social and problem-based learning in cyberspace: tools, techniques & technology in multi-user...

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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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A conference presentation by Dr Simon Bignell. Social and Problem-Based Learning in Cyberspace: Tools, Techniques & Technology in Multi-user Virtual World.

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Page 1: Social and Problem-Based Learning in Cyberspace: Tools, Techniques & Technology in Multi-user Virtual World

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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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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Download available here:

http://previewpsych.org/BPD2.0.pdf

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-AVATAR2) 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

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A Framework for Learning, Support and Research in Multi-User Virtual Worlds

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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.

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A Framework for Learning, Support and Research in Multi-User Virtual Worlds

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• 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

[email protected]+44 (0)1332 593043 (ext: 3043)

www.MiltonBroome.com www.PREVIEWPsych.org

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Second Life Video Playlisthttp://www.youtube.com/playlist?list=PLX4ftfKp-z4EAKaTUO9ALkvbbjCTYJj0G