[Air-L] New Study: Learning in the Wild of a Virtual World
scott at scottmacleod.com
scott at scottmacleod.com
Mon Jan 4 15:15:57 PST 2010
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Congratulations, Suzanne!
I added a reference to
http://www.webnographers.org/index.php?title=Papers#Second_Life [1]
Happy New Year!
Scott
http://scottmacleod.com [2]
http://worlduniversity.wikia.com/wiki/World_University [3]
On Mon 04/01/10 4:44 PM , Suzanne Aurilio pict at rohan.sdsu.edu sent:
Happy 2010 everyone,
I wanted to share the findings of my recently completed study, a
dissertation in education titled ³Learning in the Wild of a Virtual
World.²
PDFs of the entire project are here http://tinyurl.com/yjojsu3, the
abstract
is below.
Please forgive cross-posting.
Best,
Suzanne Aurilio
PS. I just realized I pdf-ed unsigned title pages, they have indeed
been
signed ;).
Learning in the Wild of a Virtual World
Abstract
This study took place in the online 3D virtual world Second Life®,
a
recreational environment designed for world-building and
socializing, and
intended for individuals 18 years old and older. It described
learning from
the perspective of Second Life® Residents and focused on their
world-building activities. As a virtual ethnographer, my avatar
interacted
with seven main participant-avatars in-world. Real life ages ranged
from 33
years old to mid 50s; all but one were women. I collected data from
20 other
Residents also. The study contributes to a nascent body of
educational
research exploring new forms of inquiry and practice conceived in
virtual
worlds, and breaks new ground by positioning itself in terms of a
constructionist-learning context in which adults actively engage.
The findings reiterate previous research of learning in virtual
worlds. It
is situated, social, intrinsically engaging and requires a high
degree of
personal agency. Learning in Second Life®, however, typifies
constructionist
principles, and qualities of adult learning which, in practice, are
relevant
to children as learners too. The context-specific activities of
world-building invoke in learners a capacity to be self-directed
problem-solvers of concrete and personally meaningful tasks. These
activities result in novel expressive forms, and performative
expressions of
self through one¹s avatar. World-building engenders artists¹ and
artisans¹
habits of mind in the forms of learning-by-doing and trial and
error.
Compared with the larger population, Second Life® Residents are
trailblazers. I therefore proposed cyborg learners/learning as a
formulation
for characterizing the expressive forms and ways of learning
documented
here.
* Learners embody avatars in a 3D graphical space.
* They are geographically dispersed.
* They occupy at least two or more social and technological
locations
simultaneously.
* Learning is technologically and socially platform-specific.
* It is socially interdependent.
* It depends on intrinsically motivating activities.
* It engenders forms of learning-by-doing.
These findings contribute to a broad research paradigm addressing
games for
learning, mobile learning, open learning, personal learning
environments
(PLEs) and multi-user learning environments (MUVEs).
~~
Suzanne Aurilio, PhD
Assistant Director
pICT - People, Information and Communication Technologies
San Diego State University
5500 Campanile Drive
San Diego, CA 92182-1623
619-594-2953
Office AD220C
pict.sdsu.edu
sdsu-aztlan.wikispaces.com
SL Aurili Oh
Twitter saurili
Delicious saurilio
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[1] http://www.webnographers.org/index.php?title=Papers#Second_Life
[2] http://scottmacleod.com
[3] http://worlduniversity.wikia.com/wiki/World_University
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