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DIANA TORREZ – JULIE KARE – LAURA HURLBIRT OLIT 535: Theory & Practice of eLearning Dr. Rebecca Adams The University of New Mexico OLIT 535: Theory & Practice.

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Presentation on theme: "DIANA TORREZ – JULIE KARE – LAURA HURLBIRT OLIT 535: Theory & Practice of eLearning Dr. Rebecca Adams The University of New Mexico OLIT 535: Theory & Practice."— Presentation transcript:

1 DIANA TORREZ – JULIE KARE – LAURA HURLBIRT OLIT 535: Theory & Practice of eLearning Dr. Rebecca Adams The University of New Mexico OLIT 535: Theory & Practice of eLearning Dr. Rebecca Adams The University of New Mexico

2 Description of Complex Problem Hypothesis Concept Map Executive Summary Solution Distance Education Today The International Perspective Theoretical Constructs Distance Learners and Learner Support Media and Technology Faculty Development Management, Administration, and Policy Evaluation and Research Conclusion

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4 CNM ‐ BA1131, Business Interpersonal Skills (Distance Learning Section) use a Virtual World Overview of Complex Problem Situation and Objective: BA1131, Business Interpersonal Skills (taught at CNM), will be utilizing Second Life to help achieve specific Student Learning Outcomes, including assessment of those outcomes. CNM is in the processes of purchasing and setting up a CNM island and wants to develop in to support courses such as this one. Course Description BA1131 is an interactive class that focuses on developing interpersonal skills appropriate for the business environment. Topics include (objectives): attitude, diversity, communication skills, teamwork/teambuilding, business etiquette, group problem solving, conflict resolution, and presentation skills. The study group is asked to analyze the educational use approaches and environments and make recommendations how this course could benefit from using a virtual world, such as Second Life and a CNM Island in Second Life, to meet the objectives of the course.

5 CNM’s Business Program Uses a Virtual World If Second Life can be proven to be an efficient simulation tool for students to learn about real-world business situations, like those taught in CNM's BA1131 Course, and enhance the likelihood of successful accomplishment of course objectives, then we will recommend that the program be implemented. Second Life should be able to teach students business etiquette, principles, ethics, and proper mannerisms while remaining cost effective and time efficient for the students, the associated faculty and the institution.

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7 CNM has created an island in Second Life to teach business students the tools and culture of business. Second Life offers the use of different media and communication techniques for instructors and students to learn and create a CNM business culture. Instructors will learn to use Second Life as a business tool and create real-life experiences for the students including tutorials, discussions, web conferencing, etcetera. The students will utilize the features of Second Life to experience real-life scenarios to learn business etiquette, mannerisms, have the opportunity to role play, participate in open discussions, and more. Second Life will benefit CNM's business school by utilizing new technologies and creating distance education that can be carried on in the future.

8 CNM is a Dual Mode Institution Inception of Second Life will necessitate changes Policies Administration Course Design Teaching Learning Distance Education is often about change! Module 1: Chapters 1 & 2 Moore, M. & Kearsley, G. (2005). Distance Education: A Systems View, Third Edition, Belmont, CA: Wadsworth

9 Consortium agreements International business experience without leaving the US Expand community beyond borders Increase in enrollment and diversity Module 2: Chapters 3 & 11 Moore, M. & Kearsley, G. (2005). Distance Education: A Systems View, Third Edition, Belmont, CA: Wadsworth

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11 Adult Learning: Second Life is easily accessible to CNM students Anxiety and Learning: Learning how to navigate and use Second Life New ways of communicating online Student Opinions of DE: Unfamiliarity can cause negative feelings Module 4: Chapter 7 Moore, M. & Kearsley, G. (2005). Distance Education: A Systems View, Third Edition, Belmont, CA: Wadsworth

12 Media: Second Life offers the use of a variety of different media to practice and learn business culture Social Presence Online: Students create avatars to represent their social presence online Technology: Second Life is available from home computers, pc’s, and mobile devices Module 5: Chapters 4 & 5 Moore, M. & Kearsley, G. (2005). Distance Education: A Systems View, Third Edition, Belmont, CA: Wadsworth

13 Distance Teaching: Second Life requires instructors to alter their course designs and teaching styles Interaction: Utilizing different types of interaction Role in Web Conferencing: Humanizing: Information sharing Participation: Activities in business culture Message Style: Media tools for innovative communication. Feedback: Evaluation of Students in Second Life Module 6: Chapter 6 Moore, M. & Kearsley, G. (2005). Distance Education: A Systems View, Third Edition, Belmont, CA: Wadsworth

14 Management and Administration: 2L supports CNM’s vision and mission Show support for cutting edge teaching methods and technology Policy: Create a training course for instructors Provide a policy that rewards participation and allocates resources for training Module 7: Chapters 8 & 12 Moore, M. & Kearsley, G. (2005). Distance Education: A Systems View, Third Edition, Belmont, CA: Wadsworth

15 Research: Technology-effectiveness Betts (2009) Study Evaluation: Quality Matters Course overview and introduction, Learning objectives, Assessment and measurement, Instructional materials, Learner interaction and engagement, Course technology, Learner support, and Accessibility Module 8: Chapter 10 Moore, M. & Kearsley, G. (2005). Distance Education: A Systems View, Third Edition, Belmont, CA: Wadsworth

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17 ~~Diana, Julie, and Laura~~

18 Baker, S. C., Wentz, R. K., & Woods, M. M. (2009). Using virtual worlds in education: second life as an educational tool. Teaching of Psychology, 36(1), 59- 64. doi: 10.1080/00986280802529079 Bell, D. (2009). Learning from second Life®. British Journal of Educational Technology, 40(3), doi: 10.1111/j.1467–8535.2009.00943.X Berge, Z. (2008). Multi-user virtual environments for education and training? a critical review of second life. Educational Technology, 48(3), Retrieved from http://it.coe.uga.edu/itforum/ETSecLife.pdf http://it.coe.uga.edu/itforum/ETSecLife.pdf Harris, B., Ritzema, T. (2008). The Use of Second Life for Distance Education. Consortium for Computing Sciences in Colleges. University of Tennessee at Chattanooga. Johnson, L. F., & Levine, A. H. (2008). Virtual worlds: inherently immersive, highly social learning spaces. Theory Into Practice, 47(2), 161-170. Retrieved from http://dx.doi.org/10.1080/00405840801992397 http://dx.doi.org/10.1080/00405840801992397 Kluge, S., & Riley, L. (2008). Teaching in virtual worlds: opportunities and challenges. Issues in Informing Science and Technology, 5, 127-135. Linden Labs. (n.d.). System requirements. Retrieved from http://secondLife®.com/support/system-requirements/?lang=en-US http://secondLife®.com/support/system-requirements/?lang=en-US Livingstone. D., Kem, J. & Edgar, E. (2008). From multi-user virtual environment to 3D virtual learning environment. Association for Learning Technology Journal, 16, 3, 139-150.

19 MacGregor, J. T., & Smith, B. L. (2011, July 20). What is collaborative learning?. Retrieved from http://www.clinicalresearchlearning.org/index.php?option=com_content&view=a rticle&id=13&Itemid=46 http://www.clinicalresearchlearning.org/index.php?option=com_content&view=a rticle&id=13&Itemid=46 Meadows, M. (2008). I, avatar: the culture and consequences of having a Second Life. Berkley: New Riders. Moore, M. G., & Kearsley, G. (2013). Distance education, a systems view of online learning. (3rd ed., pp. 150-173). Belmont, CA: Wadsworth Pub Co. Ondrejka, C. (2008). Education Unleashed: Participatory Culture, Education, and Innovation in Second Life. In Salen, K. (Eds.), The ecology of games, connecting youth, games, and learning (pp. 229-252). Cambridge, MA: The MIT Press Salt, B., Atkins, C., & Blackall, L. (2008). Engaging with second Life®: Real education in a virtual world Second Life® Education Commision of New Zealand. Retrieved from slenz.files.wordpress.com/2008/12/slliteraturereviewa1.pdf Second Life in Education. Retrieved from http://en.wikipedia.org/wiki/Education_in_Second_Life http://en.wikipedia.org/wiki/Education_in_Second_Life Warburton, S. (2008b). MUVEs and Second Lives: exploring education in virtual worlds. Proceedings of the KILT Conference, March 2008. London: King’s College London.

20 Warburton, S. (2008c). Six barriers to innovation in learning and teaching with MUVEs. Liquid Learning. Retrieved October 4, 2011. From http://warburton.typepad.com/liquidlearning/2008/07/six-barriers-to.html Warburton, S. & Perez-Garcia, M. (2009). 3D design and collaboration in massively multi-user virtual environments. In D. Russel (Ed.), Cases on collaboration in virtual learning environments: processes and interactions. Hershey, PA: IGI Global. Forthcoming April 2009. Warburton, S. (2009). Second Life® in the higher education: Assessing the potential for and the barriers to deploying virtual worlds in learning and teaching. British Journal of Educational Technology, 40(three).doi: 10.1111/j.1467 – 8535.2009.00952.x Wood, N. T., Solomon, M. R., & Allan, D. (2008). Welcome to the matrix: e- learning gets a second life. Marketing Education Review, 18(2), 47-53.


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