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Problem based Learning
  in a 3D Virtual World
   Evelyn McElhinney
        aka Kali Pizzaro
School of Health and Life sciences
          TELP Webinar
• Brief overview of 3D VW and the affordances of 3D Virtual
Worlds

•Discuss why simulation in a 3D virtual world eg. Second Life (SL)

•Describe how I used and created Problem Based Learning scenarios
in SL

•Examples of student interaction in VWs and decision making

•Some results from Action Research Project
Poll
  How many of you have used a 3D virtual world?

How many have use a 3D virtual world for teaching?
What is a 3D virtual World?
•3D multi user environment (MUVE)
•Users create a digital representation of self (avatar)
•Immersive – user should feel immersed and a sense
of presence and social presence in the environment
•Content creation
•Sharable user generated digital contents
•Viewer required or web interface

(de Frietas 2008)
Gartner Hype Cycle 2011
http://www.gartner.com/newsroom/id/1763814
http://www.kzero.co.uk/insight-research/
Avatars
            “Digital representation driven by humans”
              (Blascovich and Bailenson 2011, p11)

       “A virtual human can not only look and behave like us,
but once we form a psychological connection with the virtual human,
                        it can become us.”
                         (Ahn, et al. 2012)
Affordances of 3D Virtual Worlds
•    Self-representation (via the avatar)
•    Spatial cognition, immersion & social presence
•    Increased socialisation
•    Increased engagement
•    Increase active learning
•    Educational (clinical) simulation
•    Collaboration – local or international
•    Guest lectures
•    Field trips
Savin-Baden (2010),
Minocha and Roberts (2008)
Pedagogy
    • Experiential

    • Situated

    • Social Constructivism
    Many more
Educational activities in 3D Virtual Worlds

                     • Virtual quests
                     • Collaborative simulations
                     • Collaborative construction
                     • Virtual Laboratory
                     • Virtual Field trip
                     • Role Play
                     • Game – based learning
                     • Lectures
                     Duncan et al (2012)
Why?
• Part time – Blended
‘protected time for practise in clinical area’

• Unable to access physical world CSL – needed authentic
looking immersive synchronous environment

•Competing demands – work, family etc

•Delphi – hindering factors – confidence in diagnostic history
taking and listening to heart sounds, documentation (McElhinney
2010)

•Difficulty engaging with asynchronousVLE
What? - Simulation using Problem
Based Learning scenarios
 • Patient/patient bot or distant volunteer - real life health
   history

 • Heart sounds – simulator worn on avatar chest and
   controlled by lecturer

 • Continue – documentation, investigations –given roles –
   short term management – with literature to back up

 • Present as a Multi Disciplinary meeting to international
   audience in SL
How?

Live to SL
Student Presentation to International Audience
Methods - Data Collection
• Pre survey – self assessed computer ability

•Student diaries – completed after all sessions
in the VW

•Lecturer diary – usability, etc = changes

•Post VW self assessment of group work
Analysis - 5 Stage Model of Teaching and Learning in
                    Second Life
                Salmon et al. (2010)
Adaptation of Salmon et al. Model
                        Access and
                        motivation




     Development -                   Online Socialisation
       transfer to                    Social Presence
     physical world




     Knowledge Co-
      Construction                     Information
     and reflection –                   Exchange
     new knowledge
Access and Motivation


• In lab induction
• Created their avatar
• Taught basics required for the scenario
Online Socialisation (social presence)
•   Students customised their avatars as soon as possible
•   Commented on each others clothes – unhappy if they had the same look
•   “The experience itself is very immersive. Think this is a combination of
    the software environment (CSL lab) and the avatars” Feels like we are
    sitting in the same room going over the material. Feel just as nervous
    taking a history in second life if I was sitting in a class room with the
    facilitator and my peers. Didn’t anticipate this” (Student 7, Male)
•   “I feel no difference in authenticity, when I am taking a history in SL, it is
    easy for me to immerse myself in the experience” (Student 6, Female)
•   “Logged on to see if I could move around and get to home before
    scenario. Went straight to home base and managed to move around with
    no problems. Changed my clothes with ease. Felt a bit lonely without the
    group (Student 8, Female)
Information Exchange
• Combination via SL, via BB, via email

“I passed on the information by dropping the notecard into the
   trolley, but I also passed it to the others by dropping it into an
   instant message that meant we all knew what was happening
   and could move on” (Avatar 3, Female)
“There were a few communication difficulties at first, two of the
  group members had accidently muted the module facilitator
  and were unable to see her dialogue in local chat. I assisted
  them in fixing the problem, and we were back on track in 15
  minutes” (Avatar 7, Male)
Knowledge co – construction,
  reflection – new knowledge
“The different clinical experience in the group really helped when reviewing our test
results. Really impressed with how collaborative the process is. Managed to reach
consensus quicker than I anticipated. Second life has been invaluable – chat logs
were especially useful for me. Allowed me to examine my own and other people’s
decision making and thought processes. Met up with the group to decide on our
recommendations for the scenario. Really liking the collaborative nature of the
software” (Student 7, Male)

“All in all it was a good learning experience, both the actual scenario and to brush
up on computing skills.. Find it a good way of learning, as we can learn from each
other” (Student 8 , Female)
Knowledge construction through discussion
           Lecturer: “So what are your thoughts at the
           moment?”
           Student 1: “We have to decide if the tumour is operable
           or not and if she is fit for anaesthesia?”
           Student 7: That means I am up, eh?
           Student 4: Yeah, now we need to decide how we can
           stage properly and we can ask for surgical review, then
           decide on anaesthetic review and talk to the patient”
           Student 7: I think it is safe to say she will get surgery
           Lecturer: Think back to her health history
           Student 1: Oh wait we need to address her warfarin
           therapy
Development transfer to physical world
Self assessment of their group work
• Improved diagnostic history taking and
  documentation
• Increased confidence in history taking and
  interpreting investigations
• Increased understanding of need for good teamwork
• Improvement of communication in the clinical area
• Increased transferable computer skills
My reflections
• Think about what you want to do and if 3D virtual worlds will offer
  something different to other platforms
• Socialisation is easier with a visual avatar compared to text chat
  environments leading to quicker engagement
• Subject experts must gain an understanding of VWs to enable creation
  of PBL and teaching and learning activities to be developed in - world
  and facilitate troubleshooting
• Link up with others who have done similar things to that you want to
  do for scripts, buildings, ideas
• VW can offer an immersive environment that encourages a multiple of
  skills and increases engagement
• Link up with your friendly neighbourhood tech!
Challenges
• There is a learning curve (but good induction can ease this)
• Computer issues and broadband use of mobile devices
• Understand you are dealing with a 3rd party tool so need to
  be prepared for maintenance or downtime
• Support from within your organisation
• Cost – SL can be cica $2000 for a decent piece of land
  (island), however GCU have 2 islands willing to ‘rent’ to
  others
• Alternatives grids – create your own VW or have your
  organisation run a VW server (cheaper)
• Time to create and need a builder
Take Home
•Virtual worlds can offer a flexible alternative to physical
world simulation

•Allow for experiential and social constructivist learning in a
safe environment

•Increase engagement with activities compared to
asynchronous text virtual environment

• Pre-course in-lab or in-world practice is essential to enable
easier transition for learning in VWs

•Exchange of Chat logs can enable reflection, feedback and
feed forward
PROCEED UNTIL APPREHENDED
References
Ahn, S, J., Fox, J., and Bailenson, J. N. (2012) Avatars, in Bainbridge, W. S. (Ed) Leadership
   in Science and Technology: A reference Handbook: Sage Publications
De Freitas, S (2008) Serious Virtual Worlds: A scoping study, JISC E-Learning Programme
Duncan, I., Miller, A., Jing, S (2012) A Taxonomy of virtual worlds usage in Education.
   British Journal of Educational Technology Vol 43, No 6 p949-964
McElhinney E, (2010) Factors which influence nurse practitioners ability to carry out
  physical examination skills in the clinical area after a degree level module – an electronic
  Delphi study, Journal of Clinical Nursing, Vol 19, issue 21-22 pp 3177 - 3187
Salmon, Gilly , Nie, Ming and Edirisingha, Palitha (2010) Developing a five-stage model of
   learning in Second Life, Educational Research, 52: 2, 169 — 182
Savin-Baden M, (2010) A Practical Guide to Using Second Life in Higher Education, Open
   University Press

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Pbl in 3D virtual world for healthcare simulation Evelyn Mcelhinney

  • 1. Problem based Learning in a 3D Virtual World Evelyn McElhinney aka Kali Pizzaro School of Health and Life sciences TELP Webinar
  • 2. • Brief overview of 3D VW and the affordances of 3D Virtual Worlds •Discuss why simulation in a 3D virtual world eg. Second Life (SL) •Describe how I used and created Problem Based Learning scenarios in SL •Examples of student interaction in VWs and decision making •Some results from Action Research Project
  • 3. Poll How many of you have used a 3D virtual world? How many have use a 3D virtual world for teaching?
  • 4. What is a 3D virtual World? •3D multi user environment (MUVE) •Users create a digital representation of self (avatar) •Immersive – user should feel immersed and a sense of presence and social presence in the environment •Content creation •Sharable user generated digital contents •Viewer required or web interface (de Frietas 2008)
  • 5. Gartner Hype Cycle 2011 http://www.gartner.com/newsroom/id/1763814
  • 7. Avatars “Digital representation driven by humans” (Blascovich and Bailenson 2011, p11) “A virtual human can not only look and behave like us, but once we form a psychological connection with the virtual human, it can become us.” (Ahn, et al. 2012)
  • 8. Affordances of 3D Virtual Worlds • Self-representation (via the avatar) • Spatial cognition, immersion & social presence • Increased socialisation • Increased engagement • Increase active learning • Educational (clinical) simulation • Collaboration – local or international • Guest lectures • Field trips Savin-Baden (2010), Minocha and Roberts (2008)
  • 9. Pedagogy • Experiential • Situated • Social Constructivism Many more
  • 10. Educational activities in 3D Virtual Worlds • Virtual quests • Collaborative simulations • Collaborative construction • Virtual Laboratory • Virtual Field trip • Role Play • Game – based learning • Lectures Duncan et al (2012)
  • 11. Why? • Part time – Blended ‘protected time for practise in clinical area’ • Unable to access physical world CSL – needed authentic looking immersive synchronous environment •Competing demands – work, family etc •Delphi – hindering factors – confidence in diagnostic history taking and listening to heart sounds, documentation (McElhinney 2010) •Difficulty engaging with asynchronousVLE
  • 12. What? - Simulation using Problem Based Learning scenarios • Patient/patient bot or distant volunteer - real life health history • Heart sounds – simulator worn on avatar chest and controlled by lecturer • Continue – documentation, investigations –given roles – short term management – with literature to back up • Present as a Multi Disciplinary meeting to international audience in SL
  • 14. Student Presentation to International Audience
  • 15. Methods - Data Collection • Pre survey – self assessed computer ability •Student diaries – completed after all sessions in the VW •Lecturer diary – usability, etc = changes •Post VW self assessment of group work
  • 16. Analysis - 5 Stage Model of Teaching and Learning in Second Life Salmon et al. (2010)
  • 17. Adaptation of Salmon et al. Model Access and motivation Development - Online Socialisation transfer to Social Presence physical world Knowledge Co- Construction Information and reflection – Exchange new knowledge
  • 18. Access and Motivation • In lab induction • Created their avatar • Taught basics required for the scenario
  • 19. Online Socialisation (social presence) • Students customised their avatars as soon as possible • Commented on each others clothes – unhappy if they had the same look • “The experience itself is very immersive. Think this is a combination of the software environment (CSL lab) and the avatars” Feels like we are sitting in the same room going over the material. Feel just as nervous taking a history in second life if I was sitting in a class room with the facilitator and my peers. Didn’t anticipate this” (Student 7, Male) • “I feel no difference in authenticity, when I am taking a history in SL, it is easy for me to immerse myself in the experience” (Student 6, Female) • “Logged on to see if I could move around and get to home before scenario. Went straight to home base and managed to move around with no problems. Changed my clothes with ease. Felt a bit lonely without the group (Student 8, Female)
  • 20. Information Exchange • Combination via SL, via BB, via email “I passed on the information by dropping the notecard into the trolley, but I also passed it to the others by dropping it into an instant message that meant we all knew what was happening and could move on” (Avatar 3, Female) “There were a few communication difficulties at first, two of the group members had accidently muted the module facilitator and were unable to see her dialogue in local chat. I assisted them in fixing the problem, and we were back on track in 15 minutes” (Avatar 7, Male)
  • 21. Knowledge co – construction, reflection – new knowledge “The different clinical experience in the group really helped when reviewing our test results. Really impressed with how collaborative the process is. Managed to reach consensus quicker than I anticipated. Second life has been invaluable – chat logs were especially useful for me. Allowed me to examine my own and other people’s decision making and thought processes. Met up with the group to decide on our recommendations for the scenario. Really liking the collaborative nature of the software” (Student 7, Male) “All in all it was a good learning experience, both the actual scenario and to brush up on computing skills.. Find it a good way of learning, as we can learn from each other” (Student 8 , Female)
  • 22. Knowledge construction through discussion Lecturer: “So what are your thoughts at the moment?” Student 1: “We have to decide if the tumour is operable or not and if she is fit for anaesthesia?” Student 7: That means I am up, eh? Student 4: Yeah, now we need to decide how we can stage properly and we can ask for surgical review, then decide on anaesthetic review and talk to the patient” Student 7: I think it is safe to say she will get surgery Lecturer: Think back to her health history Student 1: Oh wait we need to address her warfarin therapy
  • 23. Development transfer to physical world Self assessment of their group work • Improved diagnostic history taking and documentation • Increased confidence in history taking and interpreting investigations • Increased understanding of need for good teamwork • Improvement of communication in the clinical area • Increased transferable computer skills
  • 24. My reflections • Think about what you want to do and if 3D virtual worlds will offer something different to other platforms • Socialisation is easier with a visual avatar compared to text chat environments leading to quicker engagement • Subject experts must gain an understanding of VWs to enable creation of PBL and teaching and learning activities to be developed in - world and facilitate troubleshooting • Link up with others who have done similar things to that you want to do for scripts, buildings, ideas • VW can offer an immersive environment that encourages a multiple of skills and increases engagement • Link up with your friendly neighbourhood tech!
  • 25. Challenges • There is a learning curve (but good induction can ease this) • Computer issues and broadband use of mobile devices • Understand you are dealing with a 3rd party tool so need to be prepared for maintenance or downtime • Support from within your organisation • Cost – SL can be cica $2000 for a decent piece of land (island), however GCU have 2 islands willing to ‘rent’ to others • Alternatives grids – create your own VW or have your organisation run a VW server (cheaper) • Time to create and need a builder
  • 26. Take Home •Virtual worlds can offer a flexible alternative to physical world simulation •Allow for experiential and social constructivist learning in a safe environment •Increase engagement with activities compared to asynchronous text virtual environment • Pre-course in-lab or in-world practice is essential to enable easier transition for learning in VWs •Exchange of Chat logs can enable reflection, feedback and feed forward
  • 28. References Ahn, S, J., Fox, J., and Bailenson, J. N. (2012) Avatars, in Bainbridge, W. S. (Ed) Leadership in Science and Technology: A reference Handbook: Sage Publications De Freitas, S (2008) Serious Virtual Worlds: A scoping study, JISC E-Learning Programme Duncan, I., Miller, A., Jing, S (2012) A Taxonomy of virtual worlds usage in Education. British Journal of Educational Technology Vol 43, No 6 p949-964 McElhinney E, (2010) Factors which influence nurse practitioners ability to carry out physical examination skills in the clinical area after a degree level module – an electronic Delphi study, Journal of Clinical Nursing, Vol 19, issue 21-22 pp 3177 - 3187 Salmon, Gilly , Nie, Ming and Edirisingha, Palitha (2010) Developing a five-stage model of learning in Second Life, Educational Research, 52: 2, 169 — 182 Savin-Baden M, (2010) A Practical Guide to Using Second Life in Higher Education, Open University Press

Hinweis der Redaktion

  1. How many of you have used a virtual world? How many have used one for teaching?
  2. Affordances –