+ All Categories
Home > Education > Psychology on Second Life?: Learning, Support and Research in 3D Online Multi-user Virtual...

Psychology on Second Life?: Learning, Support and Research in 3D Online Multi-user Virtual...

Date post: 28-Nov-2014
Category:
Upload: dr-simon-bignell-university-of-derby
View: 7,484 times
Download: 0 times
Share this document with a friend
Description:
Bignell, S.J. (2009). Psychology on Second Life?: Learning, Support and Research in 3D Online Multi-user Virtual Environments. Keynote Lecture at McCord Museum. International Conference on the Use of the Internet in Mental Health, McGill University, Canada. May 2009. The views expressed in this presentation are those of the individual Simon Bignell and not University of Derby.
Popular Tags:
21
Psychology on Second Life? Learning, Support and Research in 3D Online Multi-user Virtual Environments. Simon Bignell Lecturer in Psychology University of Derby, UK Email: [email protected] Twitter: ‘MiltonBroome’
Transcript
Page 1: Psychology on Second Life?: Learning, Support and Research in 3D Online Multi-user Virtual Environments.

Psychology on Second Life?

Learning, Support and Research in 3D Online Multi-user Virtual

Environments.

Simon BignellLecturer in PsychologyUniversity of Derby, UK

Email: [email protected]: ‘MiltonBroome’

Page 2: Psychology on Second Life?: Learning, Support and Research in 3D Online Multi-user Virtual Environments.

Disclosure

No conflict of interest to declare

Page 4: Psychology on Second Life?: Learning, Support and Research in 3D Online Multi-user Virtual Environments.

4

The Rise of the Net• As of March 2007, worldwide there are

1.114 billion people using the Internet. (http://www.internetworldstats.com).

• The speed at which this technology has been adopted into society has been described as revolutionary, with particularly significant saturation into schools, work and family environments

(Stanley, 2001).

• Educators, Researchers and Support Groups have all embraced the potential.

Page 5: Psychology on Second Life?: Learning, Support and Research in 3D Online Multi-user Virtual Environments.

5

• Harvard University • MIT• Oxford University• University of Texas• Francisco State • New York University• Vassar College• Trinity University• University of Buffalo• Nottingham University• Staffordshire University• Leicestershire University• Paisley University• + many more

The Rise of Virtual Worlds

Page 6: Psychology on Second Life?: Learning, Support and Research in 3D Online Multi-user Virtual Environments.

6

Page 7: Psychology on Second Life?: Learning, Support and Research in 3D Online Multi-user Virtual Environments.

7

Why Virtual Worlds? They allow users to be able to

carry out tasks that could be difficult in the real world

– Cost – Scheduling– Location– Ethics

• Virtual worlds have the capability to adapt and grow to different user needs.

Page 8: Psychology on Second Life?: Learning, Support and Research in 3D Online Multi-user Virtual Environments.

8

Why Virtual Worlds? Persistence allows for continuing

and growing social interactions, which themselves can serve as a basis for collaborative education.

Virtual worlds represent a powerful new media for instruction and education.

• The use of virtual worlds can give practitioners/educators the opportunity to have a greater level of client/student participation.

Page 9: Psychology on Second Life?: Learning, Support and Research in 3D Online Multi-user Virtual Environments.

9

Page 10: Psychology on Second Life?: Learning, Support and Research in 3D Online Multi-user Virtual Environments.

10

Page 11: Psychology on Second Life?: Learning, Support and Research in 3D Online Multi-user Virtual Environments.

11

• Problem-based Learning in Virtual Interactive Educational Worlds for Psychology (PREVIEW-Psych)• The project implemented a user-focused

approach to develop immersive collaborative tutorials and materials in 3D a multi-user virtual world (Second Life).

• Used problem-based learning scenarios dealing with Depression, Schizophrenia, Alcoholism and Anorexia.

• Used automated ‘intelligent’ avatars to role-play scenarios in a simulation of a family home.

Page 12: Psychology on Second Life?: Learning, Support and Research in 3D Online Multi-user Virtual Environments.

12

Learning and Teaching in Virtual Worlds

• Immersive• Engaging• Cost Effective • Flexible • Fun

Page 13: Psychology on Second Life?: Learning, Support and Research in 3D Online Multi-user Virtual Environments.

13

Supporting People

• Hundreds of support groups in Second Life.

• Like-minded people form SL groups and have regular meetings.

• Examples:– Autism Society of America – Virtual Ability

• Appeal is immersive social qualities and 'community building'.

Page 14: Psychology on Second Life?: Learning, Support and Research in 3D Online Multi-user Virtual Environments.

14

Research in Virtual Worlds

• Virtual worlds can be used for qualitative and quantitative data collection.

• Can be used as a virtual laboratory to run participants across a number of paradigms.

– Social Psychology experiments.• Groups and individuals under different social

settings.• Modified and customised environments and avatars.

– Identity and Personality experiments.• Gender swap, facial disfigurement.

– Cognitive Experiments.• Face perception, error and latency data.

• Unlimited supply of (cheap) participants 24hrs a day

Page 15: Psychology on Second Life?: Learning, Support and Research in 3D Online Multi-user Virtual Environments.

15

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

Page 16: Psychology on Second Life?: Learning, Support and Research in 3D Online Multi-user Virtual Environments.

16

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.

Page 17: Psychology on Second Life?: Learning, Support and Research in 3D Online Multi-user Virtual Environments.

17

Tools, Techniques and Technologies

• Tools

• Virtual Infrastructure, PowerPoint Presenters, Avatars, Gadgets, Building, Scripting,

• Techniques

• Inductions, Camera, Movement, Inventory, Communion, (text, voice and video), Appearance, Groups, Mashups/Blended contents, overcoming resistance, facilitating virtually, dealing with disembodiment

• Technologies

• Broadband, GPU, CPU, Server Speed, Lag, Client, Firewalls, Peripherals, Updates.

Page 18: Psychology on Second Life?: Learning, Support and Research in 3D Online Multi-user Virtual Environments.

18

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

Page 19: Psychology on Second Life?: Learning, Support and Research in 3D Online Multi-user Virtual Environments.

19

• Psychology in well placed to engage with many aspects of Virtual Worlds:• A platform for your ideas.• Collaboration and interactivity.• Support and community.• Research and scholarship.• Activity-based learning.• Leveraging a game-based culture for training.

• Need work within a framework:– Learning, Support and Research.– Tools, techniques and technology.

Summary

Page 20: Psychology on Second Life?: Learning, Support and Research in 3D Online Multi-user Virtual Environments.

20

Thank you

Page 21: Psychology on Second Life?: Learning, Support and Research in 3D Online Multi-user Virtual Environments.

21

Simon BignellCentre for Psychological Research University of Derby, UK

[email protected]+44 (0)1332 593043 (ext: 3043)

www.MiltonBroome.comwww.PREVIEW-Psych.org

Twitter: ‘MiltonBroome’


Recommended