Co-creation and Collaboration in a Virtual World

Author(s):  
Keng Siau ◽  
Fiona Fui-Hoon Nah ◽  
Brian E. Mennecke ◽  
Shu Z. Schiller

One of the most successful and useful implementations of 3D virtual worlds is in the area of education and training. This paper discusses the use of virtual worlds in education and describes an innovative 3D visualization design project using one of the most popular virtual worlds, Second Life. This ongoing project is a partnership between IBM and three universities in the United States: the University of Nebraska-Lincoln, Iowa State University, and Wright State University. More than 400 MBA students have participated in this project by completing a creative design project that involves co-creation and collaboration in Second Life. The MBA students from the three universities worked in pairs to create designs to represent concepts related to IBM Power Systems, a family of IBM servers. The paper discusses observations and reflections on the 3D visualization design project. The paper concludes with a discussion of future research directions in applying virtual worlds in education.

2010 ◽  
Vol 21 (4) ◽  
pp. 1-13 ◽  
Author(s):  
Keng Siau ◽  
Fiona Fui-Hoon Nah ◽  
Brian E. Mennecke ◽  
Shu Z. Schiller

One of the most successful and useful implementations of 3D virtual worlds is in the area of education and training. This paper discusses the use of virtual worlds in education and describes an innovative 3D visualization design project using one of the most popular virtual worlds, Second Life. This ongoing project is a partnership between IBM and three universities in the United States: the University of Nebraska-Lincoln, Iowa State University, and Wright State University. More than 400 MBA students have participated in this project by completing a creative design project that involves co-creation and collaboration in Second Life. The MBA students from the three universities worked in pairs to create designs to represent concepts related to IBM Power Systems, a family of IBM servers. The paper discusses observations and reflections on the 3D visualization design project. The paper concludes with a discussion of future research directions in applying virtual worlds in education.


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.


Author(s):  
Jang Ho Moon ◽  
Yongjun Sung ◽  
S. Marina Choi

In this chapter, the authors explore the unique social dimension of shopping in virtual worlds, namely Second Life, by examining the role of avatar-based interactions in determining consumer shopping experience. To this end, an overview of Second Life, and other similar virtual worlds, is provided. This chapter then introduces the concept of social presence and offers a conceptual discussion of how avatar-based shopping in virtual environments is distinctive from shopping in other Web environments. Next, the authors present the preliminary findings of the ongoing research study investigating how consumers’ interactions with salespersons and peer consumers via avatars influence their shopping experience in Second Life. This chapter concludes with a future prospect of virtual worlds and directions for future research.


Author(s):  
Mick Grimley ◽  
Trond Nilsen ◽  
Roslyn Kerr ◽  
Richard Green ◽  
David Thompson

This chapter proposes that the use of virtual worlds for science education is warranted and fits well with contemporary learning theory in the context of constructivist instructional approaches being desirable and that learners learn best when they are engaged in active mental processing. Over recent years, games have become increasingly social, supporting massively multi-player online game experiences and then evolving into virtual worlds, such as Second Life, which show significant promise for educational uses. This chapter introduces the field of virtual worlds, and then discusses relevant theory and research. The authors describe the potential of virtual worlds for education by emphasizing how they can be leveraged as an effective tool for constructivist teaching techniques. In addition, the authors present some of the literature that supports their use for science education. This chapter concludes with practical concerns and some possible solutions in the context of future research directions.


Author(s):  
Steve Mahaley ◽  
Robin Teigland

Higher education institutions and corporations are increasingly exploring new pedagogical methods to align with learning styles of incoming students and employees, who are amazingly adept at using Web 2.0 applications. This chapter explores the use of virtual worlds, in particular that of Second Life, in educational activities by organizations such as higher education institutions or corporations. We begin by introducing virtual worlds with a particular focus on Second Life. We then provide an overview of the benefits of this environment for learning activities before presenting a set of potential learning activities that can be conducted within Second Life. We then discuss an in-depth example of 3D teaming-one learning activity within Second Life conducted by the authors. After a discussion of implementation challenges, we then present areas for future research.


2014 ◽  
Vol 15 (3) ◽  
pp. 147-151
Author(s):  
John W. Traphagan ◽  
Katherine Sanchez

Internet technology has opened up new vistas for the creation of communities in virtual environment. Research is beginning to emerge that focuses on the use of virtual communities in areas such as e-learning and the potential for use of virtual worlds for both therapy and community building for individuals who are disabled, homebound, and isolated. Second Life, which is a product individuals can join free of charge, has the potential to function as a tool to help care managers and others to work with disabled and homebound individuals in the process of creating social interaction. This article explores Second Life and offers some suggestions for future research in this area.


2018 ◽  
Vol 19 (4) ◽  
pp. 115-125
Author(s):  
Magdalena Hofman-Kohlmeyer

Internet development and demographic changes among users of computer games caused that the players became an attractive target market in the sale of products and consumer services. Inside the virtual worlds of games, especially in social games such as Second Life, products from various industries and brands are purchased. With the appearance of this phenomenon, scholars focused on understanding of virtual consumption and explore certain regularities and similarities in relation to purchase behavior in the real world. This article aims to present current knowledge in the field of a needs and purchase behaviors in the computer social games based on literature review. The directions of future research will be also presented.


1970 ◽  
Vol 4 (2) ◽  
Author(s):  
Patrick D. Allen ◽  
Chris C. Demchak

Virtual environments (VEs) such as Second Life or World of Warcraft can be more than entertainment; they also offer new ways to test concepts and prototypes, train employees, and anticipate actions of an opponent.  The U.S. military and other government organizations are applying VEs to support achieving training, operational, and rehearsal objectives.  Business enterprises are starting to use virtual realities to lower costs and increase capabilities.  This paper provides a systematic characterization and analysis of the features of VEs that improve organizational effectiveness.  The paper describes: first, the key elements of a virtual world; second, the Use Modes or methods by which virtual worlds can be used to achieve a wide range of business or military objectives; third, a categorization of the wide range of application areas to which VEs can be applied; and lastly, the current limitations, emerging opportunities, and future research recommendations for using VEs to achieve organizational objectives.  


ReCALL ◽  
2012 ◽  
Vol 24 (1) ◽  
pp. 20-39 ◽  
Author(s):  
Mark Peterson

AbstractThis paper reports on the task-based interaction of English as a Foreign Language (EFL) learners in the 3D multiuser virtual environment (MUVE) Second Life. The discussion first explores research on the precursors of MUVEs, text-based 2D virtual worlds known as MOOs. This is followed by an examination of studies on the use of MUVEs in Computer Assisted Language Learning (CALL). The discussion then focuses on an investigation of the Second Life-based text chat of learners located at a university in Japan. Data analysis reveals that the environment, and tasks, elicited types of collaborative interaction hypothesized as beneficial in the sociocultural account of language development. Collaborative interaction identified in the data involved peer-scaffolding focusing on lexis, and correction. The data further showed that the participants actively maintained a supportive atmosphere through the provision of utterances designed to signal interest, and the extensive use of positive politeness. These factors facilitated social cohesion, intersubjectivity, and the consistent production of coherent target language output focused on the tasks. Participant feedback was broadly positive, and indicates that specific features of Second Life such as individual avatars, coupled to the computer-based nature of the interaction, appeared to enhance discourse management, engagement, and participation. The findings suggest that Second Life provides an arena for learner centered social interaction that offers valuable opportunities for target language practice, and the development of autonomy. Areas of potential for future research are identified.


Author(s):  
Lilly Lu

As 3D Virtual Worlds (VWs) have become an ongoing trend in education, their potential application in art education needs to be demystified. The author reviews the literature on 3D VWs for education and art education that highlights their unique characteristics and related issues and reveals the learning opportunities for engaging students. Next, the author presents her virtual world curriculum and pedagogy as well as students’ work examples and their responses to the new art and learning media from her Art Café@Second Life research project. At the end, she makes recommendations for future research that examines the 3D VW as a creative learning/teaching environment, art form/medium, and exhibition/creation ground, and an emerging curricular topic for inquiry.


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