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Faculty Adoption of Virtual Worlds:
       Process and Factors


            Susan Dass
           Nada Dabbagh
       George Mason University

                 AECT
            November 1, 2012
Agenda
 Objective

 Conceptual Framework

 Methodology

 Results

 Limitations / Recommendations
Problem
   Students are more technology savvy than faculty
   Students expect technology enhanced classes
   Virtual worlds can be appropriate for learning
   Virtual worlds still in the ‘trough of disillusionment’
   Why aren’t more faculty using virtual worlds



       Next generation of digital natives
        27-month old using her iPhone
                at the airport, 28Dec11
Virtual Worlds: Definitions and Types
  3D, online, persistent, interactive environment
   accessible by many users simultaneously

  Role-playing, working, training, mirror, or social

  Emphasis on communication, community building,
   open-ended, and ability to create in-world artifacts
            There           Active Worlds       Second Life
Virtual Worlds (SL): Inherent Characteristics

                                     Presence
                                    Awareness
                                    Community
                                    Immersive

                                     Search
                                     Search
                                     Search
                                     Search
                                     Friends
                                     Friends
                                     Friends
                                    Inventory
                                    Inventory
                                      Maps
                                      Maps
                                       Chat
                                      Avatar
                                    Snapshot

                                     SL LMS:
                                     Sloodle



     Text Chat   Voice   Avatar
Study Purpose
  Identify the adoption process and factors that
   influence faculty adoption of virtual worlds as a
   learning environment




    • Factor A
    • Factor B
    • Factor C
   L M N=O
Literature Review
  Survey by Roberts, Kelley, & Medlin (2007)
    Accounting faculty
      Adoption of technology in general
      Rate factors influencing adoption decision
      Lenses: social, organizational, individual
      Factors based on research prior to 2005

  Survey by Bowers, Ragas, & Neely (2009)
    Faculty from 25 disciplines
      Adoption of Second Life, specifically
      Rate factors influencing adoption decision
      Perception: positive impact on student learning
      93.8% would use Second Life again
Factor Ranking (most to least influential)
    Roberts et al. (2007) Technology Bowers et al. (2009) Second Life
1   Physical resources (hard/software)      …to enhance student learning
2   Personal interest...to improve teaching … in instructional technology
3   …to enhance student learning            …to improve teaching
4   … in instructional technology           Physical resources (hard/software)
5   Shared department values                Student enthusiasm
6   Students                                Peer support
7   Peer support                            Mass media
8   Friends                                 Academic journals / conferences
9   University mandate                      Admin / Department support
10 Peer pressure                            Linden Lab support
11 Formal recognition                       Colleague success stories
12 Mentors                                  Well-established use of ed. in SL
13 Institutional reward
Conceptual Framework

                                INFLUENCES
                                DECISION TO
                               ADOPT VIRTUAL
                                  WORLDS




  TECHNICAL      ORGANIZATIONAL          STUDENTS         PERSONAL
 - Ease of Use   - Authority Figures   - Acceptance   - Impetus
 - Bandwidth     - Work Place          - Learning     - Motivation
                 - Peers                              - Beliefs

                 External Influences                  Internal Influences
Significance of this Study
  Little research exists on virtual world adoption

  Identify factors and processes germane
   to the adoption of virtual worlds by faculty

  Understand perceived barriers and adopter
   motivations to help improve faculty consideration
   and adoption of virtual worlds
Research Questions
  How did participants come to adopt, or not adopt,
   a virtual world? Why?

 What influences the participants’ decision to
  adopt or not adopt a virtual world as a
  learning environment?

  What do they see as the advantages and
   disadvantages of using virtual worlds? Why?
Method
 Qualitative research

 Purposeful, convenience sampling

 One-on-one interviews

 IRB approved
Participants
Pseudonym     Profession           Began                      Interest
                                   w/VW
Matthew1    Retired Military         2007       Reconnaissance, training
Lewis       Faculty                  2001       K12 gaming for education
Kalvin1     Faculty                  2006       Instructional technology students
                                                and government agencies
Sadie2      Post-doc                 2004       Foreign language learning
            researcher
Kent        Faculty                  2006       Research economic behavior
                                                and educate students
Natalie     Faculty                  2007       Informed non-adopter
Sheila      Faculty               2000 & ’04 Informed non-adopter
Kathy       DoD researcher           2006       Research and promote use of
                                                virtual worlds
             Interviews in person or by telephone 1 or by Skype 2
Interview Guide
1. How do you feel about the use of technology in education?
2. What is your role relative to the use of virtual worlds?
3. How did you get started using virtual worlds?
4. Were there issues getting started with virtual worlds?
5. How long have you been working with virtual worlds?
6. What do you see as the main advantages of using virtual
   worlds in education?
7. Do you think virtual worlds are being used at the college level?
8. Describe a recent project or activity involving virtual worlds
Analysis
  Transcribed, took memos

  Chronological narratives: pare to the germane

  Participant validation

  Themes: holistic-content approach

  Narratives and transcription
Participant Stories
Pseudonym     Profession           Began                      Interest
                                   w/VW
Matthew1    Retired Military         2007       Reconnaissance, training
Lewis       Faculty                  2001       K12 gaming for education
Kalvin1     Faculty                  2006       Instructional technology students
                                                and government agencies
Sadie2      Post-doc                 2004       Foreign language learning
            researcher
Kent        Faculty                  2006       Research economic behavior
                                                and educate students
Natalie     Faculty                  2007       Informed non-adopter
Sheila      Faculty               2000 & ’04 Informed non-adopter
Kathy       DoD researcher           2006       Research and promote use of
                                                virtual worlds
             Interviews in person or by telephone 1 or by Skype 2
Results: Themes
  Personal relevance

  Cost is an issue but not a showstopper

  Learning is not alone

  User characteristics

  User commitment

  Sound pedagogical integration
Adoption Process Map
  The Spark                      The Journey                         The
                                                                   Product




                     Learning is Not Alone;Cost not showstopper      Sound
                                                                  Pedagogical
Personal Relevance    User Characteristics User Commitment
                                                                   Integration
Innovation Decision Process
                                                                      Communication Channels



PRIOR CONDITIONS:
1. Previous Practice
2. Felt Needs / Problems    1. Knowledge             2. Persuasion             3. Decision          4. Implementation     5. Confirmation
3. Innovativeness
4. Social System Norms

                                                                                             1. Adoption                  Continued Adoption

                    DECISION MAKER                     PERCEIVED                                                          Later Adoption
                   CHARACTERISTICS               CHARACTERISTICS OF
             1. Socioeconomic characteristics       THE INNOVATION                                                        Discontinuance
             2. Personality Variables            1. Relative Advantage
             3. Communication Behavior           2. Compatibility                            2. Rejection                 Continued Rejection
                                                 3. Complexity
                                                 4. Trialability
                                                 5. Observability



                           Rogers, E. M. (2003). Diffusion of Innovations (5th ed.), New York, NY: Free Press. (p. 170)
Adoption Process Map vs Roger’s Model
  The Spark                              The Journey                              The
                                                                                Product




                             Learning is Not Alone;Cost not showstopper          Sound
                                                                              Pedagogical
Personal Relevance            User Characteristics User Commitment
                                                                               Integration




1. Knowledge         2. Persuasion       3. Decision      4. Implementation   5. Confirmation
Conclusions
  Personal relevance is important

  Decision to adopt seems immediate

  Implementation is a long process

  Sound pedagogical integration is a must
Limitations
  Researcher bias

  Sample population

  Self-report on past experience
Next Steps
  Categorizing strategy

  Expand to broader audience

  Exploratory factor analysis

  Develop a scaffolding intervention
Questions?

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Faculty Adoption of Virtual Worlds, Nov 2012

  • 1. Faculty Adoption of Virtual Worlds: Process and Factors Susan Dass Nada Dabbagh George Mason University AECT November 1, 2012
  • 2. Agenda  Objective  Conceptual Framework  Methodology  Results  Limitations / Recommendations
  • 3. Problem  Students are more technology savvy than faculty  Students expect technology enhanced classes  Virtual worlds can be appropriate for learning  Virtual worlds still in the ‘trough of disillusionment’  Why aren’t more faculty using virtual worlds Next generation of digital natives 27-month old using her iPhone at the airport, 28Dec11
  • 4. Virtual Worlds: Definitions and Types  3D, online, persistent, interactive environment accessible by many users simultaneously  Role-playing, working, training, mirror, or social  Emphasis on communication, community building, open-ended, and ability to create in-world artifacts There Active Worlds Second Life
  • 5. Virtual Worlds (SL): Inherent Characteristics Presence Awareness Community Immersive Search Search Search Search Friends Friends Friends Inventory Inventory Maps Maps Chat Avatar Snapshot SL LMS: Sloodle Text Chat Voice Avatar
  • 6. Study Purpose  Identify the adoption process and factors that influence faculty adoption of virtual worlds as a learning environment • Factor A • Factor B • Factor C L M N=O
  • 7. Literature Review  Survey by Roberts, Kelley, & Medlin (2007)  Accounting faculty  Adoption of technology in general  Rate factors influencing adoption decision  Lenses: social, organizational, individual  Factors based on research prior to 2005  Survey by Bowers, Ragas, & Neely (2009)  Faculty from 25 disciplines  Adoption of Second Life, specifically  Rate factors influencing adoption decision  Perception: positive impact on student learning  93.8% would use Second Life again
  • 8. Factor Ranking (most to least influential) Roberts et al. (2007) Technology Bowers et al. (2009) Second Life 1 Physical resources (hard/software) …to enhance student learning 2 Personal interest...to improve teaching … in instructional technology 3 …to enhance student learning …to improve teaching 4 … in instructional technology Physical resources (hard/software) 5 Shared department values Student enthusiasm 6 Students Peer support 7 Peer support Mass media 8 Friends Academic journals / conferences 9 University mandate Admin / Department support 10 Peer pressure Linden Lab support 11 Formal recognition Colleague success stories 12 Mentors Well-established use of ed. in SL 13 Institutional reward
  • 9. Conceptual Framework INFLUENCES DECISION TO ADOPT VIRTUAL WORLDS TECHNICAL ORGANIZATIONAL STUDENTS PERSONAL - Ease of Use - Authority Figures - Acceptance - Impetus - Bandwidth - Work Place - Learning - Motivation - Peers - Beliefs External Influences Internal Influences
  • 10. Significance of this Study  Little research exists on virtual world adoption  Identify factors and processes germane to the adoption of virtual worlds by faculty  Understand perceived barriers and adopter motivations to help improve faculty consideration and adoption of virtual worlds
  • 11. Research Questions  How did participants come to adopt, or not adopt, a virtual world? Why? What influences the participants’ decision to adopt or not adopt a virtual world as a learning environment?  What do they see as the advantages and disadvantages of using virtual worlds? Why?
  • 12. Method  Qualitative research  Purposeful, convenience sampling  One-on-one interviews  IRB approved
  • 13. Participants Pseudonym Profession Began Interest w/VW Matthew1 Retired Military 2007 Reconnaissance, training Lewis Faculty 2001 K12 gaming for education Kalvin1 Faculty 2006 Instructional technology students and government agencies Sadie2 Post-doc 2004 Foreign language learning researcher Kent Faculty 2006 Research economic behavior and educate students Natalie Faculty 2007 Informed non-adopter Sheila Faculty 2000 & ’04 Informed non-adopter Kathy DoD researcher 2006 Research and promote use of virtual worlds Interviews in person or by telephone 1 or by Skype 2
  • 14. Interview Guide 1. How do you feel about the use of technology in education? 2. What is your role relative to the use of virtual worlds? 3. How did you get started using virtual worlds? 4. Were there issues getting started with virtual worlds? 5. How long have you been working with virtual worlds? 6. What do you see as the main advantages of using virtual worlds in education? 7. Do you think virtual worlds are being used at the college level? 8. Describe a recent project or activity involving virtual worlds
  • 15. Analysis  Transcribed, took memos  Chronological narratives: pare to the germane  Participant validation  Themes: holistic-content approach  Narratives and transcription
  • 16. Participant Stories Pseudonym Profession Began Interest w/VW Matthew1 Retired Military 2007 Reconnaissance, training Lewis Faculty 2001 K12 gaming for education Kalvin1 Faculty 2006 Instructional technology students and government agencies Sadie2 Post-doc 2004 Foreign language learning researcher Kent Faculty 2006 Research economic behavior and educate students Natalie Faculty 2007 Informed non-adopter Sheila Faculty 2000 & ’04 Informed non-adopter Kathy DoD researcher 2006 Research and promote use of virtual worlds Interviews in person or by telephone 1 or by Skype 2
  • 17. Results: Themes  Personal relevance  Cost is an issue but not a showstopper  Learning is not alone  User characteristics  User commitment  Sound pedagogical integration
  • 18. Adoption Process Map The Spark The Journey The Product Learning is Not Alone;Cost not showstopper Sound Pedagogical Personal Relevance User Characteristics User Commitment Integration
  • 19. Innovation Decision Process Communication Channels PRIOR CONDITIONS: 1. Previous Practice 2. Felt Needs / Problems 1. Knowledge 2. Persuasion 3. Decision 4. Implementation 5. Confirmation 3. Innovativeness 4. Social System Norms 1. Adoption Continued Adoption DECISION MAKER PERCEIVED Later Adoption CHARACTERISTICS CHARACTERISTICS OF 1. Socioeconomic characteristics THE INNOVATION Discontinuance 2. Personality Variables 1. Relative Advantage 3. Communication Behavior 2. Compatibility 2. Rejection Continued Rejection 3. Complexity 4. Trialability 5. Observability Rogers, E. M. (2003). Diffusion of Innovations (5th ed.), New York, NY: Free Press. (p. 170)
  • 20. Adoption Process Map vs Roger’s Model The Spark The Journey The Product Learning is Not Alone;Cost not showstopper Sound Pedagogical Personal Relevance User Characteristics User Commitment Integration 1. Knowledge 2. Persuasion 3. Decision 4. Implementation 5. Confirmation
  • 21. Conclusions  Personal relevance is important  Decision to adopt seems immediate  Implementation is a long process  Sound pedagogical integration is a must
  • 22. Limitations  Researcher bias  Sample population  Self-report on past experience
  • 23. Next Steps  Categorizing strategy  Expand to broader audience  Exploratory factor analysis  Develop a scaffolding intervention