Learning to teach in Second Life

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Angelina Macedo, Portugal Lina Morgado, Portugal EDEN Open Classroom Conference 09 16th October 2009


SUMMARY I. Second Life: what is it? II. Learning to teach in Second Life: An experience as a learner


Second Life

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ď‚— SL has some components that facilitate innovation and

pedagogical activities in online education : - extended or rich interaction; - visualization and contextualization; - exposure to authentic content and culture; - individual and collective identity play; - immersion in a 3D environment; - simulation; - community presence and content production. (Warburton and Perez-Garcia, 2009)


I. Second Life: what is it?

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Second Life: what is it? 3D Multi-User Virtual Environment (MUVE): Linden Lab 2003

- It tries to reproduce

the physical world:  economy (Linden dollar)  business (IBM, Microsoft…)  education (universities and colleges)  …

5 It isn’t a game It has neither scores nor story or set rules

It is a social virtual world created by its residents, where people can meet for different purposes.


SL: People-Avatar - People

in Life are residents ;

- Their

Second called

presence is mediated by their Avatars (3D representations);

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SL: Communication - CMC - Verbal (Voice chat or written text; notecards, profiles, IM – private or in local chat) - Nonverbal - Small Group - Interpersonal

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Second Life potential for learning: Situated Learning/Immersion ď‚— Avatars mediate a

learning experience in a 3D virtual world that is unique;

ď‚—

It cannot be experienced via other virtual environment

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II. Learning to teach in Second Life

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Learning to Teach in Second Life

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In order to teach in SL, you have to: . Be a learner first; . Get familiar with the new technology; . Rebuild classroom rules; . Take into account different learning styles and activities; . Adopt a distance learning model that allows learners to be co-authors. (Martinez, 2007)


The MUVEnation Experience - Peer learning programme : one

year;

- Explore, analyse, develop and

evaluate within context the effectiveness of this innovative way of teaching and learning;

- Its approach was to explore the

promising potential of active learning approaches integrated to MUVEs.

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Learning to Teach in Second Life: How?

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Based on a student-centred approach, peer collaboration and tutor orientation; - Learning in a virtual community; - Virtual tools: .Moodle for online forum discussions, structured activities, news and resources .Blog for personal reflection; .Wiki for collaborative work; .Flickr to share photos; .Twitter for microblogging; .Second Life for immersive learning.


Learning to Teach in SL: Hands-on Workshop ď‚— Designing and

implementing a Hands-on Workshop.

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Learning to Teach in SL: Hands-on Workshop

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- Instructional text based activity; - Delivered to a small group; - In a tutor-led teaching setting; - The virtual learning space can be configured in a

variety of ways.


Designing a Hands-on Workshop Aim: To develop specific competencies and skills in building and/or scripting in-world objects Delivery: -Written chat Average length: - Usually an hour These workshops are usually delivered by non-formal learning instructors and most of them are free.

15 ď‚— Four key steps:

- Planning and preparation; - Delivery of instruction; - Follow up and evaluation; - Recall and transfer of learning.


Learning to Teach in SL: Hands-on Workshop We observed some workshops; Discussed best practices; Used a specific template to analyse and evaluate them which had been previously validated by a panel of teachers.

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Learning to Teach in SL: Hands-on Workshop

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Preparing a Hands-on Workshop Methodology: - participatory observation, followed by tutor’s and critical friends’ feedback (two peers would be our critical friends: observe the workshop, give feedback on the best practices and on what required improvement); Assessment: of the quality of the students’ learning experience and outcomes.


Learning to Teach in SL: Hands-on Workshop

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Designing and implementing a Hands-on Workshop - Aim of the workshop: understand how prims work and create a table and a stool, just with one prim each. - By manipulating a tube and setting different parametres, participants would create a table and a stool. Finally, they would texture them.


Learning to Teach in SL: Hands-on Workshop

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Preparation of the virtual setting: - Individual, well limited working areas; - Participants’ seats had a double function: keep participants locked in place (thus reducing lag) and allowed them to rise their hands when/if they wanted to ask any questions; - Examples of the objects that were going to be built – a table and a stool; - A folder with several textures and a poseball for the stool was given to each participant; - Notecards with all the instructions (important when the participants’ level of skills is different); - Notecard reader; - Asked a friend to test things in advance;


Learning to Teach in SL: Hands-on Workshop

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While delivering the workshop Stated the workshop objectives at the beginning; Explained the task; Gave instructions both through chat voice and a notecard that was being shown on the notecard reader; Helped a less experienced participant through private Instant Messaging.


Learning to Teach in SL: Hands-on Workshop

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At the end of the workshop All the participants managed to create a table and a stool. As some still struggled with the pose ball for the stool, we met in-world to solve this issue.


Learning to Teach in SL: Best Practices

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 Previous preparation and checking;  Written text (allowed participants to visualise the instructions);  Short and clear instructions;  Few issues/topics in each session - avoid cognitive overload;  Finish the task in the specified time;  Recall and transfer of information;  Reflect upon the process and the outcomes (our practice);


Learning to Teach in SL: Best Practices

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• Analyse our friends’ and tutor’s feedback; • Build transferability; • Set the communication rules at the beginning of the workshop in order to avoid disruption; • Design support for students who get behind.


Design patterns

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ď‚— Recent research and our practices show that some

design patterns can be defined such as - sharing stories/accounts of what worked and what requires improvement; - identification of problems that are common and of the associated forces; - listing the successful solutions.

ď‚— Sharing and discussing these patterns facilitate their

refinement, improvement and the creation of a design language.


Implications of the MUVEnation 25 programme in my practice ď‚— Insights to implement a learning project with my teen

students to learn English as a Second Language and to develop their Citizenship and themselves as global citizens.

ď‚— This project is being implemented on a private island where

there are several schools from all over the world where their teachers and students develop learning projects, interact and collaborate in a virtual learning community.


Conclusions

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ď‚— Second

Life potentiates collaboration, sharing, decision making, critical thinking and experiential learning in the virtual community.

ď‚— Austin & Boulder (2007) state that this virtual world is growing

in popularity because it provides social networking; the ability to share rich media seamlessly; the ability to connect with friends; a feeling of presence; and a connection to the community. ď‚— Nevertheless, educators must be aware of SL challenges when

transferring their first life pedagogical approaches to their second life teaching.


Conclusions

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 Teachers need to learn how to teach in SL as Real Life teaching

expertise does not guarantee SL teaching positive experiences.  It requires that educators identify and select the strategies and

activities that are more appropriate either for face-to-face context or virtual context.  SL encourages people to interact and collaborate in a way that

conveys a sense of presence that is not found in other media.


Conclusions

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 There’s evidence that SL can help to develop skills concerning

socialisation, peer and group work, critical thinking and problem solving.  SL has a great potential for learning which can be enhanced

with the improvement of technology and communication.  More research is required to make this world more accessible

and easy to use so that educators can optimize these virtual worlds for the teaching and learning process.


 Thanks for your attention!  Any questions?

 Contact: angelina.m.macedo@gmail.com

linamorgado@gmail.com


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