Faculty adoption of virtual worlds remains low. Understanding the barriers, constraints, and motivations of existing adopters as well as non-adopters may help explain and provide guidance on how to improve faculty consideration and adoption of virtual worlds as a learning environment. Six virtual world adopters and two non-adopters were interviewed individually to answer the question: how do faculty and staff come to adopt or not adopt virtual worlds as a learning environment. An analysis using the transcriptions, the developed narrative stories, and the supporting field notes, found six recurring themes: personal relevance of the technology, cost is an issue but not a showstopper, learning is not alone, sound pedagogical integration is a must, adopter commitment, and adopter characteristics. The adoption process found in this study is compared to Roger’s Innovation Decision Process. Follow-on research efforts are also presented. This was presented at the 2012 Association for Educational Communications and Technology annual convention.
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
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?
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