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the Six Learnings of Second Life(TM)

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this is a presentation introducing the Six Learnings framework, which is designed to help educators and curriculum designers have a better understanding of the potential pedagogical affordances of Second Life and other fictive worlds / virtual environments. this presentation was made during the Second Life Community Convention 2008 (SLCC 2008). the full recording of the presentation (with slides synced to audio) is here: http://voyager.blogs.com/voyeurism/2008/09/the-six-learn-1.html

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Page 1: the Six Learnings of Second Life(TM)

The Six Learnings of Second Life™: a framework for designing curricular 

interven;ons in‐world 

Veritas Raymaker (RL: Kenneth Y T Lim) 

Page 2: the Six Learnings of Second Life(TM)

Scope 

•  Premise •  The Six Learnings framework 

•  Compa;bility of the framework 

Page 3: the Six Learnings of Second Life(TM)

Premise 

•  MUVEs and virtual worlds are aKrac;ng academic research 

•  Educa;onal ins;tu;ons are establishing in‐world presences and representa;ons 

•  Policy‐makers and senior management do not have sufficient ;me to enculturate themselves, nor to work with and reflect upon what the pedagogical affordances of such worlds might be 

•  Investments in ;me and money might yield poor dividends 

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A tripar;te rela;onship 

•  Ideally, there should be an equal and tripar;te rela;onship between –  Content‐providers (builders / scripters) –  Service‐providers (ICT‐training companies) –  Curriculum designers (teachers) 

•  The equality of this rela;onship cannot be taken as a given 

•  How can curriculum designers seek to inform themselves about the pedagogical affordances of virtual environments and virtual worlds? 

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The Six Learnings framework 

•  Neither hierarchical, nor mutually exclusive 

•  Highlights the breadth of poten;al learning designs –  So that designs not be lock‐stepped 

•  Conversely, provides a constraining focus on the scope of individual interven;ons –  So that designs can have ;ghter evalua;on criteria –  These ;ghter criteria would inform subsequent reflec;on and redesign 

–  Increasing the likelihood of mee;ng design goals 

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•  The curriculum design team needs to first share a common understanding of the desired learning outcomes from the interven;on 

•  From this shared understanding, it is recommended that the team choose one or two (maximally three) of the Six Learnings, upon which to concentrate 

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•  Learning by exploring •  Learning by collabora;ng •  Learning by being •  Learning by building •  Learning by championing 

•  Learning by expressing 

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Learning by exploring 

•  The learning that results from in‐world explora;ons (structured or otherwise) of installa;ons, communi;es, and landscapes 

•  For example, collec;ng field‐data on wind and / or urban land‐use 

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Learning by collabora;ng 

•  The learning that results when students work in teams, either on problem‐solving tasks, or in other forms of structured inquiry 

•  Focus on developing metacogni;ve habits and understandings of social dynamics and distributed cogni;on 

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Learning by being 

•  The learning which results from explora;ons of self and of iden;ty 

•  (Brown & Duguid, 2000, “learning to be”) •  For example, role play during a literature class 

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Learning by building 

•  The learning that results from tasks which require the learner to build and / or script objects 

•  For example, the demonstra;on of mathema;cal understandings of trigonometry and physics 

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Learning by championing 

•  Refers to the many ini;a;ves by various communi;es to adopt, champion and evangelise causes from Real Life 

•  For example, work in Health Educa;on 

Page 13: the Six Learnings of Second Life(TM)

Learning by expressing 

•  Dis;nct from the previous five Learnings •  Focus is more on the representa;on of in‐world ac;vity to the ‘outside world’ 

•  “Technologies allow learners to ar;culate their understanding by externalising.  When meanings are made overt through mul;‐modal forms of expressions, these construc;ons are brought into the open for reflec;on and knowledge is built upon by others” (Hung and Chen, 2008) 

•  For example, blogging, podcas;ng, machinima 

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The Six Learnings and other virtual worlds 

•  The extent to which the framework can be applied, depends on – The maturity and extent of the building tools – The affordances for collabora;on – The richness of the cultural economies 

•  The framework also facilitates an understanding of the differences between, say, virtual worlds and virtual environments 

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Concluding remarks 

•  The Six Learnings framework is compa;ble with other classifica;ons and typologies suggested by –  Topher Zwiers (characteris;cs of the worlds) –  Bhikku Beeks (RL: Rafi Santo; logis;cal structures) –  Daden UK (descrip;on of learning spaces) 

•  Managers and policy makers should use combina;ons of these typologies when planning in‐world design interven;ons