and satisfaction although whether the academic benefits of such classes are equivalent to face-to-face or existing e-learning methods is not yet fully established. Teaching in virtual worlds within Higher Education is challenging, requires planning and continual development, needs a flexible attitude towards learning, and possibly requires relinquishing control to the learner at the risk of alienating some students. The potential benefits are increased immersion and engagement with learning activities. Given the existing use of virtual immersive worlds and the impact of the internet on teaching along with the likely expansion, increasingly educationalists have to rethink student – tutor contact in these innovative learning spaces.