Using Second
Life in an English Course: Designing Class Activities to Address Learning Objectives
Research aims
Little information
is available about effective instructional activities using virtual worlds,
such as Second Life. While the instructional application of Second Life has
grown significantly. The research aims of this paper focuses on the process of
implementing Second Life in the classroom, conducting a formative evaluation of
the student’s relevant experiences and modifying instructional activities. What’s more, how to adopt new technology more effectively in English course is
another research aim of this paper.
Research
methods
Data presented in this paper were collected by the following methods:
surveys, interviews, and observations from students enrolled in a pilot course
for two semesters.
The surveys were conducted online after each activity with students
responding to them. Survey items addressed writing self-efficacy, confidence
and feelings towards technology, attitudes towards use of Second Life for
instructional purposes, ease of use of Second Life, flow experiences while
using Second Life based on Csikszentmihalyi’s (1990) eight components of Flow,
and feelings about the building and role model activities.
The interview was conducted with five students after each activity (10
interviews in total). Two of the interviewed students led the class in their
Second Life skills and three others were randomly selected from the remaining students
in the class. Interview questions focused on student experiences using Second
Life and completing the assigned activities. Interview responses were
transcribed and analyzed for emerging themes.
Informal observations were conducted during the in-class training sessions
and during the role model activity.
Research
results
Collected data of first semester indicated that students experienced
difficulties in SL activity. To be more specific, both surveyed and interviewed
students indicated that SL building activity did not increase their engagement
in course, and they also had difficulty connecting it to the course content.
What’s more, most students felt unprepared to complete the task of
building complex structures in Second Life and this resulted in the waste of time
because students spent large amounts of time trying to learn how to build.
The second semester activity was redesigned based on the first semester
survey and interview findings. A complex robot making activity changed into a
simpler role model activity. Data from the second semester suggested that
students perceived the role model activity much more positively than building
activity. On average, students reported that the role model activity was more
enjoyable and engaging, more relevant to the course content, gave better
learning experiences, and supported with clearer directions, than the building
activity. Also, most students reported that they like avatar interaction with
others better than building in Second Life, they like working in small groups
in Second Life better than working on their own, and they had the skills to
successfully complete the role model activity.
In summary, students’ feelings towards Second Life varied across both
semesters depending upon five factors:
(1) How well Second Life activities were anchored in the instructional
objectives and context
(2) If the Second Life
activities were within the students’ skill levels and abilities
(3) Whether the activity was a
competitive, high stakes assessment,
(4) If students perceived the
effort required to complete the activity as reasonable
(5) If appropriate support,
such as clear directions and training, was provided prior to the activity.
This study demonstrates the importance of combining ongoing evaluation
with careful instructional design when adopting emerging technologies for
instruction. The formative evaluation of students’ experiences was critical in
helping with identify the needed changes in Second Life activities to enhance
students’ learning experience. Students’ skill and learning needs in using
Second Life should also be considered. While Second Life offers unlimited
possibilities for instructional innovation by extending the real-world into the
virtual world, the diligent planning of evaluation and instructional activities
is necessary for a successful and engaging learning experience.
References
Csikszentmihalyi,
M. (1990). Flow: The psychology of optimal experience. New
York: Harper & Row.
Delwiche,
A. (2006). Massively multiplayer online games (MMOs) in the new media classroom.
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(3), 160-172.
Gee,
J. P. (2003). What videogames have to teach us about
learning and literacy. New York: Palgrave Macmillan.
Prensky,
M. (2006). Don’t bother me, Mom, I’m learning! : How
computer and video games are preparing your kids for 21st century
success and how you can help! St. Paul: Paragon House.
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