The Research and Evaluation of current Trend in Education-Second Life and U-Learning
• Structure of research and implementation

       Paper study and research
       Implementation and Survey
       Outcome analysis and Evaluation
       Future development and Suggestion
• Current education approaches
       Traditional learning
       E-learning (Second Life as example)
       U-learning
• Introduction to Second Life
        Online 3D platform
        Linden Lab, 2003
        Linden Scripting Language
        Education, business, politics, etc.
• Introduction to U-learning
        Wireless communication network
        Mobile device
        Learning system design

     Learning through:
         - Any time, any place, any device
• Compare current education approaches:
            Traditional       E-Learning        U-Learning
            Learning
Material    Textbook, reader, Digital content   Digital content and
            etc               and program,      multimedia,
                              etc.              environment-
                                                interactive system
Requirement Physical          Computer,         Mobile device,
            classroom and     projector,        Sensor tag,
            equipment         Network           Wireless network
Constraint  Time, place       place             None, any time, any
                                                place, any device
• Compare current education approaches:
                 Traditional   E-Learning       U-Learning
                 Learning
Characteristic   Learn by      Learn by         Learn by experience
                 description   experience       (Real)
                               (virtual)
Suitable for     Higher        Construction of Certain training,
                 education     knowledge       elementary
                               database,       education
                               knowledge
                               sharing
• Implementation
• Purpose: Encourage feedback
          Figure out users’ suggestion or need
          Clarify feasibility and acceptance
• Time and place: 2008.12.31 CL324 Computer
                   Lab in Lanyang Campus
• Implementation
• Process: Let sophomore students experience
  learning environment in Second Life after a brief
  introduction and orientation.
• Target user: Sophomore students in the college of
  entrepreneurial development
• Photos as record
• Implementation
• Photos as record
• Survey and outcome analysis
• Over 70% use computer for more than 3 hrs per day

Positive outcome:
• Over 85%, potential improvement for their English
  ability
• Over 76%, evoke their interests to try and learn more
• Over 75%, learning activity takes place in Second Life
• Survey and outcome analysis
Positive outcome:
• Over 75%, suitable for students in entrepreneurial
  development college to start up experimental virtual
  business.
• Over 85%, willing to take distance class through
  Second Life
• Survey and outcome analysis
Suggestion:
• Efficiency of lecture delivering
• Technical problem
• The need of orientation or training program for users
• Distraction problem of student
• Interview with Educators
Positive opinion:
• Innovative concept and open environment
• Willing to learn and try to use
• Can facilitate knowledge sharing at certain degree
• Interview with Educators
suggestion:
• Technical problem: Link bandwidth and graphic card
• Concern of non-computer background educators or
  users
• Degree of adaptation of students
• Issues with Intellectual Property Right
• Easy-to-use interface design
• Problem of learning activity design
• Problem Integration and Possible Solution
Main outcome:
• Second-Life as part of education facilitating tool
• Combine advantages from different education
  methods
• According to the characteristic of subject and type of
  material
• Reach better learning performance
• Awake student’s enthusiasm and interest
• Problem Integration and Possible Solution
Solution:
• Technical Problem:
       * through broadband or fiber communication
       network, or through computer lab on campus

      * Start up by enthusiastic educators and students
      first.
• Problem Integration and Possible Solution
Solution:
• Concerns of non-computer background users:
       * Orientation in the beginning for every novice
       * Advanced training program is optional
       * Virtual seminars and lectures are plenty
• Problem Integration and Possible Solution
Solution:
• Degree of adaptation of student:
       * Quite friendly compare to other games
       * Game-like interface attracts students
       * Vivid introduction and help by tutor
• Problem Integration and Possible Solution
Solution:
• Issues of Intellectual Property Right:
       * Common sense
       * associations for educators to cooperate and
         collaborate
• Problem Integration and Possible Solution
Solution:
• Problem of learning activity design :
       * Experience from other universities
       * Educator community
       * Integrate with other system or platform
• Evaluation and Future Development

    * Personalization v.s. socialization
    * Student’s learning behavior and pattern
    * Limitation and constraint for each learning
       method
    * Passion of educators and learners
    * Trend analysis: education support platform
• Evaluation and Future Development
 SWOT analysis for apply Second Life as part of
  education facilitation tool in LanYang Campus
      Overall: for whole campus
     Specific: College of Global Research and
               Development
               College of Entrepreneurial
               Development
• SWOT
Strength                            Weakness
* Improvement students’ English     * Budget problem
  ability                           * Construction needs time and
* Knowledge sharing                   effort
  (collaborative intelligence)      * Participant’s background
* Interaction and social activity   * Not suitable for all subjects
* Programming Language &            * Student’s learning attitude
  modeling skill                    * Technical requirement
* Expand viewpoint
* Clarify personal interest
• SWOT
Opportunity                     Threat
* Try for free                  * Project Failure
* Distant learning              * Pressure from upper
* Start up business               management level
* Virtual tour                  * Crime problem
* Case study on global issues   * Security problem
* Collaboration between         * Other problems: black-out,
  educators                       database, etc.
* Cooperation with other
  universities
* Catch up with the trend
• Question and Feedback
• Thanks for your attention
• Job assignment:
• Introduction: Cheng
• Interview with Professors: Tiao, Wang, Lee,
                            Li, Cheng
• Implementation of SL: Tiao, Wang, Li, Cheng
• Survey and Process Design and: Tiao, Cheng
• Student assistants: Tiao, Wang, Li
• Paper writing: Tiao, Wang, Lee, Li, Cheng
• PPT making and presentation: Cheng
• Paper integration: Tiao, Cheng

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The Research and Evaluation of current Trend in Education-Second Life and U-Learning

  • 2. • Structure of research and implementation Paper study and research Implementation and Survey Outcome analysis and Evaluation Future development and Suggestion
  • 3. • Current education approaches Traditional learning E-learning (Second Life as example) U-learning
  • 4. • Introduction to Second Life Online 3D platform Linden Lab, 2003 Linden Scripting Language Education, business, politics, etc.
  • 5. • Introduction to U-learning Wireless communication network Mobile device Learning system design Learning through: - Any time, any place, any device
  • 6. • Compare current education approaches: Traditional E-Learning U-Learning Learning Material Textbook, reader, Digital content Digital content and etc and program, multimedia, etc. environment- interactive system Requirement Physical Computer, Mobile device, classroom and projector, Sensor tag, equipment Network Wireless network Constraint Time, place place None, any time, any place, any device
  • 7. • Compare current education approaches: Traditional E-Learning U-Learning Learning Characteristic Learn by Learn by Learn by experience description experience (Real) (virtual) Suitable for Higher Construction of Certain training, education knowledge elementary database, education knowledge sharing
  • 8. • Implementation • Purpose: Encourage feedback Figure out users’ suggestion or need Clarify feasibility and acceptance • Time and place: 2008.12.31 CL324 Computer Lab in Lanyang Campus
  • 9. • Implementation • Process: Let sophomore students experience learning environment in Second Life after a brief introduction and orientation. • Target user: Sophomore students in the college of entrepreneurial development • Photos as record
  • 11. • Survey and outcome analysis • Over 70% use computer for more than 3 hrs per day Positive outcome: • Over 85%, potential improvement for their English ability • Over 76%, evoke their interests to try and learn more • Over 75%, learning activity takes place in Second Life
  • 12. • Survey and outcome analysis Positive outcome: • Over 75%, suitable for students in entrepreneurial development college to start up experimental virtual business. • Over 85%, willing to take distance class through Second Life
  • 13. • Survey and outcome analysis Suggestion: • Efficiency of lecture delivering • Technical problem • The need of orientation or training program for users • Distraction problem of student
  • 14. • Interview with Educators Positive opinion: • Innovative concept and open environment • Willing to learn and try to use • Can facilitate knowledge sharing at certain degree
  • 15. • Interview with Educators suggestion: • Technical problem: Link bandwidth and graphic card • Concern of non-computer background educators or users • Degree of adaptation of students • Issues with Intellectual Property Right • Easy-to-use interface design • Problem of learning activity design
  • 16. • Problem Integration and Possible Solution Main outcome: • Second-Life as part of education facilitating tool • Combine advantages from different education methods • According to the characteristic of subject and type of material • Reach better learning performance • Awake student’s enthusiasm and interest
  • 17. • Problem Integration and Possible Solution Solution: • Technical Problem: * through broadband or fiber communication network, or through computer lab on campus * Start up by enthusiastic educators and students first.
  • 18. • Problem Integration and Possible Solution Solution: • Concerns of non-computer background users: * Orientation in the beginning for every novice * Advanced training program is optional * Virtual seminars and lectures are plenty
  • 19. • Problem Integration and Possible Solution Solution: • Degree of adaptation of student: * Quite friendly compare to other games * Game-like interface attracts students * Vivid introduction and help by tutor
  • 20. • Problem Integration and Possible Solution Solution: • Issues of Intellectual Property Right: * Common sense * associations for educators to cooperate and collaborate
  • 21. • Problem Integration and Possible Solution Solution: • Problem of learning activity design : * Experience from other universities * Educator community * Integrate with other system or platform
  • 22. • Evaluation and Future Development * Personalization v.s. socialization * Student’s learning behavior and pattern * Limitation and constraint for each learning method * Passion of educators and learners * Trend analysis: education support platform
  • 23. • Evaluation and Future Development SWOT analysis for apply Second Life as part of education facilitation tool in LanYang Campus Overall: for whole campus Specific: College of Global Research and Development College of Entrepreneurial Development
  • 24. • SWOT Strength Weakness * Improvement students’ English * Budget problem ability * Construction needs time and * Knowledge sharing effort (collaborative intelligence) * Participant’s background * Interaction and social activity * Not suitable for all subjects * Programming Language & * Student’s learning attitude modeling skill * Technical requirement * Expand viewpoint * Clarify personal interest
  • 25. • SWOT Opportunity Threat * Try for free * Project Failure * Distant learning * Pressure from upper * Start up business management level * Virtual tour * Crime problem * Case study on global issues * Security problem * Collaboration between * Other problems: black-out, educators database, etc. * Cooperation with other universities * Catch up with the trend
  • 26. • Question and Feedback
  • 27. • Thanks for your attention
  • 28. • Job assignment: • Introduction: Cheng • Interview with Professors: Tiao, Wang, Lee, Li, Cheng • Implementation of SL: Tiao, Wang, Li, Cheng • Survey and Process Design and: Tiao, Cheng • Student assistants: Tiao, Wang, Li • Paper writing: Tiao, Wang, Lee, Li, Cheng • PPT making and presentation: Cheng • Paper integration: Tiao, Cheng