Instructional and Design Elements That Support Effective Use of Virtual Worlds: What Graduate Student Work Reveals about Second Life

2009 ◽  
Vol 38 (2) ◽  
pp. 213-234 ◽  
Author(s):  
Eileen A. O'Connor
2009 ◽  
Vol 2 (1) ◽  
Author(s):  
Peggy Daniels Lee

This paper describes the use of Second Life to enhance the author’s delivery of the core MBA Operations Management course at a major northeastern university. The purpose of the Second Life Project was to help students to attain the learning objectives for the course and to expose them to a Web 2.0 technology. The students wrote brief papers summarizing their research findings and presented their work inside of Second Life. Resident course delivery and in-world student work were augmented with in-world office hours, guest speakers and technical assistance provided by the instructor and the university’s instructional design staff. At the completion of each term, students were asked to complete a questionnaire that asked them whether the Second Life experience helped them to meet each course objective. They were also asked their opinions regarding whether Second Life has a place in the MBA curriculum. My findings indicate that some of the learning goals were met and that although some students were not sure within which course Second Life should be included, the consensus was that virtual worlds are the wave of the future and should be included in the curriculum.


2021 ◽  
Vol 1 (1) ◽  
pp. 48-67
Author(s):  
Dylan Yamada-Rice

This article reports on one stage of a project that considered twenty 8–12-years-olds use of Virtual Reality (VR) for entertainment. The entire project considered this in relation to interaction and engagement, health and safety and how VR play fitted into children’s everyday home lives. The specific focus of this article is solely on children’s interaction and engagement with a range of VR content on both a low-end and high-end head mounted display (HMD). The data were analysed using novel multimodal methods that included stop-motion animation and graphic narratives to develop multimodal means for analysis within the context of VR. The data highlighted core design elements in VR content that promoted or inhibited children’s storytelling in virtual worlds. These are visual style, movement and sound which are described in relation to three core points of the user’s journey through the virtual story; (1) entering the virtual environment, (2) being in the virtual story world, and (3) affecting the story through interactive objects. The findings offer research-based design implications for the improvement of virtual content for children, specifically in relation to creating content that promotes creativity and storytelling, thereby extending the benefits that have previously been highlighted in the field of interactive storytelling with other digital media.


2016 ◽  
Vol 19 (1) ◽  
pp. 101-114 ◽  
Author(s):  
Eman Gadalla ◽  
Ibrahim Abosag ◽  
Kathy Keeling

Purpose – This study aims to examine the nature and the potential use of avatar-based focus groups (AFGs) (i.e. focus groups conducted in three-dimensional [3D] virtual worlds [VWs]) as compared to face-to-face and online focus groups (OFGs), motivated by the ability of VWs to stimulate the realism of physical places. Over the past decade, there has been a rapid increase in using 3D VWs as a research tool. Design/methodology/approach – Using a two-phase reflective approach, data were collected first by using traditional face-to-face focus groups, followed by AFGs. In Phase 2, an online, semi-structured survey provided comparison data and experiences in AFGs, two-dimensional OFGs and traditional face-to-face focus groups. Findings – The findings identify the advantages and disadvantages of AFGs for marketing research. There is no evident difference in data quality between the results of AFGs and face-to-face focus groups. AFG compensates for some of the serious limitations associated with OFGs. Practical implications – The paper reflects on three issues, data quality, conduct of AFGs (including the moderator reflection) and participant experience, that together inform one’s understanding of the characteristics, advantages and limitations of AFG. Originality/value – This is the first paper to compare between AFGs, traditional face-to-face focus groups and OFGs. AFG holds many advantages over OFGs and even, sometimes, over face-to-face focus groups, providing a suitable environment for researchers to collect data.


2017 ◽  
Vol 15 (1) ◽  
pp. 1-9 ◽  
Author(s):  
Marc Conrad ◽  
Adil Hassan ◽  
Lyzgeo Koshy ◽  
Aslan Kanamgotov ◽  
Athanasios Christopoulos

2010 ◽  
Vol 3 (3) ◽  
Author(s):  
Sameer Siddiqi ◽  
Scherezade K. Mama ◽  
Rebecca E. Lee

Virtual worlds (VW) present an exciting range of possibilities for health researchers and practitioners. The value of this technology lies its ability to tap into non-traditional participant pools, to use innovative and effective forms of social interaction, and to facilitate cost-effective solutions to common challenges. The International Health Challenge (IHC) was a health intervention study done entirely in the VW of Second Life (SL) aimed at determining the feasibility and effect of obesity prevention interventions in VWs. The IHC initially started as a strategy to develop a multicultural obesity prevention project in SL as evidenced by a full service build, activities, and participating resident avatars. Using existing resources and extensive social networks, together with volunteer assistance, the IHC flourished into a full scale health intervention with the goals of improving health knowledge, attitudes and behavior among resident avatars. In the absence of clear technological and methodological precedence, our multidisciplinary team developed a novel system of in-world and Web-based interactive measurement tools, data management solutions, and participant recruitment and retention strategies.


2009 ◽  
Vol 1 (3) ◽  
Author(s):  
Nick Yee ◽  
Liz Losh ◽  
Sarah Robbins-Bell

By being an online journal, the JVWR allows for the inclusion of some pieces that might not otherwise fit a standard journal. This was the thought behind bringing together a group of virtual world scholars to discuss a series of questions and share their thoughts. Meeting in Second Life, Nick Yee (PARC), Liz Losh (UC Irvine), and Sarah Robbins-Bell (Ball State University) were gracious enough to share their thoughts on the study of virtual worlds culture.


2011 ◽  
Vol 2 (1) ◽  
pp. 35-53
Author(s):  
Eduardo Campazzo ◽  
Alejandra Guzmán ◽  
Marcelo Martínez ◽  
Andrea Aguero

La necesidad de actualización y adecuación permanente de nuestras prácticas educativas en el ámbito de la Universidad Nacional de La Rioja, la transferencia de conocimientos adquiridos y la evolución tecnológica dinámica a la que nos enfrentamos en las nuevas metodologías de enseñanza-aprendizaje, son aspectos fundamentales que aseguran el impacto de las acciones formativas futuras.- A través del uso adecuado de las nuevas Tecnologías de la Información y Comunicación es posible  generar  entornos educativos más creativos e innovadores que permitan que los alumnos continúen desarrollando un aprendizaje autónomo a través de la educación a distancia, en entornos de inmersión que apliquen tecnologías multiusuario de los mundos virtuales, pudiendo reproducir y ampliar los límites físicos del aula. Palabras clave: Trabajo Colaborativo, Mundos Inmersivos 3D, Interactividad, Moodle, Sloodle, Second Life, Virtualidad,  Enseñanza-Aprendizaje. AbstractThe need for constant updating and adaptation of our educational practices in the area of the National University of La Rioja, knowledge transfer and technological change dynamics that we face in the new methodologies of teaching and learning are key aspects ensure the impact of training initiatives for the future .- Through the appropriate use of new Information Technology and Communication is possible to create educational environments more creative and innovative to enable students to further develop independent learning through distance education In immersive environments to implement technologies, multi-user virtual worlds can replicate and expand the physical boundaries of the classroom.Keywords: Collaborative Work, immersive worlds 3D, Interactivity, Moodle, Sloodle, Second Life, Virtuality, Teaching and Learning.


2020 ◽  
Vol 13 (1) ◽  
Author(s):  
Jean-Paul Lafayette DuQuette

Linden Lab’s Second Life (SL) is well-known for its hands-off approach to user conflict-resolution. Although users are given tools to mute and block individual accounts as well as ban undesirable avatars from user-owned land, that does not prevent determined, malicious users from disrupting communities and harassing individuals. This case study focuses on two such malicious users exemplary of two specific types of malevolent virtual world actors: in-world griefers and online stalkers. As part of a decade-long ethnographic research project within the Cypris Chat English language learning community in SL, this paper utilizes data gleaned from notes on participant observation, semi-structured interviews, and first-hand encounters. It categorizes the disparate strategies these individuals have used over the years in their attempts to disrupt group cohesion, sow distrust between students and teachers, humiliate individuals, and foment an atmosphere of fear and anxiety. It then reviews the methods community members used to defend themselves from such attacks and analyzes the efficacy of these strategies. This study builds on our understanding of harassment in virtual worlds and acts as a cautionary tale for future virtual world educators and community leaders considering the development of their own online classes and groups.


2019 ◽  
Vol 6 (2) ◽  
pp. 7-10
Author(s):  
Nathaniel Ray Pickett

Guest editor's introduction to the special thematic section "Platforma: New Frontiers in Ukrainian Studies."


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