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It’s all fun and games until someone loses an avatar. Library instruction in a 3D virtual world Denyse Rodrigues May 2007

It’s all fun and games until someone loses an avatar

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It’s all fun and games until someone loses an avatar. Library instruction in a 3D virtual world. Denyse Rodrigues May 2007. What is Second Life?. The buzz. Everyone’s in SL Business large and small Non profits Universities and colleges Government interest. The beginning. - PowerPoint PPT Presentation

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Page 1: It’s all fun and games until someone loses an avatar

It’s all fun and games until someone loses an avatar.

Library instruction in a 3D virtual world

Denyse Rodrigues

May 2007

Page 2: It’s all fun and games until someone loses an avatar

What is Second Life?

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The buzz . . . Everyone’s in SL Business large and small Non profits Universities and colleges Government interest

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The beginning

Could a small academic library with no budget and little experience in SL effectively use this platform?

Is there any research on the use of SL for academic purposes?

Do any of our faculty members have an interest?

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Research: Second Life for Academic purposes

being used as a service point for both business and universities

differentiated from other online gaming environments and redefined as a community space

systematic research to define Second Life as a platform for course delivery has not yet been published

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Research: MMOs in education(Massively Multiplayer Online environments/games/worlds)

Helps develop “the motivation for an extended engagement” that is crucial to mastering a complex body of knowledge (Gee, 2004).

“Students learn in a flow state where they are not just passive recipients of knowledge, but active learners who are in control of the learning activity and are challenged to reach a certain goal” (Peng, 2004)

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The course

Employee relations/internal communications taught by Dr. DeNel Rehberg Sedo

Objectivesa) evaluate this new teaching and learning

environment; and b) help students better understand how to critically

evaluate the various communication tools and social environments available to them in the workplace.

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The classes

4th year cohort 2 sections with 25 students each 6 class meetings in Second Life Reasons for use of Second Life clearly

outlined in syllabus Recording and posting of SL class logs to

course site clearly stated Evaluation included working on group wikis

and a final research paper

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SL Class 1

“Introduction to CULTURE in Second Life”

•Location: everyone in a computer lab

•This class started with a presentation on how SL is being used by business and educational organizations.

•Avatar behaviour and classroom codes of conduct discussed

•Students signed up for avatar and completed the SL orientation

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SL Class 2

Scavenger hunt

•Location: everyone in a computer lab

•SL environment: Outdoor auditorium on Info Island.

•Continued to orient students to SL via a scavenger hunt which took them to business and educational sites

•Formation of groups using SL groups

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Scavenger hunt: Crayon public relations firm in SL

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Scavenger hunt: Aspects of Learning

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SL Class 3

Small group work

•Location: most in a computer lab, a few students signing in from home

•SL environment: Talis Library, Cybrary City

•Students met in small groups to generate and discuss questions for a guest speaker

•Questions later posted to group wiki

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SL Class 4

Meeting with CC Chapman

•Location: most in a computer lab, a few students signing in from home

•SL environment: U-Turn Café by invitation of CC Chapman

•Guest speaker: CC Chapman, VP New Marketing, Crayon (Public Relations firm)

•Issues of how to evaluate information sources emerged as a theme in student questions and discussions

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SL Class 5

Library research presentation

•Location: most in a computer lab, a few students including myself signing in from home

•SL environment: Parvenau Tower, Info Isand

•Lack of in-world browser resulted in a more traditional lecture/question period style approach

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SL Class 6

Class discussion

•Location: most in a computer lab, a few students including myself signing in from home

•SL environment: Canada Nexus, Cybrary City

•Class discussion on ethics based on class reading list

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Expectations and realities . . .

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Expectations and realities

Web savvy students

Most well versed in chat, email, and social networking

Unfamiliar with second life Several students at first uncomfortable

with gaming nature of the environment

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Expectations and realities

‘Griefing’ and intrusions

No instances of harassment A couple of avatars politely asked to

be included in our conversation

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Expectations and realities

Technical learning curve & limitations

Steep learning curve Controlling your avatar Creating groups Recording logs Working with scripts and objects Troubleshooting with students

Not always a stable platform time lags, teleporting problems

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Expectations and realities

On-campus option would mitigate some technical difficulties

Lab required SL software to be installed every class

Assistance essential for the first 2 classes Allowed for troubleshooting and face-to-face

assistance during orientation session Some students found communicating online

while being in a shared physical space disconcerting

After first 2 classes some students logged in from home or other labs

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Expectations and realities

Course content was integrated with use of SL

Took a couple of sessions for a comfort level with the environment to develop

Some students were concerned by time spent in SL More focused on grades

Some students saw the connections, enjoyed the element of play and the opportunities to experience the new environment

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Expectations and realities

Meeting in virtual environment would mitigate some in-class inequities

Some students reported group conversations were too fast paced for them to participate

Some students reading the other groups transcripts reported that they were not able to identify the true identity of the participants

Opinions were sometimes stated a bit more strongly in SL then in regular class discussions

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Expectations and realities

High levels of engagement

A high level of engagement among students and instructors

Reactions were both pro and con

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Things to consider . . .

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Considerations:

Risk taking

Both very stressful and exciting Increased need for facilitation and support Takes time Newness of the environment seem to invite

a questioning and critical climate the “newness” of SL will fade so important to

continue to expose students to new technologies

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Considerations:

Avatars

How does real life affect online identities?

How do you decide what/who is legitimate?

What are the implications for the classroom?

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Considerations:Collaboration with faculty

Worked together previously Trust Roles well defined Good communication Debriefed after each SL class

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Considerations:

Resources and support

Second Life Library on Info Island I & II Librarians were tremendously generous with

time and resources Tours and orientation sessions Free educational scripts and tools available Space can be booked (Lori Bell/Lorelei Junot)

Administrative & collegial support supportive workplace and University Librarian

(Donna Bourne-Tyson/Laken Burns) MacMaster SL librarian (Krista Godfrey/Danu

Dhalstrom)

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Considerations:

Costs

Less than $1 Can. $250 Linden = $1 U.S.

Avatars – free Space – free courtesy of the kind

generousity of the Info Island Library Groups – $90 Linden

(9 groups @ $10 Linden each)

PowerPoint presentation - $110 Linden (11 slides @ $10 Linden each)

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Next time?

Have students do a bit more research before entering the space

Leave class related learning objects in SL for students or try Sloodle

Focus more on small group activities and discussions

Reinforce learning objectives in each class

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What’s next?

MSVU storefront Services by request of faculty and/or

students