The document discusses the use of virtual environments and virtual worlds for social and problem-based learning. It describes several projects using virtual worlds like Second Life to simulate environments for psychology education. Students engaged in problem-solving activities and role-playing scenarios in the virtual worlds. The document advocates a framework for effective learning, support, and research when using virtual worlds that considers pedagogy, user support, and research methodology. It also provides examples of tools, techniques, and technologies useful for developing and facilitating activities in virtual worlds.
Social and Problem-Based Learning in Virtual Worlds
1. Simon Bignell
(Psychology, University of Derby)
SNIC 2013, Theme 14: Virtual Environments 2
Social and Problem-
Based Learning in
Cyberspace:
Tools, Techniques &
Technology in Multi-user
Virtual World
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3.
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The Emergence of Virtual Worlds in
Higher Education
• The Hype Cycles from Gartner provide a
graphic representation of the maturity and
adoption of technologies and applications.
http://www.gartner.com/
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Virtual Neonatal Ward: for a Developmental
Psychology Module at University of Derby
Video of Neonatal Unit (1m16s):
http://youtu.be/sEd9s0toHuk
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Photo of Virtual Lecture
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Project webpage: http://previewpsych.org/
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“We worked as a team...
this seemed much more
valuable than just
writing an essay or
having a discussion.”
“I was thinking
more about the real
life Psychology
because the avatars
represented real
people with real
psychological
problems.”
“...the content was
easy to access and
the tasks very
enjoyable.”
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Best Practices Document
Best Practices in Virtual Worlds Teaching: A guide
to using problem-based learning in Second Life
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‘JISC - Moving into Virtual Worlds -
Emerging Practice in a Digital Age’
• With Aston University
• JISC resources feature
commentary and
reflection on
pedagogical
applications of virtual
worlds.
http://www.youtube.com/watch?v=2aTvE2OBQHc
Emerging Practice in a Digital Age JISC VIDEO
http://www.jisc.ac.uk/emergeresource
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• Two Sustainability / TEL Projects:
– With Rosemary Horry (Environmental Sciences) funded by the Higher
Education Academy.
– With Zaheer Hussain (Psychology) funded by the Higher Education Academy
Psychology Network.
• Evaluated different methods of embedding ESD in the curriculum.
• Used Second Life to rate people’s pro-environmental behaviour and
attitudes to ‘green’ issues such as recycling, energy use and
resources.
• Participants reported more pro-environmental behaviour a week
after seeing the videos.
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Educational Visual Storylines –
‘Teaching Cartoons’
• Uses a virtual world to
create educational cartoons
for teaching and online
learning.
• Rapidly develop and deploy
to modules.
• Import straight into our
virtual learning platform.
• Summaries: Not dumbed
down.
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How to visit the University of Derby Second Life Islands:
1) Create and avatar: http://tinyurl.com/GETAN-AVATAR
2) Install Second Life: http://tinyurl.com/Download-SL
3) Teleport to us: http://tinyurl.com/DERBYSECONDLIFE
Virtual Campus Flythrough (1m6s):
http://youtu.be/GQnyb87Zj0o
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Using problem-based learning
within 3D virtual worlds
– Published book chapter in with
Dr Vanessa Parson (Sunderland
University, Previously at Aston).
• Parson, V. & Bignell, S. (2011). in
Hinrichs, R and Wankel, C (Eds),
Transforming Virtual World
Learning: Cutting-edge
technologies in higher education,
Vol. 4, pp. 245–265. Emerald
Group Publishing Limited:
Teynampet, India. http://www.amazon.co.uk/Transforming-Learning-Cutting-edge-
Technologies-Education/dp/1780520522
24.
25. A Framework for Learning, Support and
Research in Multi-User Virtual Worlds
26. A Framework for Learning, Support and
Research in Multi-User Virtual Worlds.
• Learning and Teaching
– Sound
pedagogy, Blended, Supplementary.
• Support
– User-oriented, Dynamic, Responsive.
• Research
– Ethics, Methodology, Validity.
• The interaction between these three
factors is critical for success.
27. A Framework for Learning, Support and
Research in Multi-User Virtual Worlds
28. • Tools
• Virtual
Infrastructure, Avatars, Presenters, Gadgets, Web
Integration, Audio/Visual [Building and Scripting].
• Techniques
• Inductions, Camera, Movement, Inventory, Communion
, (text, voice and
video), Appearance, Groups, Mashups/Blended
contents, Overcoming Resistance, Facilitating
Virtually, Dealing with Disembodiment.
• Technologies
• Bandwidth, GPUs, CPUs, Server-
side, Lag(s), Clients, Firewalls, Peripherals, Updates.
A Framework for Learning, Support and
Research in Multi-User Virtual Worlds
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Contact Dr Simon Bignell
Centre for Psychological Research
University of Derby, UK
s.bignell@derby.ac.uk
+44 (0)1332 593043 (ext: 3043)
www.MiltonBroome.com
www.PREVIEWPsych.org
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Second Life Video Playlist
http://www.youtube.com/playlist?list=PLX4ftfKp-z4EAKaTUO9ALkvbbjCTYJj0G
Editor's Notes
Video Playlisthttp://www.youtube.com/playlist?list=PLX4ftfKp-z4EAKaTUO9ALkvbbjCTYJj0G