|
EVALUATION REPORT |
Evaluation of a Pilot Use of
Second Life in an English Course:
2006-2007 [1] October 10, 2007 Tomoko Traphagan PhD tomoko.traphagan@austin.utexas.edu
http://www.utexas.edu/academic/diia P.O. Box 7246 2616 Wichita Street Austin, TX 78713-7246 |
Contents
|
REPORT |
Page |
|
Executive Summary
|
3 |
|
Full Evaluation Report
|
4 |
|
Background
|
5 |
|
Virtual Worlds |
5 |
|
Second Life: A Virtual World |
6 |
|
References |
7 |
|
Second Life Pilot Project by Division of Instructional
Innovation and Assessment |
8 |
|
The Course |
8 |
|
First Semester (Fall 2006) |
9 |
|
Second Semester (Spring 2007) |
10 |
|
Evaluation Approach
|
12 |
|
Research Questions and Evaluation Plan |
12 |
|
Purpose of Evaluation
|
12 |
|
Research Questions |
12 |
|
Data Collection and Analysis
|
12 |
|
Findings
|
15 |
|
I. Student Confidence and Attitudes |
15 |
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II. Question 1: Is Second Life easy to use? |
16 |
|
III. Question 2: How do students feel about using Second Life in
a course? |
19 |
|
IV. Question 3: How do students use Second Life? |
26 |
|
V. Question 4: What are the possibilities for future use of Second
Life at UT? |
27 |
|
Recommendations |
28 |
The purpose of this pilot study
was to evaluate the effectiveness and practicality of using a virtual world
called Second Life in instructional settings and to consider best practices in
using Second Life for instructional applications. Four research questions were
addressed (p.13):
The
study was conducted in a two-semester, freshman English course section of 18
students, with data obtained through surveys, interviews, and observation.


FULL EVALUATION REPORT
Full Report
Tomoko Traphagan, PhD
Division of Instructional
Innovation and Assessment
The University of Texas at Austin
Background[2]
Virtual Worlds
Three-dimensional virtual worlds such as Second Life, Active Worlds, and There are rapidly being accepted in instructional settings. Indeed, virtual worlds—also called multi-user virtual environments or MUVE, where environments and experiences are created by users—are expected to have a large impact on teaching and learning within higher education in two to three years (The New Media Consortium and the EDUCAUSE Learning Initiative, 2007).
Virtual worlds are
distinguishable from games with fixed rules and goals on the basis of their
affordances for flexible applicability and creativity (The New Media Consortium
and the EDUCAUSE Learning Initiative, 2007). That is, there is no limit on how
to use the space: instructors can create virtually any learning activities in
any disciplines, depending on their instructional design capabilities and skill
levels with the virtual-world tools. Some of the positive instructional effects
of using games are likely to apply to using virtual worlds, such as
accommodating learning preferences of Net Generation students, enhancing
student motivation and engagement, facilitating collaboration, and providing
experiential learning opportunities unavailable in traditional learning
environments (Gee, 2003; Kirriemuir
& McFarlane, 2003; Dede et al., 2005; Prensky, 2006).
Additionally, some have suggested that there exist positive effects specific to
virtual worlds, such as creating a sense of social presence in interactions
(The New Media Consortium and the EDUCAUSE Learning Initiative, 2007).
Because the virtual-world environment is not pre-defined, creating effective learning environments in virtual worlds poses substantial demands for instructional design and technical skills with virtual worlds. As yet, there is little empirical literature that addresses how to effectively design instructional activities for use in virtual worlds.
In one study, Delwiche (2006)
taught two online virtual world-based courses, the first using the game Everquest
and the second using Second Life to teach the fundamentals of videogame design
and criticism. He found that
potential virtual environments should be selected on the basis of genre, accessibility,
and extensibility. Genre concerns selecting games with themes that are relevant
to the instructional context. Accessibility concerns assuring that the
technology is usable by the students. Extensibility concerns having the power
to create new scenarios and to extend the real world into the virtual world.
Regarding genre decisions, Delwiche argued that learning objectives should be
identified at the outset, with serious consideration given to choosing a
virtual world appropriate for the instructional approach. Consensus exists on
the importance of the relevancy of activities to the educational context: Becta
(2001), Kelly & OÕKelly (1994), and Van Eck (2006) concluded that games
should be adopted to align with curriculum and expand on the needs of the
class.
Soukup (2004)
conducted a study of a virtual space called Palace, with participants interacting within Palace as members of the virtual
community, creating an avatar
(userÕs representation in the virtual space), and having access to control the
space, much like in Second Life. Through ethnographic methods, he discovered
that the ability to collectively construct the environment enhanced
participantsÕ sense of social community (p. 20), suggesting that there are strong
advantages to introducing collaborative learning activities when using virtual
worlds.
To date, relatively few such pioneering studies have initiated inquiry into how to use virtual worlds in instructional settings. The present case study used an English course to build on our collective experience with and insight into instructional implementation of virtual worlds.
Second Life: A Virtual World
Second Life, created and managed
by Linden Lab, is the most popular of the virtual worlds. Since its first opening
to the public in 2003, it has rapidly gained popularity, ÒinhabitedÓ as of
August 17, 2007, by more than 8,900,000 Òresidents,Ó of which 1,000,000 had logged
on within 30 days (Linden Research, 2007). Residents have been motivated to
participate, partly, by its unique internal economic structure connected to
real-world profits (Ondrejka, 2004). There is also a separate version of Second
Life dedicated for youths, ages 13 to 17 (Czarnecki & Gullett, 2007).
ÒSecond Life is an open-ended
environment in which players themselves design the world, its objects and their
behaviors. Incorporating sophisticated three-dimensional modeling tools and a
powerful scripting language, the game invites players to freely unleash their
imaginationsÓ (Delwiche, 2006, p. 164). After installing the free client (www.secondlife.com)
on their computer, users create their representations in the space, called avatars. Then, they can move around, visiting various
places, attending events, and interacting with one another in Second Life. Users
also can create buildings and materials, selling and buying objects and
properties in Second Life. Therefore, while there is no embedded gaming aspect
to Second Life, numerous possibilities are open for activity in various
sectors. For example, already establishing their presence in Second Life are
several recognizable commercial residents such as IBM, Dell, Nissan, as well as
the John Edwards campaign and entertainment venues for concerts, casinos, and
bars.
Education is one major sector whose presence in Second Life is conspicuous. An ever increasing number of universities—more than 300 as of August, 2007 (Sussman, 2007)—are using Second Life for many purposes: providing a virtual campus for prospective students to visit, creating a campus community and providing campus functions, conducting courses or course activities, implementing projects, and holding academic community functions.
References
Becta (2001). Computer Games in Education project. Retrieved July 25, 2007, from Becta Web
site:
www.becta.org.uk/research/research.cfm?section=1&id=2826.
Czarnecki, K., & Gullett,
M. (2007). Meet the new you:
in Teen Second Life, librarians can leap tall buildings in a single bound and
save kids from boring assignments--All before lunch.
Library Journal, 53(1), 36.
Dede, C., Clarke,
J., Ketelhut, D., Nelson, B., & Bowman, C. (2005). Fostering motivation,
learning, and transfer in multi-user virtual environments. Paper presented at the American Educational Research
Association Conference, Montreal.
Delwiche, A.
(2006). Massively multiplayer online games (MMOs) in the new media classroom. Educational
Technology & Society, 9 (3), 160-172.
Gee, J. P.
(2003). What videogames have to teach us about learning and literacy. New York: Palgrave Macmillan.
Kelly, A. E.,
OÕKelly, J. B. (1994). Extending a tradition: Teacher designed computer-based
games. Journal of Computing in Childhood Education, 5(2), 153-166.
Kirriemuir, J.,
& McFarlane, A. (2003). Literature review in games and learning.
Retrieved
August 10, 2006, from Futurelab Web site:
http://www.futurelab.org.uk/research/lit_reviews.htm#lr08
Linden Research. (2007). What
is Second Life? Retrieved August 10, 2007, from
http://secondlife.com/whatis/
New Media
Consortium and the EDUCAUSE Learning Initiative. (2007). The horizon report. Retrieved March 20, 2007, from http://www.nmc.org/pdf/2007_Horizon_Report.pdf
Ondrejka, C. R. (2004). Aviators,
Moguls, Fashionistas and Barons: Economics and Ownership in Second Life. Retrieved August 13, 2007, from Social Science
Research Network Web site: http://ssrn.com/abstract=614663
Prensky, M. (2006). DonÕt
bother me, Mom, IÕm learning! : How computer and video games are preparing your
kids for 21st century success and how you can help! St. Paul: Paragon House.
Van Eck, R.
(2006). The Effect of Contextual Pedagogical Advisement and Competition on
Middle-School StudentsÕ Attitude Toward Mathematics and Mathematics Instruction
Using a Computer-Based Simulation Game. Journal of Computers in Mathematics
and Science Teaching, 25(2), 165-195.
Second Life Pilot Project by
Division of Instructional Innovation and Assessment
One of the missions of the Division of Instructional Innovation and Assessment (DIIA) at the University of Texas at Austin (UT) is to enhance instruction by facilitating the use of emerging technologies. Second Life has been identified as an emerging technology with substantial potential for enhancing instruction and learning, and Jerome Bump in the English department was interested in adopting Second Life in his freshman seminar. With the matching interest between DIIA and Dr. Bump, the Second Life pilot project was conceived, to continue over two semesters, fall 2006 and spring 2007.
To provide an adequate instructional environment, DIIA purchased a virtual island and 25 accounts for student access to Second Life, with access to the island limited to those with permission to enter. These arrangements were necessary because one of the students enrolled in the course was a minor. Also, by purchasing the accounts for students, DIIA could cover expenses incurred when students took certain actions in Second Life, such as uploading materials in Second Life.
Reflecting DIIAÕs vision to integrate pedagogy, instructional technology, and evaluation, a Second Life pilot team was formed to support Dr. BumpÕs course, with one technical support staff member (the team leader), two instructional designers, and one evaluation specialist. The team coordinated efforts to assist Dr. Bump in designing instructional activities, creating instructional support environments in Second Life, and assessing instructional effectiveness. The technical support specialist provided three buildings on the UT island and managed the studentsÕ and instructorÕs Second Life accounts and permissions to enter the UT island. The instructional designers provided Dr. Bump with consultations, an instructional manual, and in-class Second Life training sessions and provided students help with their Second Life assignments by means of regular office hours and individual appointments. They also created environments for the Role Model activity (see below). The evaluation specialist conducted the assessment of the Second Life pilot as described in this report. To address research interests within DIIA concerning instructional effectiveness, two additional researchers joined in planning the evaluation study and in collecting and analyzing the data.
Unfortunately, due to an unexpected change in one key team member immediately before the pilot, the team could not provide full support to the instructor during the first semester, especially in instructional design. This resulted in some of the difficulties encountered during the pilot project, but it did yield valuable lessons for planning the instructional use of Second Life.
The Course
The Second Life pilot course was titled Composition and Reading in World Literature, taught by Jerome Bump[3], a 30-year faculty member at UT with the rank of professor. Dr. Bump, having long embraced the use of instructional technology, wanted to upgrade from MOO (Multi-user, Object, Oriented) technology to the new, promising Second Life. His one-year, two semester course for fall 2006 and spring 2007 was designed for Plan II Honors freshmen, with 18 students (6 males and 12 females) enrolled, all of whom agreed to participate in the study. Students attended class twice each week for one hour and fifteen minutes and did not use Second Life while in class, except for training sessions and a Role Model activity session.
First Semester (Fall 2006)
All Second Life learning projects were designed so that learning experiences during activities could lead to writing assignments. To address one first-semester instructional objective for students to learn how to integrate visual and verbal rhetoric, Dr. Bump planned two Second Life-related activities.
For the first assignment, called Personal Roadmap, students created representations of themselves in Second Life by creating an object, uploading an image to use as a texture on the object, posting their paper on their personal roadmap (future plan) on a Web page, and creating a link to the Web page inside the object in Second Life, using a pre-written ÒwebloaderÓ script. Two in-class training sessions were held two weeks before the assignment was due, covering avatar customization, communication, navigation, and Web link creation in Second Life.
For the second assignment,
called Campus Plan, students learned about iconography and architectural styles
on campus and applied that knowledge in Second Life by creating their own ideal
campus buildings, as shown in Figure 1. This activity is referred to as
Building activity in the rest of this report. Students then wrote to argue why
their buildings were the best. The DIIA technical support specialist provided
three buildings prior to the start of class as models for how to build: the
Main Tower, Battle Hall (Mediterranean style), and the Harry Ransom Center
(Modernist style). While no in-class training session was held for this
assignment, students seeking help could contact instructional designers during
office hours and by appointment. In addition, to reduce studentsÕ anxiety, Dr.
Bump provided a flexible timeframe for completing the assignment.
Second Life provided a means for
Dr. Bump to provide students with several opportunities for extra credit. They
could earn grading bonuses by finding the most innovative ways to publish in
Second Life, by constructing the most creative buildings, and by attending a
virtual Social Hour held twice a week (Wednesday and Sunday nights from 7-8 pm),
which was introduced to give students a sense of community and opportunities
for social interaction inside the virtual world.
Figure
1. StudentsÕ Campus Plan
Projects


Second
Semester (Spring 2007)
Based on findings from evaluation of the first semester, the pilot team offered several recommendations for the second semester, including:
In light of these recommendations, the second-semester activity was changed from making a robot, which would have required students to learn programming, to role playing that capitalized on studentsÕ existing Second Life skills. Because one instructional objective of the second semester was for students to explore leadership through role models they selected, the pilot team felt that the revised activity would more directly address the instructional objective than would the robot activity.
In preparation for the Role
Model activity, students first conducted research and wrote short essays on
role models of their choice, such as Mother Teresa, Malcolm X, and Shakespeare.
Then, one class period was used to help students customize their Second Life
avatars to look like their role models, and students seeking additional help
could contact instructional designers during office hours. The Role Model activity
took place in a computer lab during one class period, with students asked to
discuss various aspects of leadership from the perspective of their role
models, using only Second Life chat to communicate. The 18 students were
divided into four groups, and discussed leadership using Chat, at four
pre-developed meeting places in Second Life (see examples in figures 2 and 3)
with a designated moderator in each group. Students repeated the activity four
times with different discussion group members in different meeting places. Each
chat session lasted for 10-20 minutes. Two strategies were developed to avoid
confusion: first, students were given a one-page handout that described the
procedure step-by-step; second, teleport balls were provided in each meeting
place, so that students could move to the next meeting places promptly and
smoothly. The Chat History for each discussion was copied and pasted in a Word document,
to be used for later analysis and critical writing on lessons about leadership.
Figure 2: Role Model Activity
in the Greek Amphitheater Setting

Figure 3: All Role Models

Evaluation Approach
Research
Questions and Evaluation Plan
Purpose
of Evaluation
The purpose of the study was to
evaluate the effectiveness and practicality of using Second Life in
instructional settings and to generate insight into best practices in Second
Life instructional application. Ultimately, the researchers wanted to determine
whether—and in what forms—virtual world learning environments
should be promoted at UT.
Research Questions
Four central questions were addressed:
Data
Collection and Analysis
Data collection procedures are
summarized in Table 1.
Table 1: Approaches to Data
Collection
|
Research Questions |
Survey |
Interview |
Observation |
|
1.
Is Second Life easy to use? |
Ÿ |
Ÿ |
Ÿ |
|
2.
How do students feel about using Second Life in a course? |
Ÿ |
Ÿ |
Ÿ |
|
3.
How do students use Second Life? |
Ÿ |
Ÿ |
|
|
4
What are the possibilities for future use of Second Life at UT Austin? |
Ÿ |
Ÿ |
|
Surveys
Surveys addressed five areas:
á technology self-efficacy
á writing self-efficacy
á affect towards gaming
á flow
á studentsÕ reactions to Second Life
o usability and technical difficulties
o comfort with the Second Life learning environment
o learning/writing-skill development in the Second Life environment
o reaction to using SL in the course
o uses made of Second Life
All surveys were administered online, according to the schedule shown in Table 2.
Table 2: Schedule of Survey
Administration*
|
Survey
Occasion |
Areas
addressed |
Completion Time |
|
September Survey (first survey): beginning of fall semester
2006 |
á technology
self-efficacy á writing
self-efficacy á affect
towards gaming á flow |
less
than 20 minutes |
|
November Survey (second
survey): after the Building activity in the fall semester 2006 |
á technology
self-efficacy á writing
self-efficacy á affect
towards gaming á flow á studentsÕ
reactions to Second Life |
less
than 25 minutes |
|
March Survey (third survey): after the Role Model activity
in the spring semester 2007 |
á technology
self-efficacy á writing
self-efficacy á affect
towards gaming á flow á studentsÕ
reactions to Second Life |
less
than 25 minutes |
*
Students were awarded 20 points (out of 1000) for their participation in each
of the three survey administrations.
Items in each survey were
modified or deleted for repeated administrations as deemed appropriate.
Interviews
Rounds of interviews with five of the eighteen students were conducted each semester, with the same set of students. The first interviews took place in November after the Building activity, and the second ones took place after the Role Model activity in March. After the Building activity, students were stratified by means of their scores on the technology self-efficacy scale from the September survey and by means of the instructorÕs assessment of studentsÕ ability to build in Second Life. Two students were selected for interviewing based on their high technology-confidence scores, their class leadership in Second Life building skills, and their general satisfaction with the Second Life learning environment. Three from among the remaining students who were considered ÒaverageÓ Second Life users were randomly selected for interviewing.
The interviews were semi-structured, with approximately 25 questions prepared in advance, but the interviewer added questions as necessary to probe the studentsÕ responses. Interview questions focused on studentsÕ experiences using Second Life and completing assigned Second Life activities. Interviews were audio-recorded, transcribed, and analyzed for emerging themes.
Observation
StudentsÕ behavior was observed in the virtual and real worlds. One of the instructional designers observed students while they participated in Second Life activities. Real world observations were performed during the initial in-class training sessions, during office hours, and during the Role Model activity. Observers focused on three behaviors: studentsÕ overall skill level, manifestations of their attitude toward using Second Life, and their engagement during the Role Model activity.
Findings
I. Student Confidence and
Attitudes (self-report from September survey)
Summary
At the beginning of the pilot
study, students generally indicated confidence in their writing skills for
assignments and in their basic technology skills, but they were less sure about
their competence for performing game tasks. Only about a half reported that
they liked video games or virtual worlds. In general, students expressed positive
feelings about the instructional use of technology, although very few agreed
that technology increased their engagement or interest in learning.
Confidence in Writing Skills
At the beginning of the first semester, students were generally confident about performing the writing tasks required for college assignments, particularly with writing a well-organized passage, writing a persuasive essay, preparing a rŽsumŽ, and with using correct punctuation, spelling, and grammar. Except for one student, all agreed or strongly agreed that they believed their skills would allow them to meet the challenge that they felt in writing.
Confidence in Technology Skills
Asked to compare their information technology skills with those of other students their age, most students chose either the same skill level (50%, 53%, and 44% in the September, November, and March surveys, respectively) or a level more skilled or much more skilled (39%, 41%, and 56%, respectively).[4] At the beginning of the first semester, students were particularly confident about their skill in word processing and in using presentation software, e-mail, computer operating systems, Internet search engines, and Web browsers. They were less confident about creating Web pages, uploading files to Web sites, creating/editing audio/video, using course management systems, using graphics, and securing their electronic devices. Compared to their responses to the September survey, studentsÕ responses to the November survey indicated that they were more confident about using graphic design programs, scanning images or documents, publishing a Web site to a server, creating 3-D images, and building digital structures using shapes, suggesting they had gained technological maturity from performing the tasks required for fall semester Second Life projects.
Computer Game[5]
Skills
At the beginning of the first semester,
students indicated high confidence in performing some computer game tasks—loading
a game or navigating to an online game (83% agree/strongly agree) and learning
to use computer game controls (72%)—but low confidence in performing
others: learning game rules and constraints (33%), interacting with other
players and/or characters in a game (39%), and creating and/or modifying oneÕs
character in a game (44%). By the time of the November survey, studentsÕ
confidence had generally increased. In particular, significant increases in
confidence were observed for learning game rules and constraints (from 33% to
82% agree/strongly agree) and for interacting with other players and/or
characters in a game (from 39% to 88% agree/strongly agree). These are tasks
that students had to perform in using Second Life.
Attitudes about Games and Virtual Worlds
At the beginning of the first semester, 45% of the students indicated that they liked playing video games and 50% reported that they liked playing virtual games such as Second Life and SIM City. Students typically spent less than one hour or no time at all (67%) using computer games or virtual worlds per week, whereas 12% reported spending 3 hours or more a week using computer games. Most students (77%) disagreed or strongly disagreed that they chose to take the course because it included use of Second Life.
Attitudes towards the
Instructional Use of Technology
At the
beginning of the first semester, most students agreed or strongly agreed with
four statements about the use of technology: using technology in courses had
helped them better understand complex or abstract concepts (72%); using
technology had helped them to communicate better with their classmate (67%);
they preferred using a word processor than writing by hand (89%); and they
enjoyed using technology in class (78%). Students were less inclined to agree that
they were more engaged in courses that require use of technology (33%) and that
they were more interested in school work when they used a computer to do it
(33%), though students indicated they did not become frustrated when trying to
use a computer to do school work and 61% indicated that they liked it when
instructors used games in class. Students indicated that information technology
provides several benefits, including easing communication with classmates and
instructors (89%), adding convenience (83%), helping manage course activities
(61%), and improving learning (56%).
II. Question 1: Is Second
Life easy to use?
Method: Data to address this
question were obtained through a student survey, student interviews, and
observations.
Summary
In general, students perceived
Second Life as Ònot very user friendly and not good for self-learning,Ó as one
student reported. Students indicated that basic functions, such as moving
avatars or communicating by means of chat or instant messages, were easy to
master, although the interface for these functions was not as intuitive as it
might be. Many students singled out the building function as extremely
difficult to perform, and students found several other functions difficult as
well, including placing texts in Second Life by using ThincBooks or by
embedding Notes, sending Notes, and changing avatars to match exactly their
envisioned images. Students expressed frustration with Second LifeÕs frequent
updates and downtime, its slowness, its unintuitive interface, and its failure
to offer full training resources. Many students found the Building activity to
be difficult; they found the Role Model activity to be reasonably easy.
Easy
Functions—Moving Avatars and Communicating
Difficulties - Overall
The Hardest Task -
Building Objects
Difficulties with ThincBooks
and Notes
Difficulties with changing
avatars
á The percentage of students who indicated that changing an avatar was easy dropped from the November survey (71%) to the March survey (39%), perhaps due to the necessity to change avatars in much more sophisticated ways for the Role Model activity in the spring semester. Two comments in the March survey concerned the difficulty in changing avatars to reflect their creatorÕs envisioned images.
Difficulty with the Frequent
Updates, Downtime, and Slowness
á Interviewees said that they experienced minor frustration with the need for weekly updates and with the occasional downtimes (November interview).
á Three comments characterized updates as too frequent and too time consuming (one in the November survey and two in the March survey). Also, three comments (one in the November survey and two in the March survey) characterized server down time as a difficulty.
á Four comments (two in the November survey and two in the March survey) concerned the slowness of computer responses when Second Life was running. One student said that his or her computer froze while running Second Life (November survey) and another said that he was taken out from Second Life (March survey).
Difficulty with the Interface
á Six comments (two in the November survey and four in the March survey) characterized the interface as unintuitive, and four comments (two in the November survey and two in the March survey) characterized Second Life as not user-friendly. However, one comment said that the interface was intuitive (November survey).
á One interviewee said, ÒI donÕt like that some of the things you can do in SL are hard. And itÕs unclear as to how you do those things. ThereÕs not enough instruction. You see cool things but then are like, how do I do that? Like the building.Ó One student said that the help function was not useful (November survey).
Needs for Training and Assistance
á In view of the general difficulty in using the tool, some students called for better training and assistance. Two comments (one in the November survey and one in the March survey) expressed the desire for fuller instruction sessions, and one comment (in the November survey) called for a comprehensive manual or tutorial. Interviewees echoed calls for training, especially for the building function (March interview).
Other Difficulties
á Students mentioned several other difficulties in their responses to open-ended questions:
á While the Role Model activity was relatively free from technical difficulties, some students found that their avatarÕs clothes did not appear. They solved this by moving to a different computer.
III.
Question 2: How do students feel about using Second Life in the
course?
Method:
Data to address this question were obtained through a student survey, student
interviews, and observations.
Summary
Students generally reported that
using Second Life was effective for learning how to integrate visuals and
writing, learning about architecture, and leaning about othersÕ perspectives.
They also expressed appreciation for being exposed to the new technology. Given
studentsÕ significantly different reactions to the Building and Role Model
activities, seven strategies seemed to determine the effectiveness of Second
Life activities: (a) firmly anchoring virtual world activity in the learning
objective, (b) giving clear directions, (c) requiring Second Life skills
reasonably in studentsÕ comfort zones, (d) providing enough training and resources,
(e) eliminating competition based on mastering tasks requiring Second Life
skills, (f) preparing the activity environment in detail, and (g) capitalizing
on social interactions in Second Life. While the Role Model activity was
generally successful, students had ideas for improvement.
Learning
How to Integrate Visuals and Writing
Learning about Architecture
Learning
about OthersÕ Perspectives
Exposure
to New Technology
Overall Learning
Facilitating Sense of
Class Community
Comfortableness, Involvement,
and Enjoyment
Attitudes towards Using
Second Life in a Course
Lack of Relationship with
the Course Content in the First Semester
Negative Impacts of Competition
á
Two interviewees said there was a climate of competition
in using Second Life and in class in general, partly as a result of the extra
credits awarded for creative Second Life work. Such competition, they believed,
created a negative atmosphere among students (November interview).
Responses to Role Model
Activity and Building Activity
Figure 4: Comparison of the
Percentages of Positive Responses (Agree and Strongly Agree) to Survey
Questions concerning the Building and Role Model Activities

Figure 5: Comparison of the
Percentages of Negative Responses (Disagree and Strongly Disagree) to Survey
Questions concerning the Building and Role Model Activities

Additional Data that
Suggest Success of the Role Model Activity
Rooms for Improvement for
Role Model Activity
á
The interviewees suggested that the Role Model activity
could be improved by adding more depth to discussions. One interviewee, for
example, said, ÒI think we could have done it more. Like discuss more stuff or
took on another character or something.Ó ÒThe first one was what is leadership
and the next following ones would bring up a certain aspect of it.Ó
á The interviewees suggested that the moderators should give more structure to the discussions so that all participants can have an opportunity to write cogent statements in the discussion. ÒWhen youÕre typing you have to look at what youÕre typing and you donÕt really see what other people are saying. So itÕs not a very turn-based discussion.Ó ÒIt was really tough trying to keep up with who was saying what. [For example,] you wanted to respond to something that someone else said a while ago, so youÕre typing out your big long response, then 10 other comments go by and itÕs like, oh wait, weÕve moved on.Ó ÒI think it would be beneficial to start with the leader, make it a lot more organized rather than everyone go and give your opinions right now. Have the leader specifically ask every single role model what is your opinion of this subject. And then from there, there can be more discussion. Like more of a formal debate that you would see in real life.Ó (March interview) A few comments in the March survey also suggested that it was difficult to sustain cohesive discussion, and so students suggested a need existed for stronger moderator control of the discussion flow.
á The interviewees suggested allowing more time for discussion sessions so that all participants could express themselves fully—20 minutes or longer sessions appeared to be deemed adequate. For example, one interviewee said, ÒI thought the 10 or 15 minutes was pretty shortÉ. The discussion could have lasted longer, because I know we were actually getting into some really interesting topics by the end of it.Ó (March interview)
á
One interviewee suggested having more discussions in
Second Life, saying, ÒI think it would
be better if we did [the Role Model activity] more often rather than the
typical discussions we have in class.... In Second Life, having different
sessions and having different groups really did help in terms of having a more
coherent discussion.Ó
IV.
Question 3: How do students use Second Life beyond what their
course assignments require: how much do they use it, how do they access it,
what do they do when they use it?
Method:
Data to address this question were obtained through a student survey and
student interviews.
Summary
Students did not use Second Life
for any purpose other than doing their assignments. In the first semester, most
students used Second Life 1-3 times, for one hour or more a week, but in the
second semester, most students used Second Life for less than an hour a week. No
students had to use a computer other than their own to access Second Life.
Decrease
in Use
No
Use for Non-course Work
Computer Used for Second
Life
V. Question
4: What are the possibilities for future use of Second Life, or virtual
worlds in general, at UT Austin?
Method:
Data to address this question were obtained through a student survey and
student interviews.
Summary
Students contributed various ideas for improving the instructional use of Second Life, including using the main grid as well as the UT island, and they identified specific academic disciplines in which students would be likely to benefit from using Second Life.
Recommendations
Based
on these findings, 15 recommendations are offered, 12 for using Second Life to
support instruction and 3 for using Second Life to facilitate discussion.
General
Recommendations
1. Take studentsÕ gaming background into account.
Although
Second Life is not a game, students noted that the skills necessary to use
Second Life are similar to those necessary for playing games, and students
often attributed difficulties in using Second Life to their lack of gaming
experience. So while gaming experience would appear to be a desirable
prerequisite for using Second Life, only a half of the students identified
themselves as gamers.
It
will, therefore, be a good practice to
á
not assume that all students
are gamers simply because they are in the Net Generation,
á
assess studentsÕ gaming
experiences, if possible, and
á
design Second Life learning
activities and Second Life training with consideration of studentsÕ Second Life
technical skills, based on their previous gaming experience—unless the
development of Second Life technical skill is a learning objective.
2. Avoid building and placing texts using Thincbook or
Note, unless doing so is essential to achieve instructional objectives.
Building
objects and placing texts using Thincbook or Notes presented considerable
difficulties to students and was time consuming. Therefore, unless there is no
more efficient alternative to achieve instructional objectives (including cases
where the development of Second Life technical skills is an important learning
objective), try to avoid these tasks. If it is important to include these tasks,
provide sufficient training, manuals, tutorials, and/or other supports.
3. Provide adequate training, manuals, and/or tutorials.
The
interface of Second Life is not intuitive for users in general. Even when
learning activities require only easier tasks, such as moving avatars and
communicating, it is essential to provide enough support resources—such
as training, manuals, and/or tutorials—to ensure that students are
familiar enough with Second Life that they can concentrate on the learning
activities comfortably, without being hindered by their knowledge of Second
Life. If possible, provide both training sessions and self-training resources,
such as manuals and online tutorials.
4. Expect difficulties with updates, downtime, and
slowness.
Updates
and server downtimes are frequent with Second Life, and slowness may become an
issue for students using Second Life, depending on the capacity of their
computer. Neither support staff, course instructors, nor students have control
over these issues, so they should be anticipated and dealt with by
5.
Take advantage of Second LifeÕs affordances—a visual medium, in three
dimensions, and avatars.
The
data suggest that Second Life was effective for helping students to
It
appears that using Second Life to improve learning is effective when
instructional design takes advantage of Second LifeÕs strong features, such as
providing three-dimensional visual input, and an avatar-based social
experience. More information should be sought to determine what types of
learning may be facilitated by Second Life.
6.
Firmly anchor Second Life instructional activities in the learning objectives
and contexts, and explicitly communicate how activities are expected to serve
the objectives.
While
many students expressed appreciation for the opportunity to become exposed to
the new technology, they expressed some frustration with not seeing a clear
connection between the Building activity and work with literature and writing.
They did see the effectiveness of using Second Life when they saw how the Role
Model activity was tied to the learning objectives. Clearly, it is important to
firmly anchor activities in the learning objectives and to explicitly
communicate the relationship between each activity and its objective.
7.
Employ Second Life activities along with other activities.
Some
students expressed their desire to work with their hands rather than on
computers or to do more traditional literature tasks such as reading and
writing. Also, the findings suggest that, while Second Life is good for
achieving many instructional objectives, it is not necessarily the best option
for achieving all of them. It seems reasonable, therefore, to mix various
learning resources consistent with various learning objectives to accommodate
more studentsÕ learning styles and to offer appropriate resources for specific
learning objectives.
8.
Avoid competition among students on the basis of Second Life skills.
Students
reported that a climate of competition developed due to the extra credit
available for students demonstrating superior skills in using Second Life,
creating a negative atmosphere. Unless competition is necessary or competition
will clearly not negatively affect students, it is advised to avoid provoking
student competition by rewarding tasks that require advanced Second Life
skills. For many students, using Second Life is struggle, so they experience
considerable frustration when faced with competing tasks for which Second Life
skills are critical. Additionally, providing time guidelines or limit for time
to be spent for assignments may help students avoid spending unnecessarily
large amount of time and frustrate themselves.
9.
Capitalize on social interactions facilitated in Second Life.
StudentsÕ
reactions to social interactions in Second Life were particularly
positive—they liked the social interaction activity in Second Life better
than the building activity, and they liked group activities more than
individual work. Therefore, capitalizing on social interactions is likely to
help create positive learning experiences. One should consider adopting Second
Life, if the activity requires or maximize the benefits of the social
interaction opportunities afforded by Second Life.
10.
Prepare the activity environment and procedure well.
A
large part of the success of the Role Model activity was attributed to the
good, detailed preparation for it. Three aspects were particularly critical to
the preparation:
Because
Second Life activities are considerably less familiar to students than
traditional activities, more detailed preparation for Second Life activities
are desirable for smooth implementation.
11.
Determine studentsÕ access areas with caution.
Several
students suggested that they be allowed to use the main grid as well as the UT
island. While that would likely open up new instructional possibilities, as the
students suggested, environments in the main grid may not be educationally
sound. Therefore, studentsÕ access to the main grid should be carefully
considered, with attention to studentsÕ maturity and needs.
12.
Explore educational possibilities for Second Life in other academic
disciplines.
Students
repeatedly suggested that some academic disciplines may present more
appropriate opportunities for using Second Life than others, such as
architecture, as noted by four students. Pilot efforts in different disciplines
should continue in order to explore the utility of Second Life in different
academic contexts.
Discussion
Activity Specific Recommendations
13.
Provide moderators.
Interviewees
suggested that moderators are essential to discussions in Second Life, which
would benefit from clearer structure. It is recommended that moderators be
trained to perform several critical tasks:
14.
Allow enough time for discussion.
Some
students suggested that more discussion time would be desirable. For an
activity similar to the Role Play activity, a minimum of 20 minutes for each
discussion seems to be adequate.
15.
Create small groups
Given
the difficulties with regulating the discussion flow, it is not advised to form
groups larger than four or five students, the size of groups for the Role Play
activity.
[1] This report draws extensively upon a formative evaluation report, based on only fall 2006 results, produced by Michael Mayrath and Tomoko Traphagan. Planning, data collection, and data analysis were conducted in collaboration with Michael Mayrath, Joel Heikes, and Avani Trivedi, with editorial support provided by Michael Barrett. Kyung Huh provided valuable suggestions to the draft of the report. The author and all contributors are from UT AustinÕs Division of Instructional Innovation and Assessment.
[2] This section was prepared in collaboration with Michael Mayrath and Avani Trivedi.
[3] We thank Dr. Jerome Bump for providing the opportunity to pilot Second Life in his course and for collaborating with the research staff in all phases of the project.
[4] This finding is consistent with a national trend for students to report average or more than average competency, as seen in a survey conducted by the Educause Center for Applied Research (2006). Among a sample including 10,057 freshmen, 15,287 seniors, and 3,380 community college students nationwide, 49% indicated that their information technology skills were about the same as other studentsÕ skills at their age, and 38% indicated that they were more skilled or much more skilled than others at their age.
[5] Responses to the November survey revealed that studentsÕ definition of Òcomputer gamesÓ varied. So in responding to questions about Òcomputer-gamesÓ in the September survey, students could have been referring to virtual worlds, console games, and/or online/off line computer games that do not include virtual worlds and console games.