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

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

 


Executive Summary

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):

  1. Is Second Life easy to use?
  2. How do students feel about using Second Life in a course?
  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?
  4. What are the possibilities for future use of Second Life at UT Austin?

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

 

 

 

 

 

 

 

 

 

 

Evaluation of a Pilot Use of Second
Life in an English Course: 2006-2007

 

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:

 

  1. Make sure that Second Life activities and experiences match instructional objectives and contexts.
  2. Develop Second Life instructional activities that capitalize on studentsÕ strengths and comfort zones in Second Life.
  3. Provide training, support, and clear directions for Second Life activities.
  4. Do not offer extra credit for Second Life work, to avoid unfriendly competition among students.

 

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:

  1. Is Second Life easy to use?
  2. How do students feel about using Second Life in a course?
  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?
  4. What are the possibilities for future use of Second Life at UT?

 

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.