Adapting Three-Dimensional-Virtual World to Reach Diverse Learners in an MBA Program

2012 ◽  
pp. 1207-1219
Author(s):  
Rosalyn Rufer ◽  
Ruifang Hope Adams

The purpose of this chapter is to adapt instructional strategies to virtual world learning environment in Second Life and reach more diverse learners with different learning styles. Part of the approach will focus on learners who are visual as compared to auditory and kinesthetic. Additionally, the approach will examine how changes in pedagogical methods can be used to reach diverse learners with different learning styles in virtual learning environments. The major topics address how styles of learning were considered in designing an instructional strategy and how differences in learning styles were rationalized via learning in a virtual world. Thus student success can be correlated to teaching pedagogy, and hence modified to reach diverse learners. Suggestions are included for adapting a cognitive process combined with multimedia design principles in a virtual world.

Author(s):  
Rosalyn Rufer ◽  
Ruifang Hope Adams

The purpose of this chapter is to adapt instructional strategies to virtual world learning environment in Second Life and reach more diverse learners with different learning styles. Part of the approach will focus on learners who are visual as compared to auditory and kinesthetic. Additionally, the approach will examine how changes in pedagogical methods can be used to reach diverse learners with different learning styles in virtual learning environments. The major topics address how styles of learning were considered in designing an instructional strategy and how differences in learning styles were rationalized via learning in a virtual world. Thus student success can be correlated to teaching pedagogy, and hence modified to reach diverse learners. Suggestions are included for adapting a cognitive process combined with multimedia design principles in a virtual world.


Author(s):  
Lorri Mon

Education within Second Life frequently recapitulates the “sage on the stage” as students sit their avatars down in chairs in the virtual world and listen to or read an instructor’s lecture while watching a slideshow. This conceptual article explores alternative active learning techniques supporting independent and collaborative learning within virtual worlds. Within Second Life, educators can utilize a variety of scripted tools and objects as well as techniques of building and terra-forming to create vibrant virtual personal learning environments and learning experiences that are engaging and responsive to individual learners. Issues of embodiment in an avatar are discussed in terms of social presence, and student learning styles are considered as well as approaches to problem-based learning, games, role play, and immersive virtual world environments.


Author(s):  
Chang Liu ◽  
Ying Zhong ◽  
Sertac Ozercan ◽  
Qing Zhu

This paper presents a template-based solution to overcome technical barriers non-technical computer end users face when developing functional learning environments in three-dimensional virtual worlds (3DVW). iVirtualWorld, a prototype of a platform-independent 3DVW creation tool that implements the proposed solution, facilitates 3DVW learning environment creation through semantics-based abstract 3DVW representation and template-based 3DVW instantiation. iVirtualWorld provides a wizard to guide the 3DVW creation process, and hide low-level programming and 3D design details through higher-level abstracts supported by pre-defined templates. Preliminary evaluation of the effectiveness of iVirtualWorld showed positive results. The contribution of this study is threefold: 1) It provides a paradigm for investigating and developing 3DVW building tools from end users’ perspective; 2) It develops a prototype of a 3DVW building tool, which gives educators a framework to easily create educational virtual worlds using domain-specific concepts; 3) It conducts empirical research and collected preliminary experimental data for evaluation.


2011 ◽  
pp. 2535-2543
Author(s):  
John M. Artz

Virtual worlds, while not a new phenomenon, have come to the foreground of information technology in the past few years largely due to the growth of Second Life, a three dimensional, global virtual world that has captured the imagination of millions. This article provides some background on this virtual world phenomenon providing both a history and a classification of virtual world technology. It then focuses on Second Life discussing the application, technology, and social implications. Included in the discussion are some current initiatives such as the open source client and server projects and the implications of those initiatives. Finally, we provide some speculation on the future potential of virtual world technology as an extrapolation of the current trajectory.


Author(s):  
Youngkyun Baek ◽  
Hoe Kyeung Kim

This chapter describes the process of design and development of the Virtual English Adventure in Second Life. The in-depth description and explanation of designing and developing the tasks and activities involved in the Virtual English Adventure project provides the scale and amount of time and effort required to utilize a virtual tool for educational purposes. The Virtual English Adventure is particularly designed for English teaching and learning. The virtual world configurations, such as level tests, teleporting, missions, e-learning, interaction, gaming, and learning-facilitators, are related to both learning theories and language teaching pedagogy. Based on our own experiences, there are some important recommendations for instructional designers and researchers to consider when they design and develop the educational use of a virtual world.


2009 ◽  
Vol 2 (1) ◽  
Author(s):  
Victoria Lynn Walker

This article will present the process and the curricular and pedagogical lessons learned from adding a 3D virtual learning environment to an online course in a distance and hybrid education master’s degree program. Based on student surveys, course evaluations, and faculty interviews, the author will summarize attitudes and expectations from the varied stakeholders and offer practical recommendations on the design and delivery of an effective virtual world learning environment in an online course. The author is involved in developing 3D virtual learning environments and integrating their use in graduate level counseling courses in traditional, blended, and online master’s programs. In the fall of 2007, the author began the process of incorporating the virtual world Second Life into an online counseling skills and techniques course in the Human Services Counseling Program at Regent University. The course objectives consisted of teaching graduate level students expertise such as clinical counseling skills and techniques. One of the critical competencies, the student’s ability to demonstrate the basic counseling skills needed to be an effective counselor including attending, listening, empathy, warmth, and respect, was very difficult to teach and evaluate from a distance. In the past, program instructors have taught online and blended courses with the asynchronous learning environment Blackboard and the synchronous technologies, Skype and Instant Messenger. With the use of new learning environments, such as 3D virtual learning environments, the author hoped to provide the instructors and students with an environment more conducive to developing effective counseling skills. The author implemented the virtual learning environment – a simulated counseling facility and tested the virtual counseling facility’s use as an innovative learning environment for simulation of student counseling sessions. This article will discuss the author’s personal experiences as well as the empirical research collected during this case study. Given the potential for significant growth in the use of virtual learning objects, this article should provide useful information for instructors and administrators considering virtual environments as a means of teaching practical skills at a distance in online programs.


2012 ◽  
Vol 23 (3) ◽  
pp. 30-49 ◽  
Author(s):  
Xiaofeng Chen ◽  
Keng Siau ◽  
Fiona Fui-Hoon Nah

Many higher education institutions have set up virtual classrooms in the 3-D virtual world. In this research, the authors assess the relative effectiveness of a 3-D virtual world learning environment, Second Life, compared to traditional face-to-face learning environment. They also assess the effects of instructional strategies in these two learning environments on interactivity, perceived learning, and satisfaction. The authors’ findings suggest that learning environment interacts with instructional strategy to affect the learners’ perceived learning and satisfaction. Specifically, when interactive instructional strategy is used, there is no significant difference for perceived learning and satisfaction between the 3-D virtual world and face-to-face learning environment. However, when a direct instructional strategy is used, there is a significant difference for perceived learning and satisfaction. They also assessed whether or not technology helps increase learner and instructor interaction. The result suggests that in interactive instructional sessions, students experienced a higher level of classroom interactivity in Second Life than in face-to-face classroom.


Author(s):  
Yvonne Masters ◽  
Sue Gregory

An increasing number of educational institutions are trialling the use of virtual worlds as teaching and learning environments, particularly for distance education students. In 2009 the authors have begun a research project to explore the efficacy of one such virtual world, Second Life, as a viable adjunct to other online learning experiences. However, it is now recognised that most academics have no experience of teaching in a virtual world. An integral aspect of our research is to examine whether a novice user of Second Life could quickly learn to teach effectively with this tool. The teaching experience is outlined from two points of view: the novice and the expert. The emergent themes are discussed and conclusions are made regarding the efficacy of Second Life as a teaching and learning environment for distance education students and the level of support that might be needed to assist other novices to teach in-world.


2009 ◽  
Vol 2 (1) ◽  
Author(s):  
Chris Campbell

Second Life is an online virtual world that is three dimensional and uses rich graphics to allow the user to be engaged in this environment. There has been a significant increase in people using this virtual world and of those conducting research in it in the recent past. This research study analyses a project where pre-service education students accessed Second Life as part of a fourth year elective course. The students had not used this virtual world prior to being introduced to it in class. They completed a problem based learning experience in Second Life that allowed the students to explore the virtual world as well as develop an activity that could be taught to a high school class. This study used case study methodology within a qualitative research framework. Although it was only a small pilot study, results suggest that the students learned how to navigate around Second Life and were open to this new technology. Half the students reported that they would use this technology or similar technologies in the future.


Author(s):  
Kevin Oh ◽  
Natalie Nussli

This study offers recommendations and a model for other teacher educators who are interested in training teachers in the use of three-dimensional (3D) immersive virtual worlds (IVWs) for their own teaching. Twelve special education teachers collaboratively explored the usability of Second Life (SL) for special education by completing a full inquiry cycle to develop the ability to make informed decisions about the affordances and challenges of virtual world teaching and to help identify effective components for virtual worlds teacher training. Ten educational SL islands were explored critically. Mixed-methods data analysis and triangulation were based on the analysis and synthesis of a preliminary survey, a mid-reflection after several virtual explorations, the collaborative analysis of an existing SL lesson plan, the collaborative development of a SL lesson plan, a post-reflection, and a post-survey. Several key benefits of 3D IVWs for special education students emerged from the qualitative analyses, namely social skills practice, collaborative learning towards a joint goal with a competitive element, and increased motivation to participate, especially for topics that would otherwise be perceived as boring. The qualitative data informed the development of guidelines for virtual worlds teacher training and the elements of an ideal SL island designed for special education. The change of attitude towards the usability of virtual worlds in education as a result of the workshop was not statistically significant.


Sign in / Sign up

Export Citation Format

Share Document