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Design for Meaningful
      Pedagogical Practice
               - in Second Life™




             Mariis Mills/Marianne Riis
MUVER Lab, Aalborg University in Copenhagen, Denmark

      All background pictures taken at Bryn Oh’s Immersiva
Agenda

1.A brief description of learning theories relevant
  to pedagogical/instructional design

1.A brief description of theories behind my PhD-
  research in SL

1.A brief description of some findings from my
  PhD-research
Design for teaching and learning
     - 4 major approaches
Pedagogical practice?
 - a plethora of theories
Different aspects of the
Learning phenomenon (Lloyd, 2004)
Two main approaches to Learning
            Transfer                         Construction
Individual Knowledge acquisition   Collaborative Knowledge creation
Learning theories applicable to 3D VW
            (White, 2010:3)
Questions/comments?
My PhD/SL research (2007-
             • 2007; 6 week course on
               “Design for Teaching &
               Learning (TaL)”
             • 2008; 6 week course on
               Design for TaL
             • 2009; 6 week course on
               Design for TaL+ 6 week
               course on PBL
             • 2010; 7 week course on
               Design for TaL
             • 2011; 6 week course on SL +
               7 week course on Design for
               TaL (currently running)
Main research question
How does a pedagogic Community of Practice
     at the Danish online postgraduate
 Master's Program on ICT and Learning (MIL)
      respond to remediation through
     the 3D Virtual World, Second Life?




                         “Practice is a response to design”
                                              (Wenger,1998:233)
Short answer to main RQ
3D-remediation influences the participants’:
•Sense of presence and co-presence
•Experience of meaning, identity, community, and practice
•The design strategy in terms of remediation has to oscillate
between respectful/radical



                                           3D-remediation
                                           changes
                                           People,
                                           Places, and
                                           Practices
Research setting – DE/FE
          MIL students                MIL pedagogy
• Average age 45                 Since 1974, all educational
•Professionals (PD)              programs at Aalborg Uni have
                                 been based on a Problem-
• Majority are educators (all    Oriented Project-Pedagogy
levels)                          (POPP)
• Highly motivated               
• Self-directed                  •Problem formulation
• Tech confident                 •Practice orientation
• Used to studying               •Student control
asynchronously                   •Joint projects/tasks
• Little, or no prior            •Interdisciplinary approach
experience with VWs              •Plan, act, observe, reflect
and/or games                     integrate theory & practice


   Flexibility in relation to time, space, and curriculum
Research method
Redesign of a 6-week,       Study based on
part-time, online           participant-observation
course on “ICT and
Pedagogic Design”           Primary data
                            Synchronous (SL/3D)
1 main teacher (me)         • 130 hours
53 students                 Asynchronous (FC/2D)
4 research cycles in        • 1.027 postings
2007-2010



             Insider Action Research (AR)
                   1 main researcher (me)
Table 1. Overview of RQ and Objectives in AR cycles
                  First          Second              Third               Fourth
               research         research          research             research
                 cycle            cycle             cycle                cycle
                - MIL07          - MIL08           - MIL09              - MIL10

Research     How does a pedagogic Community of Practice at the Danish
question     online postgraduate Master's Program on ICT and Learning (MIL)
             respond to remediation through the 3D Virtual World, Second Life?
Research     Explore SL as   Study SL as        Further study     Further study SL as
objectives   medium, and     medium, and        SL as medium,     medium, specific
             its general     specific           specific          activities, the new
             impacton this   activitiesinthis   activities, and   assessment
             community       community          a new             method, and a
                                                assessment        change in the
                                                methodin this     overall
                                                community         communication
                                                                  modein this
                                                                  community
Table 2. Overview of Courses and Activities

                    MIL07             MIL08            MIL09              MIL10

Course title   ICT and           ICT and           ICT and           SL and
               pedagogic         pedagogic         pedagogic         pedagogic
               design            design            design            design

 Duration      6 weeks           6 weeks           6 weeks           7 weeks

 Students      22                12                8                 11

On-campus      3 hour kick-off   3 hour kick-off   3 hour kick-off   6 hour kick-off
  activity     lecture and       lecture and       lecture and       lecture and
               hands-on          hands-on          hands-on          hands-on

2D activity    252 postings      349 postings      217 postings      209 postings

Scheduled      10 hours          50 hours          40 hours          30 hours
 In-world
  activity
Presence – Co-presence
          -being and doing things together
Schroeder's definition of virtual reality technology/VEs:

    "[a] computer-generated display that allows or compels the user
    (or users) to have a feeling of being present in an environment
    other than the one that they are actually in and to interact
    with that environment - in short "being there" ".
                                                 (Schroeder, 1996 quoted in 2011, p. 4)

Elaborating on the technological changes that have occurred to VEs since the mid
1990's, Schroeder notes they have become networked allowing for multiple users to
share these environments (cf. MUVEs), or as he puts it allowing for users to get a sense
of being there together, and I would add of doing things together!
Presence in 2D vs. 3D discussions
Communities of Practice
           (Lave & Wenger, 1991; Wenger, 1998 )



                                          Becoming
   Experiencing
                               Identity
              Meaning
                        Learning
                    Communit      Practice
            Belonging  y                   Doing




Joint enterprise – Shared repertoire – Mutual engagement
Respectful/radical remediation
           (Bolter &Grusin, 1999; Tringham, Ashley & Mills, 2007)

Respectfulremediation                       Radicalremediation
•Objective is to                        •Objective is to reform prior
reproduceprior                          practicebasedoncriticalrevie
practicewithnoapparentcri               w
tique                                   •Innovation, alienation, and
•Tradition, familiarity, and            uncertaintyarekeywords
certaintyarekeywords
                                        •Changesareexperienced as
•Changesareexperienced                  major, revolutionary
as minor,                               transformations, and
evolutionarymodifications               typicallyinvolvechange in
,and                                    bothmodality and activities
typicallyonlyinvolvechang
Conceptual design model
Questions/comments?
Designfor
   legitimate peripheral participation




Keywords: TLC, and patience, patience, patience
                       …
Design for
                 meaningful participation subject matter
                             Mastery of medium and
Mastery of medium
        
                                 Presentation
                               Analysis of SL as
   Newbie                       teaching and
   Nights                                                        Peer-
   Tours                   learning environment          
                                                                review
   Exploration              •Address pedagogic            
                                                                   
                            design questions in                  Joint
                           relation to a self-chosen         reflection
                            target group based on                  
                            theory/practice                   Individual
   SLectures                                                  reflection
   Visits                  • Demonstrate knowledge
   Studies                  of SL (min. 2 locations/use
                            of objects/NpIRL)
                            • Instructional elements
                           • 2 hrs, incl. feedback
Mastery of subject matter

Keywords: Relevance to medium, subject matter, target group, and time
The People element
- respectful/radical remediation
The People element
     - findings
The Place element
- respectful/radical remediation
The Place element
    - findings
The Practice element
- respectful/radical remediation
The Practice element
      - findings
MIL09 – joint enterprise, shared
        repertoire, and mutual engagement
1. Religious field trip        2. Potential CoP for dentists




3. Shared Media for building   4. NpIRL experiences for ALS
constructors                   patients
MIL10 – joint enterprise, shared
 repertoire, and mutual engagement




1. Cooperative Learning   2. Remediation strategies




 3. Nurse Education            4. ADHD-patients
Brief summary of findings

          Disadvantages                        Advantages
•   Steep learning curve          •   Stimulates creativity,
•   Tech demanding medium             collaboration, and community-
•   Time consuming medium             building
•   Ontological challenge –       •   All learning theories can be
    “paper-dolls”!                    applied
•   Espistemological/pedagogic    •   Facilitates critical thinking
    al challenge – “Your World,   •   Fun and engaging – for learners
    Your Imagination”                 & teachers
                                  •   “Your World, Your Imagination”
Thank You!
Final questions/comments?




                   References and further info 
References
•   Bolter, J. D. &Grusin, R. (1999):Remediation. Understanding New Media. Cambridge,
    MA, MIT Press.
•   Lloyd, D. (2004): Integration of Instructional Design and Information Technology.
    Electronic course portfolio:
    http://users.accesscomm.ca/vendra/EDU%20533/Electronic%20Portfolio%20for%20
    EDU%20533.htm
•   Schroeder, R. (2011): Being there together. Social interaction in virtual environments.
    Oxford University Press.
•   Tringham, R.; Ashley, M. & Mils, S. (2007): Sensesof Places: Remediations from text
    to digital performance.
    http://chimeraspider.files.wordpress.com/2007/09/bet_ret_ma_sm_0907_web.pdf
•   Lave, J. & Wenger, E. (1991):Situated Learning. Legitimate peripheral participation.
    Cambridge University Press.
•   Wenger, E. (1998):Communities of Practice. Learning, Meaning, and Identity.
    Cambridge University Press.
•   White, B. (2010): Alternative Worlds as Teaching and Learning Environments.
    http://www.springerlink.com/content/w4248103223n2t60/
In-world mentions
IngeQunhua’sLearning Kiosks:
  http://maps.secondlife.com/secondlife/Danish%20Visi
  ons/41/213/25
Thursday Xu’sWenger Build:
  http://maps.secondlife.com/secondlife/Danish%20Visi
  ons/219/158/24
Also note:
• http://milmariis.wordpress.com/2009/11/19/another-
  sl-project-wins-innovation-prize/
• http://milmariis.wordpress.com/2009/11/05/sl-
  project-wins-annual-e-learning-award/
In-world mentions – 2:
• Okapi Island (archaeology research, education,
  public
  outreach):http://maps.secondlife.com/secondlife
  //21/205/22
• Western Front - 1917 - Training Camp 2:
  http://maps.secondlife.com/secondlife//219/198
  /646
• Ovary&Testis
  Tours:http://maps.secondlife.com/secondlife/OS
  U%20Medicine/226/143/26

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Mica2011 mariis mills

  • 1. Design for Meaningful Pedagogical Practice - in Second Life™ Mariis Mills/Marianne Riis MUVER Lab, Aalborg University in Copenhagen, Denmark All background pictures taken at Bryn Oh’s Immersiva
  • 2. Agenda 1.A brief description of learning theories relevant to pedagogical/instructional design 1.A brief description of theories behind my PhD- research in SL 1.A brief description of some findings from my PhD-research
  • 3. Design for teaching and learning - 4 major approaches
  • 4. Pedagogical practice? - a plethora of theories
  • 5. Different aspects of the Learning phenomenon (Lloyd, 2004)
  • 6. Two main approaches to Learning Transfer Construction Individual Knowledge acquisition Collaborative Knowledge creation
  • 7. Learning theories applicable to 3D VW (White, 2010:3)
  • 9. My PhD/SL research (2007- • 2007; 6 week course on “Design for Teaching & Learning (TaL)” • 2008; 6 week course on Design for TaL • 2009; 6 week course on Design for TaL+ 6 week course on PBL • 2010; 7 week course on Design for TaL • 2011; 6 week course on SL + 7 week course on Design for TaL (currently running)
  • 10. Main research question How does a pedagogic Community of Practice at the Danish online postgraduate Master's Program on ICT and Learning (MIL) respond to remediation through the 3D Virtual World, Second Life? “Practice is a response to design” (Wenger,1998:233)
  • 11. Short answer to main RQ 3D-remediation influences the participants’: •Sense of presence and co-presence •Experience of meaning, identity, community, and practice •The design strategy in terms of remediation has to oscillate between respectful/radical 3D-remediation changes People, Places, and Practices
  • 12. Research setting – DE/FE MIL students MIL pedagogy • Average age 45 Since 1974, all educational •Professionals (PD) programs at Aalborg Uni have been based on a Problem- • Majority are educators (all Oriented Project-Pedagogy levels) (POPP) • Highly motivated  • Self-directed •Problem formulation • Tech confident •Practice orientation • Used to studying •Student control asynchronously •Joint projects/tasks • Little, or no prior •Interdisciplinary approach experience with VWs •Plan, act, observe, reflect and/or games integrate theory & practice Flexibility in relation to time, space, and curriculum
  • 13. Research method Redesign of a 6-week, Study based on part-time, online participant-observation course on “ICT and Pedagogic Design” Primary data Synchronous (SL/3D) 1 main teacher (me) • 130 hours 53 students Asynchronous (FC/2D) 4 research cycles in • 1.027 postings 2007-2010 Insider Action Research (AR) 1 main researcher (me)
  • 14. Table 1. Overview of RQ and Objectives in AR cycles First Second Third Fourth research research research research cycle cycle cycle cycle - MIL07 - MIL08 - MIL09 - MIL10 Research How does a pedagogic Community of Practice at the Danish question online postgraduate Master's Program on ICT and Learning (MIL) respond to remediation through the 3D Virtual World, Second Life? Research Explore SL as Study SL as Further study Further study SL as objectives medium, and medium, and SL as medium, medium, specific its general specific specific activities, the new impacton this activitiesinthis activities, and assessment community community a new method, and a assessment change in the methodin this overall community communication modein this community
  • 15. Table 2. Overview of Courses and Activities MIL07 MIL08 MIL09 MIL10 Course title ICT and ICT and ICT and SL and pedagogic pedagogic pedagogic pedagogic design design design design Duration 6 weeks 6 weeks 6 weeks 7 weeks Students 22 12 8 11 On-campus 3 hour kick-off 3 hour kick-off 3 hour kick-off 6 hour kick-off activity lecture and lecture and lecture and lecture and hands-on hands-on hands-on hands-on 2D activity 252 postings 349 postings 217 postings 209 postings Scheduled 10 hours 50 hours 40 hours 30 hours In-world activity
  • 16. Presence – Co-presence -being and doing things together Schroeder's definition of virtual reality technology/VEs: "[a] computer-generated display that allows or compels the user (or users) to have a feeling of being present in an environment other than the one that they are actually in and to interact with that environment - in short "being there" ". (Schroeder, 1996 quoted in 2011, p. 4) Elaborating on the technological changes that have occurred to VEs since the mid 1990's, Schroeder notes they have become networked allowing for multiple users to share these environments (cf. MUVEs), or as he puts it allowing for users to get a sense of being there together, and I would add of doing things together!
  • 17. Presence in 2D vs. 3D discussions
  • 18. Communities of Practice (Lave & Wenger, 1991; Wenger, 1998 ) Becoming Experiencing Identity Meaning Learning Communit Practice Belonging y Doing Joint enterprise – Shared repertoire – Mutual engagement
  • 19. Respectful/radical remediation (Bolter &Grusin, 1999; Tringham, Ashley & Mills, 2007) Respectfulremediation Radicalremediation •Objective is to •Objective is to reform prior reproduceprior practicebasedoncriticalrevie practicewithnoapparentcri w tique •Innovation, alienation, and •Tradition, familiarity, and uncertaintyarekeywords certaintyarekeywords •Changesareexperienced as •Changesareexperienced major, revolutionary as minor, transformations, and evolutionarymodifications typicallyinvolvechange in ,and bothmodality and activities typicallyonlyinvolvechang
  • 22. Designfor legitimate peripheral participation Keywords: TLC, and patience, patience, patience …
  • 23. Design for meaningful participation subject matter Mastery of medium and Mastery of medium  Presentation Analysis of SL as Newbie teaching and Nights Peer- Tours  learning environment  review Exploration •Address pedagogic   design questions in Joint  relation to a self-chosen reflection target group based on  theory/practice Individual SLectures reflection Visits  • Demonstrate knowledge Studies of SL (min. 2 locations/use of objects/NpIRL) • Instructional elements  • 2 hrs, incl. feedback Mastery of subject matter Keywords: Relevance to medium, subject matter, target group, and time
  • 24. The People element - respectful/radical remediation
  • 25. The People element - findings
  • 26. The Place element - respectful/radical remediation
  • 27. The Place element - findings
  • 28. The Practice element - respectful/radical remediation
  • 29. The Practice element - findings
  • 30. MIL09 – joint enterprise, shared repertoire, and mutual engagement 1. Religious field trip 2. Potential CoP for dentists 3. Shared Media for building 4. NpIRL experiences for ALS constructors patients
  • 31. MIL10 – joint enterprise, shared repertoire, and mutual engagement 1. Cooperative Learning 2. Remediation strategies 3. Nurse Education 4. ADHD-patients
  • 32. Brief summary of findings Disadvantages Advantages • Steep learning curve • Stimulates creativity, • Tech demanding medium collaboration, and community- • Time consuming medium building • Ontological challenge – • All learning theories can be “paper-dolls”! applied • Espistemological/pedagogic • Facilitates critical thinking al challenge – “Your World, • Fun and engaging – for learners Your Imagination” & teachers • “Your World, Your Imagination”
  • 33. Thank You! Final questions/comments? References and further info 
  • 34. References • Bolter, J. D. &Grusin, R. (1999):Remediation. Understanding New Media. Cambridge, MA, MIT Press. • Lloyd, D. (2004): Integration of Instructional Design and Information Technology. Electronic course portfolio: http://users.accesscomm.ca/vendra/EDU%20533/Electronic%20Portfolio%20for%20 EDU%20533.htm • Schroeder, R. (2011): Being there together. Social interaction in virtual environments. Oxford University Press. • Tringham, R.; Ashley, M. & Mils, S. (2007): Sensesof Places: Remediations from text to digital performance. http://chimeraspider.files.wordpress.com/2007/09/bet_ret_ma_sm_0907_web.pdf • Lave, J. & Wenger, E. (1991):Situated Learning. Legitimate peripheral participation. Cambridge University Press. • Wenger, E. (1998):Communities of Practice. Learning, Meaning, and Identity. Cambridge University Press. • White, B. (2010): Alternative Worlds as Teaching and Learning Environments. http://www.springerlink.com/content/w4248103223n2t60/
  • 35. In-world mentions IngeQunhua’sLearning Kiosks: http://maps.secondlife.com/secondlife/Danish%20Visi ons/41/213/25 Thursday Xu’sWenger Build: http://maps.secondlife.com/secondlife/Danish%20Visi ons/219/158/24 Also note: • http://milmariis.wordpress.com/2009/11/19/another- sl-project-wins-innovation-prize/ • http://milmariis.wordpress.com/2009/11/05/sl- project-wins-annual-e-learning-award/
  • 36. In-world mentions – 2: • Okapi Island (archaeology research, education, public outreach):http://maps.secondlife.com/secondlife //21/205/22 • Western Front - 1917 - Training Camp 2: http://maps.secondlife.com/secondlife//219/198 /646 • Ovary&Testis Tours:http://maps.secondlife.com/secondlife/OS U%20Medicine/226/143/26