By Denise Wood
Visual Theatre
3D Virtual Worlds
3D Virtual Worlds
Accessible Interactive Media
Service Learning in SL
Issues Encountered
Trials conducted
3D virtual worlds can:
Changing Demographic
3D VLE Benefits
References
Introduction to Digital Media
Provide a more engaging environment
Learning curve for students
‘a pedagogical practice that integrate service and academic learning to promote increased understanding of course content while helping students develop knowledge, skills and cognitive capacities to deal with complex social issues and problems’ (Hurd, 2006)
Students enrolled in the course this semester were given the option of undertaking their Web projects with health or disability related groups in Second Life. Of the 21 students enrolled, 7 opted to work with Second Life groups including: Health Support Coalition, communities of people with HIV/AIDS, ADD/ADHD, a group of leaders of the various support groups and an organisation known as Virtual Helping Hands.
Over a four-week period twenty-one students (13 male and 8 female) enrolled in the second semester 2008 offering of the Electronic Arts: Visual Theatre course undertook the Staging of Second Life in a conventional arch theatre.
Teaching and Learning
Case Study
Krause et al (2005) recommended that universities need to create a sense of belonging within learning communities
a significant rise in the proportion of full-time students committed to paid employment
Allow more flexibility in attendance
Create a sense of community
Develop problem-solving skills
Simulate things not possible in ‘physical life’
Allow increased creativity
Build team work and communication skills
Electronic Publishing on the Internet
Design for Interactive Media
Electronic Arts: Visual Theatre
Accessible Interactive Media
Some students found communication difficult
Many students found interface challenging
Students learn the integration of scholarship and civic engagement and that it is through this engagement with the community that new knowledge is generated (Cohen & Yappa, 2003)
3D virtual spaces provide an obvious opportunity for facilitating these kinds of learning experiences within a context that encourages constructivist learning.
Cohen, J., & Yapa, L. (Eds.). (2003). A Blueprint for Public Scholarship at Penn State. University Park, PA: The Pennsylvania State University.
Hurd, C. (2006). What is service learning.
Retrieved June Retrieved 10 April 2009, from http://www.slce.colostate.edu/files/slce/servicelearning/faculty/Is_Service-Learning_Effective.pdf
Krause, K.-L., Hartley, R., James, R., and McInnis, C. (2005). The first year experience in Australian Universities: Findings from a decade of national studies. Retrieved 22 March 2009, from http://www.cshe.unimelb.edu.au/pdfs/FYEReport05KLK.pdf
Oblinger, D., and Oblinger, J. (2005). Educating the Net Generation. http://www.educause.edu/books/educatingthenetgen/5989 [viewed 10 June, 2008].
Prensky, M. (2001). Digital natives, digital immigrants. On the Horizon, 9(5), 1-6.
Strahm, M., & Danaher, G. (2005). Getting them thinking: The role of the student questionnaire in promoting academic and social integration Studies in Learning, Evaluation, Innovation and Development, 2(3).
Tapscott, D., Lowy, A., & Ticoll, D. (1998). Blueprint to the Digital Economy: Creating Wealth in the Era of E-Business: McGraw-Hill Professional.
Veen, W. (2005). Net Generation Learning: Teaching Homo Zappiens. from http://www.etwinning.de/aktuelles/veranstaltungen/dokus/Vortrag_Veen_19_09_2005.pdf
Strahm & Danaher reported in 2005 that a third of students who enrol in a university program do not graduate
Changing Demographic
Students entering universities from 2005 onwards represent a new generation of technoliterate “Y-ers” (Krause et al, 2005)
This generation, also referred to as “Generation Y” “Net Generation” (Tapscott, 1998); “Millenials” (Oblinger and Oblinger, 2005); “Digital Natives” (Prensky, 2001) and “Homo Zappiens” (Veen, 2004)
Regardless of the label, this generation of young people who have grown up with digital technologies are are said to display similar characteristics
Changing Demographic
ability to multi-task
desire for immediacy
a preference for multi-modal learning (learning from pictures, sound and video rather than text )
the desire for interactive and networked activities
a desire for entertainment and excitement
preference for experiential activities
peer to peer communication
interested in “things that matter”
(Oblinger, 2007)
Trials conducted
Introduction to Digital Media
Electronic Publishing on the Internet
Trials conducted
Design for Interactive Media
Trials conducted
Despite the perceived alignment with the course objectives, students could not see the relevance of the activities they undertook in the virtual space of Second Life to their ‘real life’ career objectives
Some regarded the 3D virtual platform as inappropriate for teaching and learning
Technical issues
Members of these communities enjoy participating in research opportunities and particularly interacting with students whose ethics are still being formed. We appreciate the opportunity to express our concerns and show our value as fellow human beings. The virtual medium of Second Life allows us to do this. From the opposite side, Second Life is a great laboratory for your students. When your students enter the virtual world, they are then able to connect to people whom they would likely never meet in their real lives. (Alice Krueger, Virtual Ability Inc, 2008)
3D VLE Benefits
Flexible learning and opportunity to re-engage students who are off-campus
Collaborative and can facilitate interaction in various modes (voice, chat and IM)
Exposure to international researchers and others with particular industry expertise
Opportunity to visit and collaborate with others
Constructivist and “connectivist” environment
Encourages problem solving
Informal interactions with staff and students
Can be immersive experience
Ability to personalise self and explore identity
Can undertake role plays and simulations in safe environment
Opportunities to engage students and teachers in collaborative research activities
Can work through ethical, legal and social issues as well as internationalisation of curriculum
Can embed career planning/management
3D VLE Issues
Not yet an “assumed” ICT for students
Potentially seen as appropriation of space used for recreational activities for teaching and learning purposes
Can be time consuming for students and staff
Interface difficult for some students
Not accessible
Potential to contribute to attrition
Risk of “turning students off” if experience is poor
Technology demands for both uni & students
Platform still not stable and robust
Age restrictions problematic
Exposure to inappropriate content
Many ethical, IP and legal issues not well understood yet
Cost to institution and students
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