Date post: | 28-Nov-2014 |
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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’
Disclosure
No conflict of interest to declare
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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.
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• 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
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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.
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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.
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• 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.
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Learning and Teaching in Virtual Worlds
• Immersive• Engaging• Cost Effective • Flexible • Fun
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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'.
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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
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A Framework for Learning, Support and Research in Multi-User Virtual Worlds
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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.
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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.
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A Framework for Learning, Support and Research in Multi-User Virtual Worlds
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• 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
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Thank you
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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’