Using Virtual World Technology as a Faculty Development Tool in Higher Education

2012 ◽  
pp. 149-160
Author(s):  
Linda W. Wood

Higher education institutions are constantly challenged with the task of educating a technology savvy generation of students. Colleges must be able and ready to meet the needs of these digital-age students. What are the perceptions of college faculty of using virtual world technology as a teaching tool in the classroom? The purpose of this chapter is to explore how virtual world environments can be used as a faculty development tool in order to encourage the use of virtual worlds as a teaching tool in the classroom. This chapter references research from a mixed methods study exploring college faculty perceptions of the adoption of virtual world technology into the classroom, which in turn, provides insight to the willingness of higher education faculty to adopt this type of technology. In addition, the final section of the chapter includes a suggested guide on how to create a virtual world faculty development workshop based in Linden Lab’s Second Life.

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):  
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):  
Kathryn E. Stevens ◽  
S.E. Kruck ◽  
Jeremy Hawkins ◽  
Suzanne C. Baker

Second Life (SL) is a virtual world that possesses great potential as an innovative teaching tool. SL not only allows users to meet, interact, and collaborate in a virtual space, but also to create their own learning environments. This chapter explores how virtual worlds such as Second Life can be used to enhance the overall educational experience of both traditional and distance education students. We describe applications of SL to teaching diverse classes in art history and museum studies, business, and psychology, and to community building across the university. In general, our experiences with using SL have been positive, and our students report enjoying the creativity and flexibility of SL as well as the opportunity for social interaction in the virtual world. We provide recommendations to those considering the use of SL.


Author(s):  
Katherine Wimpenny ◽  
Maggi Savin-Baden ◽  
Matt Mawer ◽  
Nicole Steils ◽  
Gemma Tombs

<span>In the changing context of globalised higher education, a series of pedagogical shifts have occurred, and with them, a number of interactive learning approaches have emerged. This article reports on findings taken from a large-scale study that explored the socio-political impact of virtual world learning on higher education in the UK, specifically with regard to </span><em>Second Life</em><span>. Three dominant frames of reference emerged following analysis of data gathered from student and staff perspectives of their experience and use of </span><em>Second Life</em><span>, namely: (i) games and gaming media; (ii) disciplinary learning; and (iii) institutional space and ownership. Such frames of reference were evident in the practices of those involved in using virtual worlds, but it is suggested here that they have largely been overlooked in the literature in terms of their impact and how they may inform learner understandings. We argue that these frames of reference need to be recognised and located in the design and use of virtual worlds in higher education. Throughout the article we present our findings in relation to perspectives emanating from Europe as well as Australasia and the wider Asia Pacific.</span>


2009 ◽  
Vol 1 (3) ◽  
Author(s):  
Nick Yee ◽  
Liz Losh ◽  
Sarah Robbins-Bell

By being an online journal, the JVWR allows for the inclusion of some pieces that might not otherwise fit a standard journal. This was the thought behind bringing together a group of virtual world scholars to discuss a series of questions and share their thoughts. Meeting in Second Life, Nick Yee (PARC), Liz Losh (UC Irvine), and Sarah Robbins-Bell (Ball State University) were gracious enough to share their thoughts on the study of virtual worlds culture.


2020 ◽  
Vol 13 (1) ◽  
Author(s):  
Jean-Paul Lafayette DuQuette

Linden Lab’s Second Life (SL) is well-known for its hands-off approach to user conflict-resolution. Although users are given tools to mute and block individual accounts as well as ban undesirable avatars from user-owned land, that does not prevent determined, malicious users from disrupting communities and harassing individuals. This case study focuses on two such malicious users exemplary of two specific types of malevolent virtual world actors: in-world griefers and online stalkers. As part of a decade-long ethnographic research project within the Cypris Chat English language learning community in SL, this paper utilizes data gleaned from notes on participant observation, semi-structured interviews, and first-hand encounters. It categorizes the disparate strategies these individuals have used over the years in their attempts to disrupt group cohesion, sow distrust between students and teachers, humiliate individuals, and foment an atmosphere of fear and anxiety. It then reviews the methods community members used to defend themselves from such attacks and analyzes the efficacy of these strategies. This study builds on our understanding of harassment in virtual worlds and acts as a cautionary tale for future virtual world educators and community leaders considering the development of their own online classes and groups.


Author(s):  
Kae Novak ◽  
Chris Luchs ◽  
Beth Davies-Stofka

This case study chronicles co-curricular activities held in the virtual world Second Life. The event activities included standard content delivery vehicles and those involving movement and presence. Several international content experts were featured and allowed students to meet and discuss ideas on a common ground with these experts. When developing these events, the researchers wondered, could an immersive learning environment be provide a deeper level of engagement? Was it possible to have students do more than just logging in? During the events, the students discovered a whole new way of learning. Chief among their discoveries was the realization that in these virtual world educational events, students, scholars, and faculty can all be mentors as well as learners. In virtual worlds, the expert-on-a-dais model of teaching is rapidly replaced by a matrix of discussion, collaboration, and movement that quickly generates a pool of ideas and knowledge.


2019 ◽  
pp. 172-192
Author(s):  
Reza Ghanbarzadeh ◽  
Amir Hossein Ghapanchi

Three Dimensional Virtual Worlds (3DVW) have been substantially adopted in educational and pedagogical fields worldwide. The current study conducted a systematic literature review of the published research relevant to the application of 3DVWs in higher education. A literature search was performed in eight high-ranking databases, and following scrutiny according to inclusion criteria, 164 papers were selected for review. The systematic literature review process was summarized, reviews undertaken by the authors, and results about the applicability of 3DVWs in higher education were extracted. A wide variety of application areas for the 3DVWs in higher education were found, and were classified into five main categories. Various 3DVW platforms and virtual environments used for educational goals were also identified. The results revealed Second Life as the most popular 3DVW platform in higher education. This study also found that by using 3DVW technology a wide range of virtual environments and virtual tools have been designed and applied in teaching and learning for higher education.


Author(s):  
Ivonne Citarella

The author focused her studies on the series of professional competences which have grown within virtual worlds, and which have been made possible thanks to two main peculiarities: the highly intuitive software and playfulness gaming. The research allowed to classify the various professions born within the Second Life virtual world, these have allowed also to become a viable economic opportunities in real life. In parallel with the observations on the dimension of “work” within Second Life, the author gave also attention to the relational and educational dynamics. The author decided to enact her sociological and didactical experiment in the occasion of the event Salerno in Fantasy, a yearly convention dedicated to the Fantasy world.


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.


Sign in / Sign up

Export Citation Format

Share Document