the use of virtual worlds as an extended classroom

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the use of virtual worlds as an extended classroom a case study with mature students from higher education ana loureiro, teresa bettencourt cidtff – research centre for didactics and technology in teacher education research background research emerged from the need of observe some of the variables (as shown in Fig. 1) already identified (Bettencourt, 2009) and that are related with: (i) persons and their motivations (engaging and compelling factors) (ii) relationships that are established between avatars and persons (real life relationships) (iii) social integration in Second Life® (sense of community belonging) abstract Extending the classroom beyond the physical space allows the teacher to better fulfil students’ needs and to facilitate a more collaborative learning style. This study identifies a blended learning approach to increase sharing and collaborative work between students, promote class cohesion and socialization, and enhance students’ research skills. The use of virtual environments to extend the classroom allows students to participate in richer interactions at times that are more convenient to their work/study patterns. The goal is to determine the most effective elements which achieve the desired outcome for learning. A virtual space has been constructed around Second Life®, Diigo and Facebook. Student groups have been observed with particular attention on the following interactions: who participates, when and where, what is shared, who interacts, how interactions are made, and the quality of interactions. Additionally questionnaires will be made to students in order to understand how they perceived the virtual classroom and determine their preferences. The study is ongoing but has already demonstrated early gains. The level and quality of participation has improved alongside increased collaboration and interaction amongst students. Fig.1 – identified variables (Bettencourt, 2009) conclusions online tutorial sessions though immersive 3D worlds take the distance out of distance learning (e-learning/b-learning) virtual worlds might provide the best ambiance for informal and natural learning contexts at a distance in virtual environments students seem to attend training sessions because they want to learn (Bettencourt & Abade, 2008) online tutorials can be set at a time and in a space (virtual) free of restrictions – that can be adapted, allowing a better participation from a larger number of students in a virtual space there are no physical barriers or borders. Information flows, people build and share content, relationships are set up, the net of connections extends and knowledge is built and shared references Dillenbourg P. (1999). What do you mean by collaborative learning? In P. Dillenbourg (Ed.), Collaborative-learning: Cognitive and Computational Approaches (pp.1-19). Oxford: Elsevier. Bettencourt, T. (2009). Teaching & Learning in SL: Figuring Out Some Variables. Retrieved September 15, 2010, from http://cleobekkers.wordpress.com/2009/01/2 8/teaching-learning-in-sl-figuring-out-some- variables/ Bettencourt, T. & Abade, A. (2008). Mundos Virtuais de Aprendizagem e de Ensino – uma caracterização inicial. IE communications, Revista Iberoamericana de Informática Educativa, Nº 7/8, Enero/Diciembre, pp.3-16. Retrieved September 15, 2010, from http://161.67.140.29/iecom/index.php/IECom/ issue/view/41/showToc Castells, M. (2005). A Sociedade em Rede. Lisboa: Fundação Calouste Gulbenkian. New Media Consortium (2007). The Horizon Report: 2007 edition, Austin, TX, NMC. Retrieved September 15, 2010, from http://www.nmc.org/pdf/2007_Horizon_Repor t.pdf socialization as a key factor for collaborative learning situation where two or more persons learn or try to learn something together (Dillenbourg, 1999) research components (i) construction and knowledge sharing (ii) interpersonal relationships (iii) 3D immersive virtual worlds research question to understand if there are best practices orchestrating learning in collaborative immersive virtual worlds and web 2.0 tools and if they will enhance blended learning through knowledge sharing and socialization goals (i) identify the variables that might influence knowledge sharing (ii) contribute for richer learning contexts through the use of online tools (Diigo, Facebook) and virtual worlds (Second Life®) (iii) provide tutorial support to night class through a virtual world (iv) encourage collaboration ‘out of hours’ by providing means for students and teacher to interact (v) learn what advantages we can find in an online tutorial implemented using an immersive virtual world (vi) understand how and which students engage with an immersive 3D world and how effective it is as a proxy for face-to- face interaction (vii) understand how well online tools and virtual worlds promote knowledge sharing and enhance socialization in order to contribute for classroom cohesion (viii) provide some insights for better online teaching strategies methodology participants - portuguese HE students (school of education) regular day class & mature night class (ages >23) = 100 students non probabilistic sample (by convenience) qualitative study, with an inductive and exploratory nature researcher : participant observer data collecting: observation, questionnaire, electronic records data analysis: quantitative analysis over qualitative data, content analysis physical space (spatial and temporal constrains, specific group/class) virtual space (no physical or spatial constrains, whole group of students) Diigo SL® tutorial sessions of collaborative discussion & learning | socialization information search & knowledge sharing knowledge sharing & socialization learning orchestration in an extended classroom information sharing discussion practical class work knowledge consolidation FB communication & socialization preliminary findings initial set up cost of starting SL® is high (time) students engaged in-world beyond tutorial hours tutorial sessions were considered as a success for the mature night class students didn't use the support hours available at school (physical space) night students shared more information at Diigo day students created a Facebook page for a more direct communication night students elected email as primary way for communication students posted more information than teacher, with relevance for night students the quality of shared information was high (relevant) development of search competences posts were moderated (by teacher and students) - development of critic and reflexion skills students prefer in-world sessions out of official school islands – informal places not perceived as an extension to the ‘bricks and mortar’ university night (mature) students are more independent as learners night students have less time and more desire to learn in the most effective way night students are more motivated since they have stronger reasons to study in their spare time day students are taking full advantage of the social side of university virtual spaces support the work patterns of mature students in particular.

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Poster presented on the Research Day at UA 2011> http://www.ua.pt/research/PageText.aspx?id=13053 by Ana Loureiro & Teresa Bettencourt

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Page 1: the use of virtual worlds as an extended classroom

the use of virtual worlds as an extended classrooma case study with mature students from higher education

ana loureiro, teresa bettencourtcidtff – research centre for didactics and technology in teacher education

research backgroundresearch emerged from the need of observesome of the variables (as shown in Fig. 1)already identified (Bettencourt, 2009) andthat are related with:(i) persons and their motivations (engaging

and compelling factors)(ii) relationships that are established

between avatars and persons (real liferelationships)

(iii) social integration in Second Life® (senseof community belonging)

abstractExtending the classroom beyond thephysical space allows the teacher tobetter fulfil students’ needs and tofacilitate a more collaborative learningstyle. This study identifies a blendedlearning approach to increase sharingand collaborative work between students,promote class cohesion and socialization,and enhance students’ research skills.The use of virtual environments to extendthe classroom allows students toparticipate in richer interactions at timesthat are more convenient to theirwork/study patterns. The goal is todetermine the most effective elementswhich achieve the desired outcome forlearning.A virtual space has been constructedaround Second Life®, Diigo andFacebook. Student groups have beenobserved with particular attention on thefollowing interactions: who participates,when and where, what is shared, whointeracts, how interactions are made, andthe quality of interactions. Additionallyquestionnaires will be made to students inorder to understand how they perceivedthe virtual classroom and determine theirpreferences. The study is ongoing but hasalready demonstrated early gains. Thelevel and quality of participation hasimproved alongside increasedcollaboration and interaction amongststudents.

Fig.1 – identified variables (Bettencourt, 2009)

conclusions• online tutorial sessions though immersive

3D worlds take the distance out ofdistance learning (e-learning/b-learning)

• virtual worlds might provide the bestambiance for informal and naturallearning contexts at a distance

• in virtual environments students seem toattend training sessions because theywant to learn (Bettencourt & Abade,2008)

• online tutorials can be set at a time andin a space (virtual) free of restrictions –that can be adapted, allowing a betterparticipation from a larger number ofstudents

• in a virtual space there are no physicalbarriers or borders. Information flows,people build and share content,relationships are set up, the net ofconnections extends and knowledge isbuilt and shared

references• Dillenbourg P. (1999). What do you mean by

collaborative learning? In P. Dillenbourg(Ed.), Collaborative-learning: Cognitive andComputational Approaches (pp.1-19).Oxford: Elsevier.

• Bettencourt, T. (2009). Teaching & Learningin SL: Figuring Out Some Variables.Retrieved September 15, 2010, fromhttp://cleobekkers.wordpress.com/2009/01/28/teaching-learning-in-sl-figuring-out-some-variables/

• Bettencourt, T. & Abade, A. (2008). MundosVirtuais de Aprendizagem e de Ensino – umacaracterização inicial. IE communications,Revista Iberoamericana de InformáticaEducativa, Nº 7/8, Enero/Diciembre, pp.3-16.Retrieved September 15, 2010, fromhttp://161.67.140.29/iecom/index.php/IECom/issue/view/41/showToc

• Castells, M. (2005). A Sociedade em Rede.Lisboa: Fundação Calouste Gulbenkian.

• New Media Consortium (2007). The HorizonReport: 2007 edition, Austin, TX, NMC.Retrieved September 15, 2010, fromhttp://www.nmc.org/pdf/2007_Horizon_Report.pdf

socializationas a key factor for

collaborative learning

situation where two or more persons learn or try to learn something

together(Dillenbourg, 1999)

research components(i) construction and knowledge sharing(ii) interpersonal relationships(iii) 3D immersive virtual worlds

research question• to understand if there are best practices

orchestrating learning in collaborativeimmersive virtual worlds and web 2.0tools and if they will enhance blendedlearning through knowledge sharing andsocialization

goals(i) identify the variables that might influence

knowledge sharing(ii) contribute for richer learning contexts

through the use of online tools (Diigo,Facebook) and virtual worlds (SecondLife®)

(iii) provide tutorial support to night classthrough a virtual world

(iv) encourage collaboration ‘out of hours’ byproviding means for students and teacherto interact

(v) learn what advantages we can find in anonline tutorial implemented using animmersive virtual world

(vi) understand how and which studentsengage with an immersive 3D world andhow effective it is as a proxy for face-to-face interaction

(vii) understand how well online tools andvirtual worlds promote knowledge sharingand enhance socialization in order tocontribute for classroom cohesion

(viii) provide some insights for better onlineteaching strategies

methodology• participants - portuguese HE students

(school of education)• regular day class & mature night class

(ages >23) = 100 students• non probabilistic sample (by

convenience)• qualitative study, with an inductive and

exploratory nature• researcher : participant observer• data collecting: observation,

questionnaire, electronic records• data analysis: quantitative analysis over

qualitative data, content analysis

physical space(spatial and temporal constrains, specific

group/class)

virtual space(no physical or spatial constrains,

whole group of students)

Diigo SL®

tutorial sessions of collaborative discussion & learning | socialization

information search & knowledge sharing

knowledge sharing & socialization

learning orchestration in an extended classroom

information sharingdiscussionpractical class workknowledge consolidation

FB

communication & socialization

preliminary findings• initial set up cost of starting SL® is high

(time)• students engaged in-world beyond

tutorial hours• tutorial sessions were considered as a

success for the mature night class• students didn't use the support hours

available at school (physical space)• night students shared more information at

Diigo• day students created a Facebook page

for a more direct communication• night students elected email as primary

way for communication• students posted more information than

teacher, with relevance for night students• the quality of shared information was high

(relevant) – development of searchcompetences

• posts were moderated (by teacher andstudents) - development of critic andreflexion skills

• students prefer in-world sessions out ofofficial school islands – informal placesnot perceived as an extension to the‘bricks and mortar’ university

• night (mature) students are moreindependent as learners

• night students have less time and moredesire to learn in the most effective way

• night students are more motivated sincethey have stronger reasons to study intheir spare time

• day students are taking full advantage ofthe social side of university

• virtual spaces support the work patternsof mature students in particular.