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Page 1: A case study on experiential learning in NUS Second Life

CYBERCRIME QUEST NM3210 CYBERCRIME AND SOCIETY

A case study on experiential learning in NUS Second Life

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• Demo How to Use Second Life

• Using Chatrooms in Second Life

• How to overcome technical/logistical barriers

• Demo of Immersive Activities

• How to encourage/stimulate critical thinking

• Engagement of Students

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Prediction #10: 'We'll play games to solve problems'

“In the last decade, in the US and Europe but particularly in

South-East Asia, we have witnessed a flight into virtual worlds,

with people playing games such as Second Life. … not because

we're going to spend less time playing games, but because

games and virtual worlds are going to become more closely

connected to reality.”

2 Jan 2011, Top 20 Predictions for the Next 25 Years, The Observer, guardian.co.uk

Quoted by McGonigal, Jane

Director of games research & development at the Institute for the Future in California and

Author of Reality Is Broken: Why Games Make Us Happy and How They Can Help Us Change the World (Penguin)

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“…people learn more deeply from words

and pictures than from words alone” (Mayer, 2001)

Mayer, R., Multimedia Learning, New York: Cambridge University Press, 2001

“Participation in virtual worlds involves access to

a shared activity instead of simply a shared

space where a particular activity occurs. ” (Chia, 2010)

Chia, Aaron, Teachers College, Columbia University

Journal of Virtual Worlds and Education, 2010

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Objective 1: Locate Cipher Device

Tasks:- Teleport to apartment from start point- Search for Cipher Device physically- Use Inventory Function of SL- Wear Cipher on Avatar - Teleport to Cybercrime Lab

Objective 2: Decrypt Cipher

Tasks:- Watch/understand Video 1 on Cipher- Use Cipher Reader to

retrieve Code for Decryption- Use Decryption Code on Wall- Find Clue to Teleport next task

Objective 4: Submit Findings

Tasks:- Use inworld system to submit answer- Take Snapshot with Avatar name- Submit to IVLE Workbin- Write Reaction Paper- Do user survey of experience

Objective 3: Locate Surveillance Cam

Tasks:- Watch Video 2 on Surveillance- Locate 1 camera with visual notecard- Teleport back to Lab- Match visuals with Mugshot Wall

Scaffolding of Engagement in Cybercrime Quest

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WHERE THE HELL IS IT??????

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Objective 1: Locate Cipher Device

Discovery Learning (Bruner)

Guided discovery, Problem-based simulation,

Constructivism

The Good• encourages motivation & active engagement

• promotes autonomy, responsibility &

independence

• the development of creativity &

problem-solving skills.

• a tailored learning experience

The Bad• cognitive overload

• develop misconceptions

• failure to detect problems & misconceptions

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LETS MEET AT RIDGECAT CAFE

YREF ZRRG NG EVQTRPNG PNSR

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Objective 2: Decrypt Cipher

Experiential Learning (Kolb)

Transformative Experience

Do-> Observe -> Think -> Plan

The GoodPromotes:

• assimilation (video of how decryption works)

• convergence (application of concept)

• accommodation (hands on exercise)

• divergence (observe & collect new info)

The Bad• too challenging for novices

• procedural instructions do not help learning

• cognitive overload ( by time of activity)

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Objective 3+4: Submission of Reflection

Constructivism (Vygotsky)

Constructing practical knowledge for critical social action

(from surveillance video)

The Good• Internalization of knowledge into critical

thinking

• Active, independent role in logic formation

• Reciprocal relationship between learner and

facilitator

• Allows further development of subject

learning out of SL environment

The Bad• Social interaction with peers might not

be present

• failure to correct misconceptions

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COMMUNICATIONS AND INTERACTIONS IN CYBERCRIME QUEST

Compiled and administered by NUS Second Life Administrator: John Yap ([email protected])

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Compiled and administered by NUS Second Life Administrator: John Yap ([email protected])

COMMUNICATIONS AND INTERACTIONS IN CYBERCRIME QUEST

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For any further questions, pls email :

[email protected]