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Knowledge & Innovation in Education: A 3D Virtual Experience on Second Life Noor Faridah KM Conference 2010 16 Sept 2010.

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Presentation on theme: "Knowledge & Innovation in Education: A 3D Virtual Experience on Second Life Noor Faridah KM Conference 2010 16 Sept 2010."— Presentation transcript:

1 Knowledge & Innovation in Education: A 3D Virtual Experience on Second Life Noor Faridah KM Conference Sept 2010

2 A 3D Virtual Experience on Second Life Content Background & Purpose of KM effort KM Project Highlights Project Survey Results Lessons Learned : Challenges Impact and Benefits

3 A 3D Virtual Experience on Second Life Background Cross disciplinary module offered to students across different disciplines in Temasek Polytechnic Face-to-face discussions in-class can be challenging as some students are not comfortable to express themselves in front of others who are non-peers Some students are also shy to speak to others face-to- face

4 A 3D Virtual Experience on Second Life Purpose of KM Effort Develop an interactive KM project using 3D virtual objects on Second Life using the learner-centred teaching methodology involving experiential learning, knowledge sharing and teamwork in a virtual environment To reduce some of the barriers of face-to-face discussions currently faced by students reading the cross-disciplinary module

5 A 3D Virtual Experience on Second Life Purpose of KM Effort To engage and motivate student learning and innovatively bring the workplace to the classroom To enable students and tutors to virtually meet, discuss and share knowledge online To provide a more flexible, stimulating and independent learning environment which enhances the effectiveness of teaching and student learning

6 A 3D Virtual Experience on Second Life KM Project Highlights Final year students from the Diploma in Interactive Media Informatics at Temasek Polytechnic managed Avatars on Second Life to build a multi-storey TP EIR Hub on Temasek Polytechnic Island Project based on requirements of a real-life user group namely the subject leader of the cross-disciplinary module

7 A 3D Virtual Experience on Second Life briefing on how to get started on Second Life visit the Orientation Island on Second Life consultation of print and online resources participation in the Second Life discussion forum team was allocated a plot of empty land within Temasek Polytechnic Island and some Linden Dollars to build a multi- storey TP EIR Hub according to the specifications and requirements of the real-life users (Subject leader of a cross- disciplinary module named Effective Internet Research (EIR) KM Project Highlights :Initiation and Preparation for the Trip

8 A 3D Virtual Experience on Second Life 10 weeks project duration Assessment framework comprises : project reports reflective journals project supervisor and evaluator assessments presentations KM Project Highlights : Implementation Plan and Assessment Framework

9 A 3D Virtual Experience on Second Life Project survey conducted at the end of the module To get students feedback (quantitative and qualitative) on the effectiveness of the subject delivery and teaching methods To find out about students experiences learning on: creating 3D objects on Second Life their learning processes which took place application of skills and knowledge in achieving the learning objectives reflections on lessons learnt KM Project Highlights : Project Survey

10 A 3D Virtual Experience on Second Life To create a land space within Temasek Polytechnic Island on Second Life for students to independently and interactively access learning materials related to Internet research in a fun and interesting way To allow students and tutors to virtually meet and discuss EIR materials using Second Life. KM Project Highlights : Learning Objectives

11 A 3D Virtual Experience on Second Life Virtual Journey Begins

12 A 3D Virtual Experience on Second Life TP EIR Hub on Temasek Polytechnic Island

13 A 3D Virtual Experience on Second Life Features available on Level 1 of TP EIR Hub

14 A 3D Virtual Experience on Second Life Students viewing lecture slides at level 2 of TP EIR Hub

15 A 3D Virtual Experience on Second Life The sharing garden at level 3 of TP EIR Hub

16 A 3D Virtual Experience on Second Life Project Survey Results : End Users 48 students participated in this survey 82% of the students strongly agreed/agreed that learning EIR using 3D graphics and animation via Second Life is interesting and fun 89% of the students strongly agreed/agreed the E-learning games and activities on Second Life were useful and helped them learnt EIR conveniently and independently 89% of the students strongly agreed/agreed that they had learnt a lot in this subject 100% of the students strongly agreed/agreed that they are satisfied with the cross disciplinary module "Effective Internet Research"

17 A 3D Virtual Experience on Second Life Project Survey Results : End Users I find second life interesting as I can interact with my classmates through an online game. Second life is interesting as it allows me to create Avatar and have discussions online. I like Second Life as it is a new game that I am just introduced to. The course is interesting as it allows me to understand and learn new skills.

18 A 3D Virtual Experience on Second Life 2 teams (2 students per team) 100% of students strongly agreed/agreed that they had enjoyed using Second Life in this Major Project module 100% of students strongly agreed/agreed that creating 3D objects on Second Life was interesting 100% of students strongly agreed/agreed that Second Life had motivated them to complete their Major Project well 100% of students strongly agreed/agreed that Second Life had engaged them to learn more and expand their research ideas about their Major Projects Project Survey Results : Student Developers

19 A 3D Virtual Experience on Second Life Subject Feedback : Student Developers 100% of students strongly agreed/agreed that they had learnt helpful values of teamwork and independent learning skills in completing their Major Projects 75% of students strongly agreed/agreed that they had learnt a lot of new skills and knowledge about 3D on Second Life 100% of the students strongly agreed/agreed that generally Second Life is easy to use which includes the registration process and creation of Avatars, moving their Avatars and changing their appearances, teleporting to various destinations on Second Life 75% of the students strongly agreed/agreed that creating 3D objects on Second Life is challenging

20 A 3D Virtual Experience on Second Life Subject Feedback : Student Developers The most memorable experience is getting to learn new things where initially I thought that it is not possible. I enjoyed designing the EIR hub with my partner. At the same time I get to explore Second Life world which I find interesting and amazing. I experienced a deep sense of achievement when I get to see my ideas that have always been on paper or in my mind, really exist on Second Life.

21 A 3D Virtual Experience on Second Life Lessons Learned : Challenge Challenge 1 : –Supervisor, facilitator and students had to learn how to use the new platform Second Life which is very time-consuming –We overcome this with briefings on how to get started on Second Life, visiting the Orientation Island on Second Life, consulted print and online resources Challenge 2 : –Slow connection and low response time especially when multiple users are accessing it simultaneously –We overcome this by scheduling small group simultaneous discussion/sharing sessions and e-learning activities which can be completed over a longer duration

22 A 3D Virtual Experience on Second Life Lessons Learned : Challenge Challenge 3 : -Student developers had to learn a new skill to design and build 3D objects from scratch -We overcome this by participating in online forums on Second Life, reading resources, consulting trainers who have used Second Life in the polytechnic and knowledge-sharing amongst lecturers and students who have used Second Life.

23 A 3D Virtual Experience on Second Life KM Project was successfully implemented and deployed by the real-life end users to conduct selected components of the cross-disciplinary module Engaged students in experiential learning of interactive media informatics in a 3D virtual environment Equipped students with new skill sets of creating 3D objects in a virtual world Boosted students confidence level and sense of empowerment Enhanced students motivation and ability to apply the skills and knowledge they had learnt in the Diploma, into the virtual environment Impact and Benefits : Student Developers

24 A 3D Virtual Experience on Second Life Increase the level of engagement and motivation of students to learn the cross-disciplinary module (EIR) interactively Students were able to learn EIR in a more fun and interesting way using Avatars Reduce barriers of face-to-face discussions via the use of Avatars –students across all disciplines in the Polytechnic were more ready to engage in virtual discussions with their non-peers –shy students were more comfortable discussing with fellow Avatars Impact and Benefits : End Users

25 A 3D Virtual Experience on Second Life Every minute was an interesting experience for me and my partner. Just to be able to meet up to do work together and being able to smile in the midst of circumstances that were not on our way, has indeed helped us to grow and emerge stronger by the end of the Major Project duration. Concluding Quotation Student Developers with their final report

26 A 3D Virtual Experience on Second Life Both students and staff morale were enhanced as students performed relatively well overall Impact and Benefits Student Developers Satisfied End Users

27 A 3D Virtual Experience on Second Life Q & A

28 A 3D Virtual Experience on Second Life Thank You !


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