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Innovations in Online PBL: A Virtual World Case Study

Innovations in Online PBL: A Virtual World Case Study. Presented by Emily Conradi, e-Projects Manager. Virtual Worlds. Multi-user virtual worlds – MUVEs Virtual presence – or avatar e.g. OpenSim, ActiveWorlds, Croquet, Second Life.

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Innovations in Online PBL: A Virtual World Case Study

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  1. Innovations in Online PBL: A Virtual World Case Study Presented by Emily Conradi, e-Projects Manager

  2. Virtual Worlds • Multi-user virtual worlds – MUVEs • Virtual presence – or avatar e.g. OpenSim, ActiveWorlds, Croquet, Second Life ‘. . .have 3D isometric/third-person graphics, are accessed over the Internet, allow for some dozens of simultaneous users to interact, and represent a persistent virtual world.’ (wikipedia, 2008)

  3. Second Life • Created by Linden Labs • Built and ‘owned’ by residents • Free to access • Quick and easy to learn • Users can chat or use voice tools • Strong active educator community • Supports and integrates with other technologies

  4. Why use SL in education? • Immersive and engaging • 3D space • Contextual • Communication • Collaboration • Learning artefacts • Safe environment

  5. Examples of Education in SL • Dissemination

  6. SL Medical Library e.g. Remember Me Alzheimer’s Exhibit on InfoIsland

  7. Examples of Education in SL • Dissemination • Models or displays

  8. Genome IslandTexas Wesleyan University

  9. Examples of Education in SL • Dissemination • Models or displays • Role play

  10. SecondHealth http://www.youtube.com/watch?v=Mp8IyXZAv-U

  11. Examples of Education in SL • Dissemination • Models or displays • Role play • Simulations

  12. UC Davis’ Virtual Hallucinations

  13. PREVIEW Project Problem-based Learning in Virtual Interactive Educational Worlds

  14. Background • Problem-based learning courses • Students in work placement • At a distance; • Time poor; • Loses collaborative element. • Investigate new ways to deliver PBL

  15. Virtual Patients

  16. From Virtual Patients to Virtual Worlds • Context • Realism • Immersive environment • Collaboration • Student led

  17. Aims • Deliver PBL in Second Life; • Develop eight interactive PBL scenarios; • User-guided development and evaluation; • Develop guidelines and best-practice on delivering PBL in virtual worlds.

  18. Scenario Building

  19. Evaluation • Key questions: • Does this environment engage? • Do the learners have an identity? • Promote collaboration? • What are the tutors experiences? • What are the ‘costs’ of using SL for this method of teaching?

  20. Questions? www.elu.sgul.ac.uk/preview

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