Features and Design for a Virtual Classroom

Features and Design for a Virtual Classroom

Features and Design for a Virtual Classroom – Using Second Life and other Virtual World
Platforms

Proposal for Independent Study
Title of Study: Features and Design for a Virtual Classroom – Using Second Life and other Virtual World  Platforms
Faculty Sponsor: James Braman
Description of topic to be studied: Education has changed immensely over the last several years as the advancement of the internet has changed the way we learn and access information. People are no longer going to the library to read the books; they are using the computer as most literature is now digitized. Many universities are moving towards going online, providing open access to information and changing the way they interact with students. Using tools like YouTube, MOOCs, and other collaboration tools are just some of the changes.
One major change brought about by the technology is the shift away from having a physical space for teaching and learning. Instructors can teach online in a realistic way through virtual worlds and other 3D web technologies.
Virtual worlds have gained increased attention over the last few years due to their rise in
popularity and added capabilities allowing them to be linked and integrated into other technologies. This integration has allowed virtual worlds to extend well beyond their initial and intended use. Many researches see vast potential in areas such as training, social interactions, prototyping, design, team collaboration, advertisement and many other areas of study using simulations. The goals of this independent study are twofold as our aim is to investigate: 1) The perception of virtual worlds in educational settings including how students use these spaces in a successful way and 2) for those using virtual worlds, examine how they are using the technology for teaching. Some researchers have argued that many of the negative perceptions and the rationale of avoiding the technology related to educational and general usage are unfounded and stem from a lack of understanding the technology (Laughlin, 2010).
While the educational community is well established in many virtual worlds, some businesses and
corporate communities has lagged behind in its use for training and collaboration, except in some cases where experimental advertisement has been used. Despite the many areas of potential usage in business such as: cost effective corporate training, interactive programs, data visualization, business role play  activities, and conferences (Dannenberg, 2010), Multi-user Virtual Environments (MUVE) technology is often not used. Tools such as WebEx, Skype and other similar tools, however are used without question.
Interestingly the same mechanisms and features contained in these standard tools, are also present in
most popular virtual worlds. In this study, we will investigate these differences in perception between the
use of MUVEs and other technology in an attempt to see why these negative perceptions exist.
Additionally we will discuss the advantages of converting a physical learning space to a virtual one, the
disadvantages of virtual learning environments.
References:
Laughlin, D. (2010) Overcoming Objections to MUVEs in Education. In Vincenti,G. and Braman, J. (Eds)
Teaching through Multi-User Virtual Environments: Applying Dynamic Elements to the Modern
Classroom. Information Science Reference. Hershey PA, USA.
Dannenberg, D. (2010) New Life for Corporate Training. In Vincenti,G. and Braman, J. (Eds) Teaching
through Multi-User Virtual Environments: Applying Dynamic Elements to the Modern Classroom.
Information Science Reference. Hershey PA, USA.
Objectives of Study
The overall objectives for this work are to:
1. To conduct a thorough literature review concerning current research on educational use of 3D
environments with an emphasis on design, technology, features and types of virtual world classrooms
2. Investigate how virtual classrooms compare with similar technology for instruction.
3. Determine (if any) a correlation between Real Life educational practices and virtual 3D educational
practices
4. To develop recommendations for the success of using virtual world based education
5. Based on grounded research, create a set of design and feature recommendations
Methodology/Approach
The student is expected to thoroughly research this topic which will include research in the areas
related to educational practices, multi-user virtual environments, collaboration, emerging technologies
and data collection methods. A report will summarize the results and the literature review (See grading
criteria). The student will also need to conduct research from within the Second Life environment itself (or
other virtual world), identifying and cataloging data found at educational related areas. Communication
with educators in Second life is desired.
Schedule of student-advisor meetings
A scheduled meeting will take place each week either online or in person to report on new findings and/or
progress on the project. The instructor and student will also communicate via email during the time span
of the project to insure timeliness in completion. A detailed timeline of scheduled meetings and goals will
be established at the start of the semester.
Reading list/references (Not including Student’s Literature Review)
!
Bailenson, J.N., Yee, N., Blascovich, J., Beall, A.C., Lundblad, N., & Jin, M. (2008). The use of immersive
virtual reality in the learning sciences: Digital transformations of teachers, students, and social context.
The Journal of the Learning Sciences, 17, 102-141.
Burdea, G. !Coiffet, P. (2003) Virtual Reality Technology, Second Edition. Wiley Books.
Ducheneaut, N., Wen, M., Yee, N., & Wadley, G. (2009). Body and mind: a study of avatar
personalization in three virtual worlds. Proceedings of CHI 2009.
Vincenti, G. Braman, J. (Aug 2010) Teaching through Multi-User Virtual Environments: Applying Dynamic
Elements to the Modern Classroom. Information Science Reference.
!
Yee, N. & Bailenson, J.N. (2010). The Difference Between Being and Seeing: The Relative Contribution
of Self Perception and Priming to Behavioral Changes via Digital Self-Representation. Media Psychology.
Grading criteria
Grade assessment will be based on the level of completion of the above stated research goals and the
level of commitment of the student towards meeting schedules and research guidelines. A final research
paper/report is expected by the end of the semester. The final report must be submitted by the start of the
final exam period. The final report needs to be an intensive, high quality paper of a minimum of 30 pages
and use APA format. Depending of the quality of results of the study, it is the intention of the student and
instructor to publish the results in a related conference, journal, book chapter or other appropriate venue.

Answer preview

With evolving technology on virtual reality in these other industries, it has been made possible to make better the technology of virtual classroom. Using the many companies that have these technologies at their disposal, it is notable that majority of the institutions of higher learning have been able to access this technology and make it into the different needs that are available. This is an important aspect that when well established will be able to increase the access to information that students have as well as the amount of content that can be taught through this process…

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