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Dr Simon Bignell Senior Lecturer in Psychology, University of Derby Week 3 - Cyberpsychology Using Multi- User Virtual Worlds for Research and Education

Using Multi-User Virtual Worlds for Research and Education

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Page 1: Using Multi-User Virtual Worlds for Research and Education

Dr Simon BignellSenior Lecturer in Psychology, University of Derby

Week 3 - Cyberpsychology

Using Multi-User Virtual Worlds for Research and Education

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

• Guide and Video– 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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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 in Virtual Worlds Teaching: A guide to using problem-based learning in Second Life

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Using problem-based learning within 3D virtual worlds

• Published book chapter 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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Higher Education Funding Council for England (HEFCE)

• In 2009 updated their strategic statement and action plan – Sustainable Development in HE.

• “Sustainable development principles must lie at the core of the education system, such that schools, colleges and universities become show cases for sustainable development among the communities that they serve” • Securing the future; delivering the UK’s sustainable development strategy.

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• Two Sustainability / Technology-Enhanced Learning Projects:– With Rosemary Horry (Environmental Sciences), HEA.– With Zaheer Hussain (Psychology), HEA 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 resources, recycling and energy use.

• Participants reported more ‘real world’ 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 were 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.

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

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‘Spin-Offs’ to Engage Students: ‘Teaching Cartoons’

• Staff & Students can use virtual worlds to create educational cartoons for learning.

• Rapidly developed and deployed to modules.

• Import straight into the virtual learning platform, web, YouTube or .pdf.

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A Framework for Learning, Support and Research in Multi-User Virtual Worlds

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A Framework for Learning, Support and Research in Multi-User Virtual Worlds.

• Learning and Teaching– Sound pedagogy, Blended,

Supplementary.• Support– User-oriented, Dynamic, Responsive.

• Research– Ethics, Methodology, Validity.

• The interaction between these three factors is critical for success.

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A Framework for Learning, Support and Research in Multi-User Virtual Worlds

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• Tools• Virtual Infrastructure, Avatars, Presenters, Gadgets,

Web Integration, Audio/Visual [Building and Scripting].

• Techniques• Inductions, Camera, Movement, Inventory, Communion,

(text, voice and video), Appearance, Groups, Mashups/Blended contents, Overcoming Resistance, Facilitating Virtually, Dealing with Disembodiment.

• Technologies• Bandwidth, GPUs, CPUs, Server-side, Lag(s), Clients,

Firewalls, Peripherals, Updates.

A Framework for Learning, Support and Research in Multi-User Virtual Worlds

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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 CampusFlythrough (1m6s): http://youtu.be/GQnyb87Zj0o

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Websites and Blogs etc.Project Websitewww.PREVIEWPsych.org

Blog www.MiltonBroome.com

Second Life Web Portalhttp://psychology.derby.ac.uk/secondlife/

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Contact Dr Simon Bignell

Centre for Psychological Research University of Derby, UK

[email protected]@miltonbroome www.MiltonBroome.com

www.PREVIEWPsych.orgwww.Cyberpsychology.org

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

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Week 8 Seminar• Further Applications of Virtual Worlds

– A Virtual Quarry (3.39)– Virtual Hallucinations (3.38)– Occupational Health House (1.38, no audio)– Mental Health Second Life (1.27)– Virtual 3D Environment for Learning in High School (9.55)

• Seminar Task:– Come up with your own innovative use of a 3D

online virtual world.• Teaching, Research, Training, Promotion, Marketing etc.

– Present your ideas to the group.• Rationale, Purpose, Design, Advantage & Benefits