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Eloise Pasteur

TidalBlog: SL is for "People with some spare time"... - 0 views

  • ... according to an otherwise nice article (pdf) on media for science communication in the latest Society for General Microbiology's Microbiology Today. The author makes use of SL for professional purposes so is very much entitled to her opinion.
  • Of course, the mission of the CDC isn't to produce microbiology sims for use by UK teachers (though the mission of the sim isn't actually explained anywhere so I could be wrong). However, in addition to a conference centre there are some virtual labs where you can get a hazmat suit (no hazard warning signs anywhere though so presumably no need to wear?), sit at a microscope and look at some slides. The slides and adjacent equipment are not explained or apparently part of any theme or quest. There are a few computers, including one linked to the NHS website for no obvious reason (some reuse, perhaps?).Indeed, much of the open air part of the site seems to act as an interface, via signs, to the CDC website (so why not just go there?). A slightly better touch is a circular path that documents the various awareness themes for the calendar year and this appears to link into a bracelet. There are some bots with no obvious function. Compared to the adjacent Healthinfo Island, it is (i) much more polished, (ii) much less engaging.
  • However, it would still seem that neither the SGM nor CDC "get" virtual worlds in any meaningful way yet.
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    Rant about, and comment on SGM article about Second Life, podcasting and web 2.0
Eloise Pasteur

Dusan Writer's Metaverse » Educational Institutions Spread Their Wings in Se... - 0 views

  • At George Washington University in Washington State, a graduate-level course in instructional design was created by David Cillay, an assistant dean for distance education, as reported on TMC.net. The course was taught completely in Second Life, with the students, using their avatars, communicating with Cillay and one another through the course’s island (learning space) in Second Life. Cillay was impressed with the level of text and voice interaction between the students, even if they were only avatars onscreen. The students discussed what ‘instructional design means’ and took field trips to other SL locales such as a nuclear power plant.
  • Across the pond, City College Norwich in the UK is forging ahead with its own island. The location will give users a virtual tour of the campus and access to training and job vacancies. The school also hopes, down the line, to develop an educational presence. “Second Life has fantastic potential for learning,” said Dick Palmer, the principal, “which we will be starting to use more fully next year. For example, our new diploma students will come from lots of different areas, but Second Life will allow students to get together in an informal learning zone. We are excited to be embarking upon such an innovative initiative.”
  • After the experiment with virtual education at GWU, Cillay offered three recommendations to those thinking of entering the virtual education realm: - Temper your expectations. “There’s a tremendous wow factor for people just discovering ‘Second Life,’ ” he said. Students need some time to adjust and learn how to move and operate in that world. - “Understand what your expectations are,” Cillay said. Rather than expect huge gains in a classroom environment, consider it a first step in educational experimentation. - Give yourself and the students time to explore. “Do some research ahead of time, so you know the environment and find out what other educators are doing there,” said Cillay.
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    Summary of comments from the US and UK about education in Second Life
Eloise Pasteur

New Skills for Second Life content - Eloise's thoughts and fancies - 0 views

  • There is now a page on assessment within Second Life in the Second Life Skills section of the EPED website which includes a couple of different assessment rubrics for student work in Second Life. One is aimed more at assessing a traditional class which has some presentation of the work in Second Life. The other is aimed much more at a fully in-world assessment where the students create a fully interactive build and are assessed on all aspects of it. It also forms a useful check-list for educational builds of all types! If you have comments, please feel free to add them in the comments here. If you would like to add additional content, let me know and I will add it for you.
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Eloise Pasteur

About - Virtual World Watch - 0 views

  • Virtual worlds in UK Higher and Further Education
  • Second Life is by far the most widely used virtual world in education.
  • Research underpinning the May 2008 snapshot revealed that over 80% of UK universities were developing or teaching within the Second Life virtual world.
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  • A specific comment that is frequently repeated is that these reports have provided the only authoritative, reliable or comprehensive source of information on: The extent of virtual world use in UK universities. Which academics and institutions are using virtual worlds. What, exactly, virtual worlds are being used for. The reports have also been used by academics as proof or evidence that virtual worlds should at least be investigated more thoroughly as teaching and learning technologies.
Eloise Pasteur

University Affairs- Studies in Second Life - 0 views

  • “I thought, ‘Gosh, this is amazing! You can teach classes in it’,” he recalls. The first time he taught a course registered in Second Life, Professor Washburn, a.k.a. Duncan Innis, led a 15-week, one-hour lecture to 25 students in the island’s amphitheatre.
  • There is no audio, just words flashing on screen like an MSN chat session. The discussion veers from “fluff journalism” to magazine branding. Nobody raises their hand to voice an opinion; an avatar makes a typing motion in the air if it wants to comment. Professor Washburn and his students often interrupt each other, since you can type whenever you want.
  • The learning curve that comes with Second Life is a drawback mentioned by all professors, online communications personnel and students, and this is one factor that makes some universities reluctant to use the program. Jason Toal, who works at SFU as an experience designer, spearheads most of the university’s projects in Second Life. “If you’re going to use Second Life for your course, you need to spend at least the first couple of classes teaching your students how to use it,” he says. “You have to walk them through what it’s all about, how to hook it on your computer.”
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  • In an instant messaging conversation during Robert Washburn’s journalism lecture at Loyalist, Urqhart, whose real name is Tyson Jewell, reveals his frustrations with Second Life. He says the heavy computer requirements can be a hassle for students who can’t afford sophisticated video cards or a faster Internet connection. Because of this, some students have to come to school anyway to use a computer inside a lab or a library to attend their Second Life classes. There are various other technical problems, such as the glitch in the program that caused Mr. Jewell’s classmate to be locked out of his account. And, ironically, Second Life battles against the one thing that has propelled its popularity: the rapid advances in technology.
  • Finally, everyone who was interviewed for this article agrees that virtual worlds like Second Life won’t completely overtake normal classroom settings. However, they do believe that three-dimensional online classes and assignments will become a staple in Canadian education – and that’s for real.
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    Overview of Canadian HE in Second Life
Eloise Pasteur

Research Article: A Second Life PCR lab evaluation - 1 views

  • This study examines students’ reactions to the virtual biosciences laboratory developed in Second Life® (SL) at the University of East London. Final year undergraduates and masters students studying biotechnology took part in a trial of a virtual Polymerase Chain Reaction (PCR) experiment in Second Life and evaluated their experience by anonymous questionnaire. Learning gains were measured at various points during the study using pre- and post-tests, and interaction with demonstrators was monitored and compared during the real life (RL) practical. Both groups showed a significant increase in learning gain over the pre- and post-tests, although no difference in gains between the two groups was detected. However, students who conducted the PCR experiment in SL required significantly less demonstrator assistance during the subsequent RL practical. The SL practical was well received by students, with 92% of participants reporting that they would like to use the system again and many requesting other experiments to be made available in this manner in the future.
  • The aim of this study was to determine whether conducting the PCR experiment in the virtual world of Second Life produced similar learning gains to those observed in the physical world laboratory and to see if working in the Virtual Lab enhanced students understanding of the experiment. The student perceptions of the Virtual Lab as a teaching mechanism and the perceived impact on their learning was examined through questionnaires.
  • The SL group completed a pre(virtual) Lab quiz and then individually registered for Second Life to create an avatar under instructor supervision. Each student completed some orientation exercises on UEL Island to become adequately skilled in using the Second Life environment (e.g. flying, putting on clothing etc.). The student avatars then met in the Virtual Lab to perform the PCR experiment. This was initially demonstrated by a member of staff before each student completed the virtual experiment themselves. Throughout this teaching session the students received face to face and virtual communication from their instructor.
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  • Participants in both groups then completed the physical world PCR practical individually in the laboratory. During the physical world practical the number of questions asked of staff and demonstrators by students in each group was recorded. After the real-world practical all participants completed the in-class quiz once again as a measure of overall learning gain.
  • Pre-, mid- and post-tests were used to examine the learning gains seen in the students at each stage of the teaching process. The learning gains of each group at the three stages of testing are illustrated in Figure 2. Using a mixed (or split-plot) ANOVA there were found to be no significant difference between the learning gains achieved by the SL and non-SL groups, with both groups achieving the same mean increase in test score between the pre and post tests. Interestingly however, there was a significant difference between the scores achieved by students in the SL and non-SL groups overall (p<0.001), with the initial average pre-test score of the SL group being significantly higher than the initial average pre-test score for the non-SL group. Quiz scores increased significantly across the study for students in both groups (p<0.001).
  • The number of questions asked by students during the physical world laboratory practical was recorded for the non-SL and SL groups. As can be seen in Figure 3, the non-SL group (Demonstration) asked significantly more questions (p<0.001) during the practical than the SL group. Furthermore, the staff supporting the practical sessions reported the SL group students to be more organised in their conduct during the class and appeared to take less time to complete the task.
  • Overall, satisfaction with the Virtual Lab was high. Ninety-two percent of respondents said they would use Second Life again and many had commented during the teaching session that they would like to see other experiments in the Virtual Lab. There were no significant differences in opinion between the sexes and between those who are re-sitting the module (11 students) and those that were not. Students who had already completed one Semester of the course joining the programme in October 2008 (21 students) found the in world instructions on how to complete the Virtual Lab experiment more useful than those (29 students) who started in Semester B, February 2009 (p<0.05).
  • A moderate negative correlation was found between age and overall satisfaction (r= -0.54, p<0.001). Younger students were generally more satisfied with Second Life than older students.
  • Those who had used Second Life before the study (16 out of 50 students) differed significantly in their expectation of in-world feedback whilst undertaking the Virtual PCR experiment from those who had no prior Second Life experience (p<0.05). Of the 16 students that had used SL before 6 students answered Q11 of the questionnaire (Table 1) with 3 or lower while only 4 students out of the 34 who had not used SL before answered Q11 in this way. Those who had used Second Life before thought that they had not received sufficient feedback during the experiment.
Eloise Pasteur

Advantages of Second Life over web-conferencing - Eloise's thoughts and fancies - 1 views

  • Advantages of Second Life over web-conferencing
  • Experience - whereas video is a one-way, passive experience, SL is a group one. This is a completely different dynamic, if the presentation makes use of it. If they just passively show a video, they might as well be on the web. Think of it, when done well, as comparing sitting in a movie vs at a comedy show where the audience can yell out comments that are instantly worked into the skit. Collaboration - participants get a completely different experience when they 'see' each other. It is more involving and interactive. This gives the speaker a chance to gather instant feedback, adjusting the presentation on the fly. There is even software for SL that allows participants to give feedback at specified times via their keyboard. Also, we find that "leaders" emerge in virtual focus groups, who often bring out information from others but don't dominate as they might in a "real" focus group. Screening - starting with a larger group, sub-groups can be created based on criteria such as beginners, those giving great feedback, gender, etc. These avatars can be instantly transported into other prepared rooms or SL environments for follow up, further Q&A, take a tour, etc. Also, participants can click on each other's profiles and learn about each other, something many like to do.
  • Spatiality - in a three-dimensional space people can move, and use proximity and distance to each other or to objects (for example for group building, voting by feet, to 'physically' separate collaboration tasks from one another, or just to non-verbally communicate preferences). In video conferencing, all you see is somebody else's mimics. There is no concept of space at all - which is crucial, however: remember Nonaka's Ba. Embodiment - being virtually embodied as an avatar can augment the feeling of co-presence, the feeling of being there together with your colleagues, peers, or collaboration team, etc. Directing your virtual representation, you visualize where your attention is at every point in time. In a video conference, nobody knows if you are paying attention or just looking at a totally different application on your screen. Configurability and scriptability - a virtual world can be more than a container for space, physics and avatars. Realized as a reactive, interactive and maybe even intelligently behaving environment it can harbor, support, and augment rich user experiences.
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  • 'Applying it right' would mean here: not to use the virtual world as just a fancy chat system with some visuals in the background provide real interactive experiences instead not to make as many people as possible sit down and watch yet another 2D powerpoint presentation in a 3D world encourage them to use / make them use the new possibilities offered by the system (move, discover, create, modify, interact, ...) not to try to teach them how to use all the menus in the SL software rather let the interactive objects speak for themselves on a simple click (->establish new forms of 'dialogs') leave 2D 'flatland' (info walls, in-world powerpoint presentations) embrace 3Dimensionality
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My First Two Months at Linden Lab « Official Second Life Blog - 0 views

  • I’ve come to see a couple of use cases as future killer apps – namely virtual meetings and education.
  • 7.2 billion voice minutes making us one of the larger providers of VOIP services
  • Second Life is the only social media/social computing property where, at its core, user-generated content and the economy is the experience. As a result, our estimates place our monetization levels at 3-30x that of major media and social computing properties.
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  • We generate revenue by selling land (where merchants build stores, land owners rent houses, educators teach and companies meet) and collecting monthly maintenance fees (somewhat analogous to hosting services), charging for currency exchange services (Linden Dollars to US Dollars and vice-versa) and for search and classified ad placement. We also make money as the economy expands and we issue Linden dollars to stabilize the exchange rate.
  • You have all of the tools you’d use in a real world meeting
    • Steven Hornik
       
      I'm not sure this is accurate, I'd like to see these tools - like interactive web pages, collaboartive work tools (i.e. Office Suite). I'm sure they are coming....
  • Using the virtual meeting environment for education is an even more exciting killer app.
  • Seventeen of the top twenty universities in the US have land in Second Life.
Eloise Pasteur

Second Life Training : The Learning Circuits Blog - 0 views

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