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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
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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 Action Research/Learning Methodology This Project
Attitude Personality Etiquette Work Ethic Teamwork Leadership Conflict Resolution Stress Time Management Problem Solving Confidentiality Employability Skills
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
MUVES • Purposeful/Goal Oriented – WOW • General Purpose/Open Ended • Second Life • Active Worlds • Project Wonderland • River City Project
MUVES • Technology Varies • Helmets • Goggles • Gloves • Joysticks • Mouse
MUVES • Examples of VE use in the literature • Driving • Simulation • Virtual Classrooms • Other
Second Life Research Listserv http://list.academ-x.com/listinfo.cgi/slrl-academ-x.com Educators Listserv https://lists.secondlife.com/cgi-bin/mailman/listinfo/educators Second Life Wiki http://www.simteach.com/wiki/index.php?title=Second_Life_Education_Wiki
From 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) Second Life
With Second Life come the same issues of predators, identity theft, etc., found on the Internet and in REAL life Ethics
‘behavior in a virtual world intended to disrupt the experience of others’ Vandalism Graffiti Nuisance Blight Griefing
You have to build everything or find/buy the resource Technology Time Learning Curve Etc Limitations
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 • Experimentation • Collaboration • Fun!
Sharing Public Spaces • Persistent social spaces that avoid the “privileged space” view of learning • All of Second Life is a learning space • Student 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 Design • Seeing research where an ID process or Pedagogical model is documented • ADDIE • R2D2 • Recursive, Reflexive, Design & Development • Ideation • Iterative • Encompasses, Home, Classroom, and VE
Instructional Design Concepts • Do not want to automate/replicate the classroom • Demand Side Pedagogy • 3D learning & 2D assessment
“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/) Constructivism
FOUNDATIONAL KNOWLEDGE • Understanding and remembering: • Information • Ideas • LEARNING HOW TO LEARN • Becoming a better student • Inquiring about a subject • Self-directing learners • APPLICATION • Skills • Thinking: • Critical, creative, & practical thinking • Managing projects • CARING • Developing new • Feelings • Interests • Values • INTEGRATION • Connecting: • Ideas • People • Realms of life • HUMAN DIMENSIONLearning about: • Oneself • Others Fink’s Taxonomy of Significant Learning
Soft-Skills • Expressed need for development • Examples of online delivery • Characteristics seem to lend itself to this approach
Attitude Personality Etiquette Work Ethic Teamwork Leadership Conflict Resolution Stress Time Management Problem Solving Confidentiality Employability Skills
Action Research Through 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
Action Learning • Reverses traditional process • Learn First • Then Apply • Action is the starting point
Next steps • Action LEARNING approach • Get the team together • Multiple campuses- different majors • Workshop – Interview Preparation • Challenges – Try to use what is available for free • The learning curve