Using 3D Virtual Avatars to stimulate Pro-environmental Behaviour through the Curriculum: Engaging...

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A conference presentation by Dr Simon Bignell & Rosemary Horry at the Learning, Teaching and Assessment conference at University of Derby (Buxton). Using 3D Virtual Avatars to stimulate Pro-environmental Behaviour through the Curriculum: Engaging Students on Sustainability in Times of Change.

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Simon Bignell (Psychology) & Rosemary Horry (Environmental Sciences)

LTA Conference, UOD Buxton 2013

Using 3D Virtual Avatars to stimulate Pro-

environmental Behaviour through the Curriculum:

Engaging Students on Sustainability in Times of Change.

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The Emergence of Virtual Worlds in Higher Education

• The Hype Cycles from Gartner provide a graphic representation of the maturity and adoption of technologies and applications.

http://www.gartner.com/

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Photo of Virtual Lecture

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Virtual Neonatal Ward: for a Developmental Psychology Module at University of Derby

Video of Neonatal Unit (1m16s): http://youtu.be/sEd9s0toHuk

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Project webpage: http://previewpsych.org/

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“We worked as a team... this seemed much more valuable than just writing an essay or having a discussion.”“I was thinking more about the real life Psychology because the avatars represented real people with real psychological problems.”

“...the content was easy to access and the tasks very enjoyable.”

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Download available here:

http://previewpsych.org/BPD2.0.pdf

Best Practices DocumentBest Practices in Virtual Worlds Teaching: A guide to using problem-based learning in Second Life

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Education for Sustainable Development

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• Two Sustainability / TEL Projects:– With Rosemary Horry (Environmental Sciences) funded by the Higher

Education Academy.– With Zaheer Hussain (Psychology) funded by the Higher Education Academy

Psychology Network.

• Evaluated different methods of embedding ESD in the curriculum.• Used Second Life to rate people’s pro-environmental behaviour and

attitudes to ‘green’ issues such as recycling, energy use and resources.

• Participants reported more pro-environmental behaviour a week after seeing the videos.

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• In the problem-based learning scenarios we used programmed avatar interactions to lead the students to ask the question of ‘what is Sustainability?’

• The scenarios had some concrete examples from a contemporary lifestyle perspective.

• We constructed a series of learning scenarios for staff and students that highlighted the motivational and behavioural factors that impact on sustainability (e.g. resources, recycling and energy efficiency).

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• Scenario 1. Resources: • Small groups of students find out who

has been using the most water in the virtual household and why, by interacting with the avatars and each other.

• Issues such as beliefs and behaviour about showers vs. bathing, washing the car and using the dishwasher were explored along with wider issues of sustainability of resources.

Example project video (3m20s):http://youtu.be/N_0FNyUX1Uo

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• Scenario 2. Recycling: Students are tasked to establish what the issues are with one particular member of the family who is refusing to engage in pro-environmental behaviour.

• Issues such as beliefs about recycling paper, card and metal were explored in an attempt to find out why they think recycling is a good idea but nevertheless fail to engage in these activities.

Project video (2m26s):http://youtu.be/i4FOB6Yf_HQ

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• Scenario 3. Energy Efficiency: Students worked in teams to answer questions about home energy use (e.g., leaving things on standby), replacing light bulbs with low wattage equivalents, whether using a microwave is better than the oven or the energy consumption of a washing machine at 30°C rather than 40°C.

• These were contrasted with global issues of sustainable development across different contexts as the problem-based scenarios evolved and the students found out more from each of the virtual avatar family members.

Example project video (2m20s): http://youtu.be/EusqbduUejg

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• xxxx

• xxx

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Educational Visual Storylines – ‘Cartoons’

• Uses a virtual world to create educational cartoons for Teaching and Online Learning.

• Rapidly develop and deploy to modules.

• Import straight into our Virtual Learning platform.

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‘JISC - Moving into Virtual Worlds - Emerging Practice in a Digital Age’

• With Aston University• JISC resources feature

commentary and reflection on pedagogical applications of virtual worlds.

http://www.youtube.com/watch?v=2aTvE2OBQHc

Emerging Practice in a Digital Age JISC VIDEO http://www.jisc.ac.uk/emergeresource

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How to visit the University of Derby Second Life Islands: 1) Create and avatar: http://tinyurl.com/GETAN-AVATAR2) Install Second Life: http://tinyurl.com/Download-SL 3) Teleport to us: http://tinyurl.com/DERBYSECONDLIFE

Virtual Campus Flythrough (1m6s): http://youtu.be/GQnyb87Zj0o

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Using problem-based learning within 3D virtual worlds

– Published book chapter in with Dr Vanessa Parson (Sunderland University, Previously at Aston).

• Parson, V. & Bignell, S. (2011). in Hinrichs, R and Wankel, C (Eds), Transforming Virtual World Learning: Cutting-edge technologies in higher education, Vol. 4, pp. 245–265. Emerald Group Publishing Limited: Teynampet, India.

http://www.amazon.co.uk/Transforming-Learning-Cutting-edge-Technologies-Education/dp/1780520522

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Contact Dr Simon Bignell

Centre for Psychological Research University of Derby, UK

s.bignell@derby.ac.uk+44 (0)1332 593043 (ext: 3043)

www.MiltonBroome.com www.PREVIEWPsych.org

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Second Life Video Playlisthttp://www.youtube.com/playlist?list=PLX4ftfKp-z4EAKaTUO9ALkvbbjCTYJj0G

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Neonatal Ward Video

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Resources Video

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Recycling Video

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Energy Efficiency Video