Teaching Soft Skills in Second Life

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Teaching Soft Skills in Second Life. A Work In Progress. Agenda. Today’s Objective Project Objective Personal Journey Work in Progress – Where am I What I have learned Next steps. Second Life Growing number of Institutions Employability Skills Curriculum Piloted on-ground - PowerPoint PPT Presentation

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Teaching Soft Skills in Second Life

A Work In Progress

Agenda Today’s Objective Project Objective Personal Journey Work in Progress – Where am I What I have learned Next steps

This Project Second Life

Growing number of Institutions

Employability Skills CurriculumPiloted on-ground

Action Research/LearningMethodology

Employability Skills1. Attitude2. Personality3. Etiquette4. Work Ethic5. Teamwork6. Leadership7. Conflict Resolution8. Stress9. Time Management10. Problem Solving11. Confidentiality

Personal Journey

Personal Journey

Personal Journey

“Virtual” Culture

Eight Net Generation Norms They want freedom in everything they do, from freedom of choice to

freedom of expression. They love to customize, personalize. They are the new scrutinizers. They look for corporate integrity and openness when deciding what to

buy and where to work. They are the collaboration and relationship generation. The Net Generation has a need for speed – and not just in video

games. They are innovators. The Net Generation wants entertainment and play in their work,

education, and social life.

Don Tapscott – Grown Up Digital

Work in Progress – Where am I

What I have learned

Video Game CharacteristicsSimpson (2005) Jenkins (2005) Jayakanthan (2002)

There is always an answer Games lower the threat of failure Reward

Nothing is impossibleGames support early steps into a new

domainChallenge

Trial and error Games sequence tasks to allow early success

Competition and collaborationGames create a social context that connects

learners to others who share their interestsAgency

Roles are clearGames link learning to goals and roles

Player effort influences the game outcomeGames foster a sense of engagement through

immersionImmersion

Video games offer various routes to successGames are multimodal

Multi-sensory stimulation

Video games are rule-based A dialect of repetition and variety

The player is attached to the outcome Physical and mental engagement

Video games simulate real-life consequences Immediacy

MUVES

Purposeful/Goal Oriented – WOWGeneral Purpose/Open Ended

Second LifeActive WorldsProject WonderlandRiver City Project

MUVES

Technology VariesHelmetsGogglesGlovesJoysticksMouse

MUVES

Examples of VE use in the literatureDrivingSimulationVirtual ClassroomsOther

Second Life Research Listservhttp://list.academ-x.com/listinfo.cgi/slrl-academ-x.com

Educators Listservhttps://lists.secondlife.com/cgi-bin/mailman/listinfo/educators

Second Life Wikihttp://www.simteach.com/wiki/index.php?title=Second_Life_Education_Wiki

Second LifeFrom the moment you

enter the World you'll discover a vast digital continent, teeming with people, entertainment, experiences and opportunity.

(http://secondlife.com/whatis/)

Second Life“In Second Life, the

user or learner drives their experience. Second Life is principally a social environment that encourages community and creativity”

(Hinton, 2006)

Ethics

With Second Life come the same issues of predators, identity theft, etc., found on the Internet and in REAL life

Griefing

‘behavior in a virtual world intended to disrupt the experience of others’VandalismGraffitiNuisanceBlight

Limitations

You have to build everything or find/buy the resource

Technology Time Learning Curve Etc

Self-disclosure and bonding

Avatars allow for self-expression in “safe” ways

Spending casual time in a persistent spaces encourages students to get to know each other

Sharing Enjoyable Experiences

ExperimentationCollaborationFun!

Sharing Public Spaces

Persistent social spaces that avoid the “privileged space” view of learning

All of Second Life is a learning spaceStudent created spaces

Mutual Respect of Differences

Avatars allow us to express our differences in new ways

Flexible identity facilitates

“difference experimentation”

Educational Uses

Self-paced tutorials Displays and exhibits Immersive exhibits Role plays and

simulations Data visualisations and

simulations Historical recreations

and re-enactments

Living and immersive archaeology

Machinima construction Treasure hunts and

quests Language and cultural

immersion Creative writing

Heid & Kretschmer (2009)

Selected Uses in the Lit

Role plays – Pick a Role Model

Community Engagement

HR – Face-to-Face feedback

Virtual Organizations Info Tech – Impact of

SL on the Industry Programming –

Compare LSL to others

Instructional DesignSeeing research where an ID process

or Pedagogical model is documentedADDIER2D2

Recursive, Reflexive, Design & Development

IdeationIterativeEncompasses, Home, Classroom, and VE

Instructional Design Concepts

Do not want to automate/replicate the classroom

Demand Side Pedagogy3D learning & 2D assessment

Constructivism

“Progressivists maintained that it was time to subordinate subject matter to the learner.”

(Oliva, 2009)

“In Second Life, the user or learner drives their experience. Second Life is principally a social environment that encourages community and creativity”

(Hinton, 2006)

Constructivism

“Learning must be present in meaningful ways meaningful to the students, basic skills will be learned in authentic situations not by separate concentration on the skills themselves”

(Oliva, 2009)

You'll also be surrounded by the Creations of your fellow Residents. Because Residents retain intellectual property rights in their digital creations, they can buy, sell and trade with other Residents.

(http://secondlife.com/whatis/)

Fink’s Taxonomy of Significant Learning

CARINGDeveloping new

FeelingsInterestsValues

LEARNING HOW TO LEARNBecoming a better studentInquiring about a subjectSelf-directing learners

HUMAN DIMENSION Learning about:

OneselfOthers

INTEGRATIONConnecting:

IdeasPeopleRealms of life

FOUNDATIONAL KNOWLEDGEUnderstanding and remembering:

InformationIdeas

APPLICATIONSkillsThinking:

Critical, creative, & practical thinking

Managing projects

Soft-Skills

Expressed need for developmentExamples of online deliveryCharacteristics seem to lend itself to

this approach

Employability Skills1. Attitude2. Personality3. Etiquette4. Work Ethic5. Teamwork6. Leadership7. Conflict Resolution8. Stress9. Time Management10. Problem Solving11. Confidentiality

Action ResearchThrough an action

research study the issues and results of designing and delivering a selected module in Second Life can provide valuable data for future instructional design for similar applications

Planning Action Evaluating Action

Diagnosing Taking Action

Action Learning

Reverses traditional processLearn FirstThen Apply

Action is the starting point

Next steps

Action LEARNING approachGet the team togetherMultiple campuses- different majorsWorkshop – Interview PreparationChallenges – Try to use what is

available for freeThe learning curve

Cycle 1 – Instructors/Staff

Preliminary Concepts

Use the givenYou are unemployed, homeless, and

have no money. Role Play job interview

Taxonomy

L. Dee Fink

Cycle 1 – Orientation

AvatarsControlsNavigatingParameters

OrientationDevelop the Scenario based on the

parameters

Cycle 2 – Student Group 1, Instructors/Staff

Synchronous WorkshopEvaluate

Cycle 3 – Student Group 2, Instructors/Staff

Evaluation – 3D/2D

FormativeRubric for each

objective

SummativeJournalSelf AssessmentPeer Review

AssumptionsCourse Version 1

SynchronousAvatar to AvatarAvatar in Group/Social settings

Course Version 2Asynchronous

Our own space/islandSims and/or ObjectsAdd media & links

Assumptions

More workshops Use in other

courses

Considerations

ComparisonOn-ground2D Virtual 3D Virtual

Conclusion

Questions

References

Available On Requestrhansen@lincolnedu.com

Teaching Soft Skills in Second Life

A Work In Progress