Innovations in Online PBL: A Virtual World Case Study Presented by Emily Conradi, e-Projects Manager
Virtual Worlds • Multi-user virtual worlds – MUVEs • Virtual presence – or avatar e.g. OpenSim, ActiveWorlds, Croquet, Second Life ‘. . .have 3D isometric/third-person graphics, are accessed over the Internet, allow for some dozens of simultaneous users to interact, and represent a persistent virtual world.’ (wikipedia, 2008)
Second Life • Created by Linden Labs • Built and ‘owned’ by residents • Free to access • Quick and easy to learn • Users can chat or use voice tools • Strong active educator community • Supports and integrates with other technologies
Why use SL in education? • Immersive and engaging • 3D space • Contextual • Communication • Collaboration • Learning artefacts • Safe environment
Examples of Education in SL • Dissemination
SL Medical Library e.g. Remember Me Alzheimer’s Exhibit on InfoIsland
Examples of Education in SL • Dissemination • Models or displays
Examples of Education in SL • Dissemination • Models or displays • Role play
Examples of Education in SL • Dissemination • Models or displays • Role play • Simulations
PREVIEW Project Problem-based Learning in Virtual Interactive Educational Worlds
Background • Problem-based learning courses • Students in work placement • At a distance; • Time poor; • Loses collaborative element. • Investigate new ways to deliver PBL
From Virtual Patients to Virtual Worlds • Context • Realism • Immersive environment • Collaboration • Student led
Aims • Deliver PBL in Second Life; • Develop eight interactive PBL scenarios; • User-guided development and evaluation; • Develop guidelines and best-practice on delivering PBL in virtual worlds.
Evaluation • Key questions: • Does this environment engage? • Do the learners have an identity? • Promote collaboration? • What are the tutors experiences? • What are the ‘costs’ of using SL for this method of teaching?