scholarly journals Learning in a different life: Pre-service education students using an online virtual 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):  
Yueh-Hui Vanessa Chiang ◽  
Diane L. Schallert

Attempts at incorporating emerging and innovative instructional technology, like virtual worlds, into educational settings requires efforts to understand new discourse patterns that may develop and bring in a learner-centered instructional design that takes the affordances and constraints of the new technology into consideration. These efforts can contribute to an effective and positive learning experience for learners. Drawing upon observations of different types of learning activities held in Second Life, an increasingly popular virtual world, this chapter aims at initiating a discussion interweaving the concerns for politeness, reflecting learners’ psychological needs during their interactions with fellow learners and technology, with considerations of instructional design in a virtual world as a new learning context. Such a discussion has the potential of more effectively exploiting what new immersive environments can offer for learning.


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.


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):  
Nauman Saeed ◽  
Sukunesan Sinnappan

Second Life is a three dimensional multi-user virtual environment within the Web 2.0 suite of applications which has gained wide spread popularity amongst educators in the recent years. However, limited empirical research has been reported on the adoption of Second Life, especially within higher education. The majority of technology adoption studies concentrate on analysing effects of utilitarian variables on adoption of a new technology however one should also focus on the hedonic effects when it comes to the adoption of Web 2.0 technologies which are highly interactive, involving, multi-user and entertaining. In this paper, the authors analyse the effect of utilitarian and hedonic behaviours on adoption of Second Life in a higher education context. To achieve this goal the authors propose an extension to Davis’ Technology Acceptance Model (TAM) by including emotional and imaginative responses as hedonic behaviours and usefulness, ease-of-use and computer self-efficacy as utilitarian behaviours. Empirical evaluation of the proposed model suggests that hedonic behaviours, emotional responses in particular, emerged as the strongest predictors of Second Life adoption. The study findings further suggest that traditional technology acceptance approaches may fall short in being able to explain the usage of today’s highly interactive, multi-user and entertainment-oriented technologies.


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.


2018 ◽  
Vol 47 (3) ◽  
pp. 292-317 ◽  
Author(s):  
Eileen A. O’Connor ◽  
Terri Worman

Since the advent of Second Life in 2004, immersive virtual-reality (VR) environments have been readily available to educators; more recent open-source environments have reduced costs significantly. This study reports on data gathered from an avatar-based immersive experience where teacher-education students gathered in VR spaces for synchronous meetings, learning how to maneuver within the environment, modify their avatars’ appearances, and develop preliminary three-dimensional building perspectives. Student reports and instructor observations throughout the course and a final student self-evaluation provided insights into both the challenges experienced and effective practices within this immersive VR environment. Overall, students developed significant trust and camaraderie with their colleagues as they went through problem-solving experiences, finding that initial challenges often subsided with the help of course colleagues. Students enjoyed the experience and considered VR applications for their classrooms. The report concludes with general recommendations for the design of productive VR learning environments within many different settings.


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.


2012 ◽  
Vol 9 (2) ◽  
pp. 292-318 ◽  
Author(s):  
Débora Krischke Leitão ◽  
Laura Graziela Gomes

In this paper we propose to share our experience of ethnographic research in the virtual world Second Life. We intend to narrate our experience producing machinima the method we used to enter the field and interact with residents. The production of films from the software and or hardware of video games or other real-time 3D graphics programs is called machinima. Our goal here is to discuss the possibility of using machinima as a technique for obtaining, presenting and interpreting ethnographic data.


2016 ◽  
Vol 28 (4) ◽  
pp. 161-174 ◽  
Author(s):  
Elizabeth Behm-Morawitz ◽  
Shannon Schipper

Abstract. The present study explored the influence of avatar appearance on cyber-harassment in a virtual world. Specifically, this research examined how avatar gender and sexualization were related to the experience of sex- and non-sex-related harassment. An international sample of Second Life users (N = 216) completed an online questionnaire about their avatar’s appearance and virtual world experiences. Objectification theory and the disinhibition effect were used as theoretical grounding for the study. Results revealed disparate virtual experiences for male and female avatars and indicated that avatar sexualization was related to experiences of cyber-harassment for female avatars. The implications of this research extend beyond virtual worlds like Second Life to other Web-based communication applications that utilize avatars.


Author(s):  
Suzanne Altobello Nasco ◽  
Robert E. Boostrom ◽  
Kesha K. Coker

Virtual reality, in a variety of implementations, is becoming more popular every day. Internet technology originally designed for education, information, and gaming is now three-dimensional, multifunctional, and morphing into loci for international economic activity. The virtual world population is quite immense. In Second Life alone, as of 2007, there was an estimated 3.1 million registered residents (Linden, 2007). There is also much user activity in Second Life with 1.4 million residents logged in within the last 60 days from March 25, 2009 (Second Life, 2009). In fact, the virtual world population is expected to reach 50 - 60 million by 2011 (Au, 2007). Of even greater interest is the revenue generated from virtual world activity. The worldwide virtual world economy is valued at approximately $1.8 billion (Dibbell, 2007).


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