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Best Practices to Form Online Multi-Users Virtual Environments for Education  in Developing Countries Poonsri Vate - U - Lan, Ed.D. College of Internet Distance Education Assumption University of Thailand,  [email_address] The Sixth International Conference on eLearning for Knowledge-Based Society,  17-18 December, 2009, Thailand
Agenda The Sixth International Conference on eLearning for Knowledge-Based Society,  17-18 December, 2009, Thailand
Assistant Program Director, Ph.D. in eLearning Methodology Doctor of Education from RMIT, Australia International Visiting Scholar,  Brock University, Canada Translator of Don’t make me think! and Author of CourseBuilder for DreamWeaver Poonsri Vate-U-Lan, Ed.D.
Introduction and motivation! In 2008, the logins rate grew 23 % More than 250 institutes/museum active in SL and the numbers is unending increasing  Majority or 7/10 of institutes in SL are physically located in North America  Approximately 20 % of institutes in SL were universities from Northern Europe Second Life (SL) is a significant online communication tools.  By the end of 2011, 80 % of active Internet users will join any kind of online 3D MUVE which similar to SL   The Sixth International Conference on eLearning for Knowledge-Based Society,  17-18 December, 2009, Thailand
ABAC: The First Thai University in SL Professor Dr. Srisakdi Charmonman, Chief Executive Officer at the College of Internet Distance Education, Assumption   University invented the first Thai online 3D campus in SL at  ‘Charming   Island’.   The online 3D campus of Assumption University was recommended to be a place for visiting at ‘thaisecondlife.net’   The Sixth International Conference on eLearning for Knowledge-Based Society,  17-18 December, 2009, Thailand
Interesting of Second Life! SL,  a free  client program that most institutes would like to use for vibrant education  The  feeling of reality  when residents avatar or transform themselves into 3D model in virtual computer environments  In-world experiences for residents of SL are  communication and transportation   Examples of Learning typologies include demonstration, experiential, diagnostic, role play The Sixth International Conference on eLearning for Knowledge-Based Society,  17-18 December, 2009, Thailand
University in SL Universities that occupied land were branded with the institutions’ official logo  2/5 of institutes used ‘notecard’ for common greetings and almost half of the institutes (45.1%) had sidewalks, pathways, road or other types of footpaths Almost half the institutes (46.5%) created  ‘Links’  direct to normal web sites of the universities which majorities were showcase institutes SL projects (75.5%), Home page of universities (63.8%) and   solicit enrollment of new students  (45.4 %) respectively  ( Watch Video ) The Sixth International Conference on eLearning for Knowledge-Based Society,  17-18 December, 2009, Thailand
Some facts about SL Most educators see ‘SL is just a game’ but SL  manifests itself not a game since it lacks of pre-defined goals Explored 13,000 regions during 2008   a few regions have large populations  45 % of regions were empty  30 % of the regions are never visited during a six day period  only 2 % of regions had more than 20 avatars visited.  Characteristics of SL residents are similar to real humans preferring to participate in small groups of about 2-10 avatars, visiting the same places and meeting the same avatars. Remarkably, 90 % of time spend in-world was for socializing rather than transporting The Sixth International Conference on eLearning for Knowledge-Based Society,  17-18 December, 2009, Thailand
Profiles of participants 23 participants, 17 females and six males. More than half the participants (56.5%) were younger than 30.  52.2% of participants never experienced using online 3D MUVE 30.4% of participants have less than six months’ experience using online 3D MUVE  17.3 % of participants had had less than 12 months’ experience. The Sixth International Conference on eLearning for Knowledge-Based Society,  17-18 December, 2009, Thailand
Research Finding: before and after The Sixth International Conference on eLearning for Knowledge-Based Society,  17-18 December, 2009, Thailand
Barriers of SL The Sixth International Conference on eLearning for Knowledge-Based Society,  17-18 December, 2009, Thailand
To  Form  3D  Online MUVE for Education HITS Model  Human Students Teachers  Facilitators Instruction Media Pedagogy  Courseware Technology Network  Wireless Open source Social Finance Cultures Language
Best practices: Human Good:  students, faculties and support teams commit themselves to adopting online 3D MUVE Better:  students, faculties and support teams aim to practice online 3D MUVE Best:  students, faculties and support teams are involved in and invent online 3D MUVE projects The Sixth International Conference on eLearning for Knowledge-Based Society,  17-18 December, 2009, Thailand Human Students Teachers  Facilitators
Best practices: Instruction Good:  Providing a list of required instructional features that include clear learning objectives and computer technology literacy  Better:  Preparing instructions that make user-friendly the potential of online 3D MUVE Best:  Reviewing instructions that make user-friendly the potential of online 3D MUVE The Sixth International Conference on eLearning for Knowledge-Based Society,  17-18 December, 2009, Thailand Instruction Media Pedagogy  Courseware
Best practices:Technology Good:  Users have both adequate computer hardware and network connection Better:  Institutions provide adequate computer hardware and network connection Best:  Linden Lab reduce the high demand for resources which make Second Life needing less bandwidth, easier to function and clearer interface design The Sixth International Conference on eLearning for Knowledge-Based Society,  17-18 December, 2009, Thailand Technology Network  Wireless Open source
Best practices: Social Good:  SL support multi-lingual functionality, especially the languages of  developing countries such as Thai, Burmese Cambodia and so on. Non-English users of MUVE community should develop manuals in their own languages Better:  SL support security concepts of sharable content systems to reduce investment in education Best:  Linden Lab and all stakeholders develop policies regarding law, finance and ethics that support education The Sixth International Conference on eLearning for Knowledge-Based Society,  17-18 December, 2009, Thailand Social Finance Cultures Language
Conclusion The SL can be used to enlarge the potential of eLearning in many ways  This research has found that graduate students were very interested in joining SL for educational purposes  This paper has proposed the drafting of best practice guidelines to form online 3D MUVE for developing countries  Further research in this field is urgently needed   The Sixth International Conference on eLearning for Knowledge-Based Society,  17-18 December, 2009, Thailand
Questions and Discussion Thank you for your attention!
References of Images http :// www . bautforum . com / attachments / off - topic - babbling / 4466d1168305043-anyone - here - tried - second - life - avatar . jpg  http :// mpop99 . com / mypopspace / pages / blog_images / secondlife_main_485 . jpg  http :// popsci . typepad . com / photos / uncategorized / 2007/12/13 / bu_markey_avatar_bx103 . jpg  http :// askehbl . wordpress . com / 2007/07 /

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Best Practices for Second Life

  • 1. Best Practices to Form Online Multi-Users Virtual Environments for Education in Developing Countries Poonsri Vate - U - Lan, Ed.D. College of Internet Distance Education Assumption University of Thailand, [email_address] The Sixth International Conference on eLearning for Knowledge-Based Society, 17-18 December, 2009, Thailand
  • 2. Agenda The Sixth International Conference on eLearning for Knowledge-Based Society, 17-18 December, 2009, Thailand
  • 3. Assistant Program Director, Ph.D. in eLearning Methodology Doctor of Education from RMIT, Australia International Visiting Scholar, Brock University, Canada Translator of Don’t make me think! and Author of CourseBuilder for DreamWeaver Poonsri Vate-U-Lan, Ed.D.
  • 4. Introduction and motivation! In 2008, the logins rate grew 23 % More than 250 institutes/museum active in SL and the numbers is unending increasing Majority or 7/10 of institutes in SL are physically located in North America Approximately 20 % of institutes in SL were universities from Northern Europe Second Life (SL) is a significant online communication tools. By the end of 2011, 80 % of active Internet users will join any kind of online 3D MUVE which similar to SL The Sixth International Conference on eLearning for Knowledge-Based Society, 17-18 December, 2009, Thailand
  • 5. ABAC: The First Thai University in SL Professor Dr. Srisakdi Charmonman, Chief Executive Officer at the College of Internet Distance Education, Assumption University invented the first Thai online 3D campus in SL at ‘Charming Island’. The online 3D campus of Assumption University was recommended to be a place for visiting at ‘thaisecondlife.net’ The Sixth International Conference on eLearning for Knowledge-Based Society, 17-18 December, 2009, Thailand
  • 6. Interesting of Second Life! SL, a free client program that most institutes would like to use for vibrant education The feeling of reality when residents avatar or transform themselves into 3D model in virtual computer environments In-world experiences for residents of SL are communication and transportation Examples of Learning typologies include demonstration, experiential, diagnostic, role play The Sixth International Conference on eLearning for Knowledge-Based Society, 17-18 December, 2009, Thailand
  • 7. University in SL Universities that occupied land were branded with the institutions’ official logo 2/5 of institutes used ‘notecard’ for common greetings and almost half of the institutes (45.1%) had sidewalks, pathways, road or other types of footpaths Almost half the institutes (46.5%) created ‘Links’ direct to normal web sites of the universities which majorities were showcase institutes SL projects (75.5%), Home page of universities (63.8%) and solicit enrollment of new students (45.4 %) respectively ( Watch Video ) The Sixth International Conference on eLearning for Knowledge-Based Society, 17-18 December, 2009, Thailand
  • 8. Some facts about SL Most educators see ‘SL is just a game’ but SL manifests itself not a game since it lacks of pre-defined goals Explored 13,000 regions during 2008 a few regions have large populations 45 % of regions were empty 30 % of the regions are never visited during a six day period only 2 % of regions had more than 20 avatars visited. Characteristics of SL residents are similar to real humans preferring to participate in small groups of about 2-10 avatars, visiting the same places and meeting the same avatars. Remarkably, 90 % of time spend in-world was for socializing rather than transporting The Sixth International Conference on eLearning for Knowledge-Based Society, 17-18 December, 2009, Thailand
  • 9. Profiles of participants 23 participants, 17 females and six males. More than half the participants (56.5%) were younger than 30. 52.2% of participants never experienced using online 3D MUVE 30.4% of participants have less than six months’ experience using online 3D MUVE 17.3 % of participants had had less than 12 months’ experience. The Sixth International Conference on eLearning for Knowledge-Based Society, 17-18 December, 2009, Thailand
  • 10. Research Finding: before and after The Sixth International Conference on eLearning for Knowledge-Based Society, 17-18 December, 2009, Thailand
  • 11. Barriers of SL The Sixth International Conference on eLearning for Knowledge-Based Society, 17-18 December, 2009, Thailand
  • 12. To Form 3D Online MUVE for Education HITS Model Human Students Teachers Facilitators Instruction Media Pedagogy Courseware Technology Network Wireless Open source Social Finance Cultures Language
  • 13. Best practices: Human Good: students, faculties and support teams commit themselves to adopting online 3D MUVE Better: students, faculties and support teams aim to practice online 3D MUVE Best: students, faculties and support teams are involved in and invent online 3D MUVE projects The Sixth International Conference on eLearning for Knowledge-Based Society, 17-18 December, 2009, Thailand Human Students Teachers Facilitators
  • 14. Best practices: Instruction Good: Providing a list of required instructional features that include clear learning objectives and computer technology literacy Better: Preparing instructions that make user-friendly the potential of online 3D MUVE Best: Reviewing instructions that make user-friendly the potential of online 3D MUVE The Sixth International Conference on eLearning for Knowledge-Based Society, 17-18 December, 2009, Thailand Instruction Media Pedagogy Courseware
  • 15. Best practices:Technology Good: Users have both adequate computer hardware and network connection Better: Institutions provide adequate computer hardware and network connection Best: Linden Lab reduce the high demand for resources which make Second Life needing less bandwidth, easier to function and clearer interface design The Sixth International Conference on eLearning for Knowledge-Based Society, 17-18 December, 2009, Thailand Technology Network Wireless Open source
  • 16. Best practices: Social Good: SL support multi-lingual functionality, especially the languages of developing countries such as Thai, Burmese Cambodia and so on. Non-English users of MUVE community should develop manuals in their own languages Better: SL support security concepts of sharable content systems to reduce investment in education Best: Linden Lab and all stakeholders develop policies regarding law, finance and ethics that support education The Sixth International Conference on eLearning for Knowledge-Based Society, 17-18 December, 2009, Thailand Social Finance Cultures Language
  • 17. Conclusion The SL can be used to enlarge the potential of eLearning in many ways This research has found that graduate students were very interested in joining SL for educational purposes This paper has proposed the drafting of best practice guidelines to form online 3D MUVE for developing countries Further research in this field is urgently needed The Sixth International Conference on eLearning for Knowledge-Based Society, 17-18 December, 2009, Thailand
  • 18. Questions and Discussion Thank you for your attention!
  • 19. References of Images http :// www . bautforum . com / attachments / off - topic - babbling / 4466d1168305043-anyone - here - tried - second - life - avatar . jpg http :// mpop99 . com / mypopspace / pages / blog_images / secondlife_main_485 . jpg http :// popsci . typepad . com / photos / uncategorized / 2007/12/13 / bu_markey_avatar_bx103 . jpg http :// askehbl . wordpress . com / 2007/07 /

Editor's Notes

  • #5: Second Life (SL) is introduced to eLearning leaders as a significant online communication tools that is augmented reality on the Internet [1], [2] . It has been forecasted that by the end of 2011, eight out of ten of active Internet users will join any kind of online 3D MUVE which similar to SL [2] . The statistic report by Linden Lab, revealed that monthly unique residents with repeat logins peaked at 750,446 in September 2009, this index show that the logins grew 23 per cent compare with one year ago record, September 2008 [3] . The research published in 2007 confirmed that there were more than 250 institutes/museum active in SL and the numbers is unending increasing [1], [4] . Many research examine profiles of SL for education, it has found that majority or seven tenths of institutes in SL are physically located in North America [4] . Approximately 20 per cent of institutes in SL were universities from Northern Europe .
  • #7: SL, a free client program that most institutes would like to use for vibrant education, has been created by Linden Lab and launched in 2003 [10] . There are many reasons to accelerate the numbers of residents (users in SL) and projects in SL for education, especially the feeling of reality when residents avatar or transform themselves into a three-dimensional model in virtual computer environments. The flexible and unique environment of SL for education
  • #9: SL is social networking and user-generated content application.