MUVEForward
Podcast Episode 2: Faculty Training & Orientation
Mar 27th
Episode 2 of MUVE Forward The Podcast is available (length 12:49). In this episode I discuss (ramble) through a few thoughts regarding Faculty Training & Orientation; in summary,
- The recording is definitely rough since it’s recorded via a cell phone while driving through rush hour traffic. I do not have professional production values! It’s all about the information.
- Our experience facilitating SL Bootcamp as a preconference workshop at the Texas Distance Learning Association annual conference this past Monday.
- My thoughts about currently available orientation and training materials for faculty: NMC Orientation Island, SL in-world learning courses, CE courses offered and web-based training resources.
- Two projects I’m considering . . . Organizing a recommended approach to the use of available resources (wrapping instructional design around available content); and free (grant-funded?) faculty orientation & training in-world facility available to all faculty.
One additional thought.I think the second project is important. Many organizations are beginning to recreate the wheel, and as a community, we’ll continue to do so unless there’s a freely available, synchronous orientation for educators. Of course, I’m assuming there’s a distinct need for facilitator lead training which I believe is a safe assumption.
And several questions. Are you training and orienting faculty regarding the functional aspects of Second Life? How are you doing that? In-world? Face-to-face? Would you be interested in collaborating on a generally funded, open to all educators training facility with regularly offered facilitator-led sessions?
MUVE Forward: the PODCAST EXPERIMENT
Mar 26th
If you look at the top of the sidebar to your right, you will see a new feature to this blog: MUVE Forward, The Podcast.
In short for those that have been reading this blog for any length of time, I have had a lot going on lately in Second Life, but I haven’t had the opportunity to finish the blog posts I’ve started. So, this experiment will be to use my two hours of commute time per day (love those gas prices) to add podcast content to this blog space. No bells and whistles, just my rambles about Real Life Education in Second Life as I make my way to or from work with what seems like 30,000 of my closest friends traveling through rush hour traffic on Houston’s North Sam Houston Tollway ;-)
You can listen directly from this space, or you can subscribe to the podcast using the link below the embedded player. As of right now, the text feed and podcast feed are distinct entities; you can subscribe to both, and when I can, I’ll cross-post to the blog feed an alert to a new episode.
Real Life Education Groups Galore
Mar 21st
Continuing the SL-Education Galore theme . . . One of the resources I want to provide to those attending the “Educator’s Introduction to Second Life” workshop next Monday is a list of real life education relevant groups available in Second Life. The list below was compiled via (a) input from SL residents responding to my post to the Real Life Educators Group in world and (b) my exploration of group listings in the profiles of educators and colleagues in Second Life. So, while I’ve not personally joined each of the groups listed below, there’s one or more members of the Real Life Educators group who is a member of the group. As always, if there are other groups you feel I should read or include, please comment! I’m always looking for new resources related to real life education in Second Life.
ORGANIZATIONS
EDUCAUSE Virtual Worlds
AECT in Second Life
ISTE: Educational Technology Assoc
Community Colleges in SL
Friends of the League
GENERAL EDUCATOR NETWORKS
Real Life Education in Second Life
Teacher Networking Center
Educator’s Coffee House
NMC Guests
NMC Teachers Buzz
Educators Coop
College Professors
Second Life Academics
Edutwitterverse
SLEdu Events
Open SLedware
Picayune SLEDHeads
Open Education in Second Life
Immersive Education
EduSharers
K-12
K-12 Educators
Teen Educators in SL
Global Kids
DISTANCE EDUCATION
Distance Educators
SLoodlers
Learning Times
SL-NET
Sloan-C
EDUCATIONAL TECHNOLOGY
EDTECH Community
Instructional Designers
Discovery Educator Network
Educational Podcasting
LIBRARY
Library: Academic Avatar Librarians
Second Life Library 2.0
Librarians of Second Life
Library Reference Group
SLL Outreach to Higher Education
Second Life Library 2.0
Library Graduate Students in SL
RESEARCH
Association of SL Academic Research
PhD Research Community
RL EdD/PhD Students in SL
SL Researchers
DISCIPLINE RELATED GROUPS
Art Maniacs
Music Academy
Live Music Enthusiasts
Marketing Education
MBA Educators in Second Life
Second Life Entrepreneurs Club
RL Architects in SL
Science Friday
Science Center
Nature
Physics Education
Science Center
Psychology and Behavioral Science
Philosophy House
The SL Society of Political Science
Republican Party of SL
Land of Lincoln
Literature Alive!
Writers of SL
ESL (English) in Second Life
English Village
Language and Linguistics
Second Life Blogs Galore
Mar 21st
I’m putting together resources for an “Educator’s Introduction to Second Life” workshop I’ll deliver on Monday at the Texas Distance Learning Association annual conference. My Second Life blogroll is posted in the sidebar are the blogs I read most frequently. However, I’ve been intending to post all of the Second Life blogs I have in Google Reader; the workshop has provided the impetus for that to finally happen. The list is below; if there are others you feel I should read or include, please comment! I’m always looking for new resources related to real life education in Second Life.
Higher & General Education
- Fleep’s Deep Thoughts
- Second Life in Education Wiki
- NMC Campus Observer
- SLED Picayune
- SLED Blog
- My Second Life
- Second Life Best Practices in Education 2007
- Aggiornamento II
- Jokay.com
- Mal’s SL Edu-Blog
- Flexible Learning @ Heriot-Watt
- Penn State Educational Gaming Commons
- Sean’s Emerging
- Second Life Research
- SLolar Central
Art
English: Literature, Language, Composition
Health Sciences
K-12
- The Story of My Second Life
- Suffern Middle School in Second Life
- Oh Second Life
- Pacific Rim Exchange
- Computers, Creativity & Learning
- Global Citizenship in a Virtual World
- SLED Blog
Legal Issues
General Second Life
Second Life News
- Official Second Life Blog
- Massively: Second Life
- The Grid Live
- New World Notes
- Second Life News Network
- Second Life Insider
- Virtual World News
- VTOR
- Worlds in Motion
- Reuters Second Life News
Virtual to Augmented to Holographic Reality
Feb 29th
I never published the first Second Life related blog post I ever composed; actually, it was my first blog entry on any topic. I thought it would sound foolish or too far fetched, so I didn’t post it; I only discussed the idea with a colleague. However, 15 months and a couple of recent articles in the blogosphere later, my colleague and I are amazed that it’s not so foolish or far fetched as it originally seemed.
Fifteen months ago, after meaningfully engaging Second Life for the first time, the first possibility I imagined was the ability to project an avatar into the physical world; I recently encountered a video at YouTube that shows how that might be accomplished. Start watching the video at the Augmenting Life-Size Avatars section which begins at the 1:48 mark. The video was published by Tobias Lang and Blair MacIntyre with credit to Georgia Institute of Technology in Atlanta and Ludwig-Maximilians-Universitat in Munich.
The second technology I thought possible surfaced online three days ago: the notion of syncronizing a real-world environment with a virtual replica. In short, a marker placed on a physical world object corresponds to a virtual counterpart; as the physical world object is moved or changed, the location or status of the corresponding virtual object is updated within the virtual environment.
Independently, those two technologies, to me, boggle the mind. I wonder, though, how long it’s going to take to go one step further still. Combine those two technologies with real time holographic video recording and projection: the capability to record a 3D rendering of a person or an object and project it, across the network, in a holographic, 3D format. With those three technologies, a holographic-technology enabled physical space can network with a virtual space to mashup the physical world with the virtual one in an entirely immersive manner. The holographic space has objects marked to create the counterparts in the virtual environment, and elements of the virtual environment can be projected into the holographic space of the physical world. The thought is a little messy, but it’s a thought. How long before the technology appears in a blogspace somewhere?
Educause Southwest: Does Your Campus Need a Second Life?
Feb 21st
I attended the EDUCAUSE Southwest Regional Conference in Houston, TX; my first session Thursday morning was Does Your Campus Need a Second Life? presented by Ana Gonzalez (SL: Mayela Saenz), Terry Peak (SL: Benotto Bailey) and Phil Youngblood (SL: Vic Michlalak) from the University of the Incarnate Word (San Antonio). My live blog notes – with comments/ideas from remote friends – are available online, and my thoughts and reflections are below. This group covered a lot of ground in their 45-50 minutes; do look for the presentation materials to be posted at UIW and the EDUCAUSE session site noted above.
This group noted two situations which are very fortunate when trying to explore Second Life for instructional uses. First, the CIO at UIW asked the instructional technology team to explore Second Life for relevant educational applications; a CIO requesting proactive exploration of any instructional technology seems like it would almost always be a good thing. Second, they began the project with what can fairly be described as a complete team: an instructional designer, a media specialist and a faculty member. As a result, they’ve grounded the work they’ve done on sound instructional theory and have had a successful and very accomplished pilot project that leverages unique capabilities of Second Life. Specifically, Terry spoke specifically about how they’ve used Chickering & Gamson’s 7 Principles as a framework by which to engage Second Life as a hybrid activity within a face-to-face programming/computerscience course, and Phil described a learner centered classroom that includes collaboration with two other classrooms – one in Mexico and one in France.
A couple of ideas I’ve explored recently did enter into the discussion – in shades, at least. First, given the 7 Principles, they did consider Time on Task; they set specific time requirements for completing tasks. Of course, this begs the question I’ve been asking, “To what extent does Second Life distract attention from content materials?” They may be accomplishing the time requirements, but does that account for the distractions encountered?
Directly related to that question, Terry commented that there is a learning curve for Second Life which can be somewhat steep; they had a very short time to overcome it. The UIW course is an upper level computer science/programming course, so the technology experience many of those students likely bring to the course probably mitigated the difficulty of the learning curve. While that raises the “efficiency” question (per Dodge’s PADE formula), Phil indicated that they have had 100% attendance with learners frequently staying after class to work on projects. You’d suspect that Second Life and quality designed instruction could provide an extra source of motivation, but that level of attendance and engagement by learners is extraordinary.
A couple of notable comments and question/answers from the session:
- You have to have (instructional design/media) support to teach in SL. You can’t do it by yourself.
- UIW spent a semester working on and planning the course.
- UIW specifies minimum computer hardware requirements for learners in the course.
- Learners could opt out of the SL activities in favor of alternative assignments (which also doubled as SL-is-down-assignments) but none took that option.
If you have any questions about the session, don’t hesitate to ask. I’ll answer as best I can.
Join Us! Live Blogging: Does Your Campus Need a Second Life?
Feb 20th
Tomorrow morning (Thursday, 2/21/08), I’ll be live blogging – with CoverItLive – a Second Life related session at the Educause Southwest Regional Conference in Houston. Does Your Campus Need a Second Life? will be presented by Ana Gonzalez, Terence Peak & Phillip Youngblood at University of the Incarnate Word.
CoverItLive enables remote participation, commenting and discussion. Join the conversation via the CoverItLive console I set up for this session. Alternatively, I’ll be trying to Twitter as well; you can follow me or the Conference Twitter with Friends feed – assuming Twitter is working (grrrr!) I’ll update this blog post after the session with additional thoughts and ideas. See you in the morning!
And, if interested, I’m also live blogging a number of the other sessions at the conference; those are detailed in my other blog space: EdTechaoutille
Investigating the Learning Power of Second Life
Feb 16th
I’ve been considering in more depth the question I initially asked in my Happy Productive Returns from Second Life? post, “What are some ways in which the effort required [to use Second Life for a learning activity] and benefits received [by learners] could be measured?” A few, very rough thoughts follow on how that question may potentially be investigated.
Following the lead of Joop Van Schie’s work described at Aggiornamento II, I tracked down resources regarding Bernie Dodge’s PADE formula. Professor Dodge first discussed the formula at a CUE Conference in Spring 2007; Wes Fryer blogged about and podcasted that session at the Speed of Creativity. Furthemore, I did learn, from Professor Dodge via Twitter, that the PADE formula has not been “written up” or studied specifically.
The PADE formula suggests a learning power quotient may be achieved to measure the quality of learning games:
Learning Power = Attention * Depth * Efficiency
As Wes Fryer recorded in his notes of Dr. Dodge’s session, Attention is equal to the brain minutes spending attending to X divided by the total brain minutes spent. Depth is the degree to which thinking is required (shows traditional Bloom’s taxonomy), and efficiency is brain minutes devoted to curriculum divided by total brain minutes.
I’m currently considering two general approaches to measure the learning power of Second Life: one qualitative and one quantitative in nature.
First, one option would be to extend upon the work Joop has done by focusing on educators that have conducted learning activities in Second Life. Working with those that have already taught in Second Life, data could be collected regarding: learning objectives, learning activities, perceived benefits, achieved outcomes, development time required for resources, artifacts produced by learners, and estimated time commitment required of learners. A multiple case study method could be used in combination with coding of collected data in a manner to facilitate the evaluation of Second Life in each case per Attention * Depth * Efficiency.
Second, conduct a learning activity via Second Life in collaboration with a faculty member at my institution. Using a more in depth, single case study, information similar to that described above could be collected via semi-structured interviews with study participants. Plus, learner activity (efficiency and attention) potentially could be measured using a scripted activity logging tool developed for the study which they could use while engaging course content. Finally, WeGame.com or comparable screencasting tool could be used to record learner activity to be coded by researchers to determine the depth of learning taking place.
Finally, while media comparison studies have less perceived value than they did in the past, a comparison of Second Life to other delivery methods in light of the PADE formula may arguably yield the “net power” of Second Life for delivery of certain instructional activities.
IT: Friend or Foe?
Feb 15th
This evening (Friday, Feb 15), I attended a Community Colleges in Second Life group meeting at the CCSL Resource Center on EduIsland 4. The title of the meeting was “IT: Friend or Foe?” A few reflections . . .
I continue to meet outstanding educators with incredible perspectives, insight, work ethic and desire to help learners achieve maximum potential. Many of them are working in difficult situations and helping learners with significant challenges, financial and otherwise.
Some institutions may have “all the bandwidth” they need while others don’t have a sufficient “pipe” to support regular use of YouTube on campus. That obstacle does curtail the opportunity to use Second Life for educational purposes, but more than a few continue to trudge forward individually, on their own time, trusting their institution will eventually catch up and eventually leverage the knowledge and skills they’ve learned in Second Life.
Many institutions have engaged Second Life by making a significant investment (an island etc) and then working to ensure that faculty have the opportunity, interest and necessary support to involve students live learning activities. Of course, not all institutions have the finances or IT capabilities to begin in that manner. A second approach – and the tact I’m currently taking – is to define a very small scale project with specific goals to evaluate the instructional use of Second Life and to work with IT to support the smaller project. This alleviates the magnitude of concern IT may have regarding issues typically created by Second Life: security, update requirements, bandwidth, user support. As my project continues to take shape, I’ll post details in this space.
Of course, most everyone at the meeting acknowledged that IT does everything they can do to support learning; however, their hands are often tied by insufficient resources – understaffed, underfunded, “under-bandwidthed” (my word ;-), and underappreciated. There are instances in which IT opposes projects for security and stability concerns, but those concerns are naturally at odds with the implementation of an emerging technology.
Happy, Productive Returns from Second Life?
Feb 9th
I’ve been away for a while and am just now getting back into blogs and feeds; I’ve been wrestling with a question and taking my time to reflect and evaluate. As I started diving back into a few blogs and posts I wanted to be sure to read, I noticed this comment by Scott Merrick in reaction to a post by Kevin Jerrett at Story of My Second Life:
I’m also continually wrestling :) with the question about the viability of Second Life as an educational tool. I can say that it’s been remarkably important as a personal learning platform for me, and that it’s enriched my life by connecting me to other real human beings with whom I likely would never have come into contact without it. Maybe that’s enough, though I don’t see an end in sight. The big limiting factor, of course is the Big T, “Time.”
This is the same question I have: What are the gains associated with using Second Life in a learning space as compared to the resources invested necessary to produce those gains? Or, in other words, does the “Time” put into Second Life experiences justify the things we learn or gain from those experiences – the personal learning platform and connections Scott mentions. And, I’m not just talking about from an individual’s personal or professional development perspective either. What about the gains for learners in our virtual learning experiences? What sort of time are they having to put in focused on Second Life technology? Do they benefit enough to justify the time investment?
I believe those questions are particularly important given that Phillip Rosedale indicated in an interview with Speigel Online that one of the two most important issues Second Life needs to accomplish is, “Making it more usable. The user interface is still difficult, we need to make that better.” If the founder and CEO of the platform acknowledges the user interface is difficult, what costs are we enduring in virtual learning spaces within Second Life? I know educators are overcoming the obstacles and providing the necessary scaffolding for learners to be successful. BUT, do the ends justify the means? Are we getting enough out of it to justify the time invested by faculty, staff and students?
Additionally, the December 2007 issue of the Sloan-C View includes a brief article, “Second Life: A Viable Teaching Solution, or NOT?” From a workshop to introduce educators to Second Life, feedback was solicited regarding the pros, cons and concerns regarding the impact of Second Life on: Student Satisfaction, Faculty Satisfaction, Learning Effectiveness, Cost Effectiveness and Access. In short, the pros are what you might expect – constructivist environment, student-centered, simulation capabilities etc. And, the Cons and Concerns, for me, raise the question as to whether the benefits are worth the costs of: steep learning curves (listed 3+ times), time/effort, technology in foreground, training, system efficiency, technical resources etc.
Of course, I can’t just ask the question, “Is it worth the effort?” and stop. Go one step further, what are some ways in which the effort required and benefits received could be measured? And, what constitutes a sufficient return-on-investment for learning in Second Life?
I believe Joop van Schie at Aggiornamento II is conducting research that will begin to help answer that question. Joop has been interviewing educators in Second Life; at least a portion of each interview focuses on the educator’s professional opinion of (a) SL’s potential to be effective, (b) the perceived costs of achieving that potential, and the (c) perceived rewards or fringe benefits in applying that effort to achieve the potential. The results Joop will produce will provide an analysis of professional educator opinions regarding the power of Second Life as an educational tool which – according to Bernie Dodge’s formula (Power = Attention * Depth * Efficiency) – includes consideration of the efficiency of the system.
ROI image from RetailMarketingBlog.com

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