Upload
susan-cumpton
View
213
Download
0
Tags:
Embed Size (px)
Citation preview
Jumping into the Deep End: Using Immersive Simulations to Promote
Critical Thinking
Lynn Grinnell, Sustainability Management Professor, College of Business
Karen Fritch, Instructional Design Technologist
Agenda• Theoretical Background
– Issues with realistic online practice– Simulations
• Curriculum– Sustainable Business Strategies– Sustainable Budget Management: Triple Bottom Line
• Second Life– Tour: Shopping/business center, warehouse,
presentations
– Student reactions
• Critical thinking
Issues with realistic online practice
• Teamwork– Challenges
• Practice
Theoretical Background: Simulations
• Educational aspects– Drama increases
attention
– Retention fostered by practice
– Active learning
– Scaffolded practice increases transfer
• Engagement elements– Thematic
– Balanced challenge
– Relevant linkages to reality
– Choices of action
– Direct manipulation
– Feedback
– Affect
Overall Project
• Two course-project
– MAN 4781 Sustainable Business Strategies • Plan a sustainable business
– MAN 4783 Sustainable Budget Management• Budget and develop measures for same business
Take both in one semester
– Weekly assignments• Balance of traditional and sustainable tools
• Individual submissions and team submissions
– Synchronous meetings in WebEx and Second Life
1st course:Developing Sustainable Businesses
• Green team
– Team of people passionate/interested in this
business and sustainability
• Review of sustainable business planning – Vision and mission
– Organizational structure and HR
– Internal and external environmental scans
– Marketing/communication/training plans
– Products/services
– Processes
– Strategic and sustainability planning
2nd Course:Implementing Sustainable Businesses
• Budgeting– Income statement
– Cash flow statement
– Break-even analysis
– Risk Management
– Life Cycle Cost
– Willingness-to-pay
– Cost-benefit analysis
• Design– Purchasing decisions
– Store/business Layout
– Eco-map
• Reporting
Simulation in Second Life ™
• Purpose – Increased fidelity of simulation experience
– Better team experience
– Skills in cutting-edge technology
– Provide evidence for portfolio/resume
Second Life
• 1st course:
Navigate in Second Life
• 2nd course:
“Build" business in Eco-Village
Second Life Activities for 1st course
First half Set up account
Create avatar
Second half Training
Presentation to community
Second Life Activities in 2nd course
• Design business layout
• Buy fixtures, equipment
• Furnish business
• Presentation to the community
• Tour of the business
Business Plan Implementation in 2nd Life
Timeline Activities in 2nd Life
Week 1 Set up synchronous meeting times
Week 2 Tour business location/discuss budget
Week 3 Design layout (not in 2nd Life)
Week 4 Tour warehouse/discuss budget
Week 5 Furnish business/create sign
Week 6 Create notes for green products/services
Week 7 Work on presentation and tour
Week 8 Community meetings and business tours
Tours and Training in 2nd Life
Students new to 2nd LifeWeek 1: Wednesday and Thursday at 9:00 pm
All students (times/dates to be published)
Week 2: Loading presentations
Week 4: Tours of Warehouse/Training on moving items
O Meet in 2nd Life at the entrance to Eco-Village
THE SECOND LIFE EXPERIENCEKaren Fritch
To join Second Life, go to http://secondlife.com/ - Joining is free
To get to Eco-Village:http://slurl.com/secondlife/MCCAVLC%20Island/63/149/25
Instruction in Second Life
• Process for instructional development– Coordination with SME– Tutorials– Demonstrations
• Tour: – Shopping/business center– Warehouse– Presentations
• Money
STUDENT REACTIONS
Critical Thinking
CRITICAL THINKING is the active and systematic process of
• Communication • Analysis • Synthesis • Problem-solving • Evaluation • Reflection
both individually and in community to
• Foster understanding • Support sound decision-making and • Guide action
Enhancing Critical Thinking through Virtual Worlds
• Team interaction
• Communicating through 3-D graphics
• Visualizing plans– Analyzing– Synthesizing– Solving problems– Evaluating
• Creating community
Lessons Learned
• Learning curve• Technology requirements• Support
HOW CAN YOU DO THIS?
References
• Quinn, C. (2005). Engaging learning: Designing e-learning simulation games. San Francisco, CA: Pfeiffer.
• Aldrich, C. (2009). Learning online with games, simulations, and virtual worlds: Strategies for online instruction. San Francisco, CA: Jossey-Bass.
• Aldrich, C. (2005). Learning by doing: A comprehensive guide to simulations, computer games, and pedagogy in e-Learning and other educational experiences. San Francisco, CA: Pfeiffer.
• Haskell, R. (2001). Transfer of learning: Cognition, instruction, and reasoning. San Diego, CA: Academic Press