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Using Second Life Avatars and Machinima to Introduce Sustainability into the University Curriculum:...

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A conference presentation by Dr Simon Bignell (Avatar Milton Broome): Using Second Life Avatars and Machinima to Introduce Sustainability into the University Curriculum: Evidence from Two Funded Pro-Environmental Behaviour Studies. In 2011 the Higher Education Academy (HEA) in the UK funded seven projects to look at Education for Sustainable Development (ESD) in the Professional Curriculum. Cyberspace technologies featured strongly in utilising a wide range of professionally-accredited undergraduate degrees to explore the ways in which interdisciplinary awareness of sustainability issues is encouraged or prevented by professional requirements. The first project reported here “Problem-based Learning in Virtual Interactive Educational Worlds for Sustainable Development” (PREVIEW-Sustain) exploited the distinctive properties Second Life by using problem-based teaching methods with digital avatars in (the virtual) world. In a previous JISC-funded project led by the author with Aston University and the ‘HEA Psychology Network’ we previously validated, transferred and disseminated immersive cyber-activities and materials adapted from Coventry University’s Second Life ‘PREVIEW’ project for use in mental health awareness and Psychology teaching. The follow-on PREVIEW-Sustain project reused and transferred these teaching methods to introduce Sustainability education to academic staff and students across two university subject groups (Psychology and Geography) by using customised online problem-based scenarios. This presentation reports the virtual world methods developed and redeployed for the Sustainability agenda. The work existed entirely in the online virtual world populated by highly personalised 3D digital avatars. We conducted a series of learning scenarios with University staff and students highlighting motivational and behavioural factors that impact on real-world environmental sustainability (e.g., resources, recycling and energy efficiency). These materials are available to the wider teaching community. The project’s ‘virtual’ infrastructure is in place within the virtual world Second Life. The online videos of the Second Life avatar interactions we developed, to further engage the community, later provided the basis for a follow-on research project which will also be reported here. We used filmed avatar interactions to assess changes in real world pro-environmental behaviour. We embed these videos in the University’s online teaching ‘virtual Learning Environment’ and assessed students before and after exposure to the environmental messages in the machinima. Innovative cyberspace teaching and learning techniques offer flexible, cost-effective and rapidly deployed Higher Education solutions. Further research using similar virtual world techniques is planned that will explore Disability Awareness.
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Simon Bignell, Ph.D. (SL: Milton Broome) (Lecturer in Psychology, University of Derby, UK) VWBPE Conference, Friday July 26 th 2013, 8.05am PDT, Second Life Using Second Life Avatars and Machinima to Introduce Sustainability into the University Curriculum
Transcript
Page 1: Using Second Life Avatars and Machinima to Introduce Sustainability into the University Curriculum: Evidence from Two Funded Pro-Environmental Behaviour Studies.

Simon Bignell, Ph.D. (SL: Milton Broome)

(Lecturer in Psychology, University of Derby, UK)

VWBPE Conference, Friday July 26th 2013, 8.05am PDT, Second Life

Using Second Life Avatars and Machinima

to Introduce Sustainability into the University Curriculum

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Higher Education Funding Council for England (HEFCE)

• In 2009 updated their strategic statement and action plan – Sustainable Development in HE.

• “Sustainable development principles must lie at the core of the education system, such that schools, colleges and universities become show cases for sustainable development among the communities that they serve.”

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United Nations (UN)

• 2005-2014 the Decade of Education for Sustainable Development.

• Goal – to integrate the principles, values and practices of sustainable development into all aspects of education and learning.

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Higher Education Funding Council for England (HEFCE)

• All graduates should have knowledge of sustainable development.

• Many will be leaders in the future.

• Jonathon Porritt (Chancellor of Keele University, UK).

• “Universities are uniquely placed.”• “About…Campus, community and

curriculum.”• “Preparing students for the work of the

world not just the world of work”.

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Who is doing what in the UK?

• Keele – embedded, 2011 opened a sustainability hub with £3.4 million funding.

• Gloucester – embedded, all students experience it, “Sustainability in their DNA”.

• Bradford - £3.1 million funding, achieving change through – curricula, volunteering, learning from corporate practice on campus.

• Plymouth – national and international impact via the Centre for Sustainable Futures. 4C approach: curriculum, campus change, community engagement – culture.

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Photo of Virtual Lecture

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Virtual Neonatal Ward: for a Developmental Psychology Module at University of Derby

Video of Neonatal Unit (1m16s): http://youtu.be/sEd9s0toHuk

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Project webpage: http://previewpsych.org/

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“We worked as a team... this seemed much more valuable than just writing an essay or having a discussion.”“I was thinking more about the real life Psychology because the avatars represented real people with real psychological problems.”

“...the content was easy to access and the tasks very enjoyable.”

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Download available here:

http://previewpsych.org/BPD2.0.pdf

Best Practices Document

Best Practices in Virtual Worlds Teaching: A guide to using problem-based learning in Second Life

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Education for Sustainable Development

• Brundtland Commission: ES is – “…development that meets the needs of

the present without compromising the ability of future generations to meet their own needs.”

• Education is the means through which sustainable development can be achieved. UNESCO

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• Two Sustainability / TEL Projects:– With Rosemary Horry (Environmental Sciences) funded by the Higher

Education Academy.– With Zaheer Hussain (Psychology) funded by the Higher Education Academy

Psychology Network.

• Evaluated different methods of embedding ESD in the curriculum.• Used Second Life to rate people’s pro-environmental behaviour and

attitudes to ‘green’ issues such as recycling, energy use and resources.

• Participants reported more pro-environmental behaviour a week after seeing the videos.

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• In the problem-based learning scenarios we used programmed avatar interactions to lead the students to ask the question of ‘what is Sustainability?’

• The scenarios had some concrete examples from a contemporary lifestyle perspective.

• We constructed a series of learning scenarios for staff and students that highlighted the motivational and behavioural factors that impact on sustainability (e.g. resources, recycling and energy efficiency).

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• Scenario 1. Resources: Small groups of students find out who has been using the most water in the virtual household and why, by interacting with the avatars and each other.

• Issues such as beliefs and behaviour about showers vs. bathing, washing the car and using the dishwasher were explored along with wider issues of sustainability of resources.

Example project video (3m20s):http://youtu.be/N_0FNyUX1Uo

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• Scenario 2. Recycling: Students are tasked to establish what the issues are with one particular member of the family who is refusing to engage in pro-environmental behaviour.

• Issues such as beliefs about recycling paper, card and metal were explored in an attempt to find out why they think recycling is a good idea but nevertheless fail to engage in these activities.

Project video (2m26s):http://youtu.be/i4FOB6Yf_HQ

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• Scenario 3. Energy Efficiency: Students worked in teams to answer questions about home energy use (e.g., leaving things on standby), replacing light bulbs with low wattage equivalents, whether using a microwave is better than the oven or the energy consumption of a washing machine at 30°C rather than 40°C.

Example project video (2m20s): http://youtu.be/EusqbduUejg

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Educational Visual Storylines – ‘Teaching Cartoons’

• Uses a virtual world to create educational cartoons for teaching and online learning.

• Rapidly develop and deploy to modules.

• Import straight into our virtual learning platform.

• Summaries: Not dumbed down.

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‘JISC - Moving into Virtual Worlds - Emerging Practice in a Digital Age’• With Aston University• JISC resources feature

commentary and reflection on pedagogical applications of virtual worlds.

http://www.youtube.com/watch?v=2aTvE2OBQHc

Emerging Practice in a Digital Age JISC VIDEO http://www.jisc.ac.uk/emergeresource

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How to visit the University of Derby Second Life Islands: 1) Create and avatar: http://tinyurl.com/GETAN-AVATAR2) Install Second Life: http://tinyurl.com/Download-SL 3) Teleport to us: http://tinyurl.com/DERBYSECONDLIFE

Virtual Campus Flythrough (1m6s): http://youtu.be/GQnyb87Zj0o

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Using problem-based learning within 3D virtual worlds

– Published book chapter in with Dr Vanessa Parson (Sunderland University, Previously at Aston).

• Parson, V. & Bignell, S. (2011). in Hinrichs, R and Wankel, C (Eds), Transforming Virtual World Learning: Cutting-edge technologies in higher education, Vol. 4, pp. 245–265. Emerald Group Publishing Limited: Teynampet, India.

http://www.amazon.co.uk/Transforming-Learning-Cutting-edge-Technologies-Education/dp/1780520522

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Contact Dr Simon Bignell

Centre for Psychological Research University of Derby, UK

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

www.MiltonBroome.com www.PREVIEWPsych.org


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