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Proceedings of the 12th European Conference on Knowledge ...

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Klaus Bredl, Amrei Groß and Jane Fleischer<br />

4. Scenarios for <str<strong>on</strong>g>the</str<strong>on</strong>g> Applicati<strong>on</strong> <str<strong>on</strong>g>of</str<strong>on</strong>g> <strong>Knowledge</strong> and Learning Settings in a 3D<br />

Virtual Envir<strong>on</strong>ment<br />

The following scenarios were co-created by media students as prototypical envir<strong>on</strong>ments to show <str<strong>on</strong>g>the</str<strong>on</strong>g><br />

prospects <str<strong>on</strong>g>of</str<strong>on</strong>g> combining c<strong>on</strong>texts <str<strong>on</strong>g>of</str<strong>on</strong>g> game-based learning and simulati<strong>on</strong>s within virtual worlds.<br />

Initial motivati<strong>on</strong> for developing <str<strong>on</strong>g>the</str<strong>on</strong>g> scenarios came from studying <str<strong>on</strong>g>the</str<strong>on</strong>g> recognized limits <str<strong>on</strong>g>of</str<strong>on</strong>g> e-learning<br />

and knowledge management via a traditi<strong>on</strong>al learning platform (like Stud.IP or Moodle) and<br />

informati<strong>on</strong> and knowledge management systems − especially <str<strong>on</strong>g>the</str<strong>on</strong>g> limitati<strong>on</strong>s <str<strong>on</strong>g>of</str<strong>on</strong>g> synchr<strong>on</strong>ous<br />

interacti<strong>on</strong>s with <str<strong>on</strong>g>the</str<strong>on</strong>g> participants <str<strong>on</strong>g>of</str<strong>on</strong>g> <strong>on</strong>line courses.<br />

The infrastructure, implementati<strong>on</strong>, potential benefits as well as challenges will be described in more<br />

detail in <str<strong>on</strong>g>the</str<strong>on</strong>g> following secti<strong>on</strong>.<br />

4.1 Surrounding <str<strong>on</strong>g>the</str<strong>on</strong>g> Case Study<br />

The infrastructure for <str<strong>on</strong>g>of</str<strong>on</strong>g>fering a knowledge space through a social virtual world is based <strong>on</strong> a locati<strong>on</strong><br />

in a regi<strong>on</strong> in Sec<strong>on</strong>d Life <strong>on</strong> a virtual “island”. Thus, it was beneficial for <str<strong>on</strong>g>the</str<strong>on</strong>g> project to search for “a<br />

space” in an academic surrounding. Thus, our university’s virtual envir<strong>on</strong>ment was placed <strong>on</strong> <str<strong>on</strong>g>the</str<strong>on</strong>g><br />

<str<strong>on</strong>g>European</str<strong>on</strong>g> University and <strong>on</strong> <str<strong>on</strong>g>the</str<strong>on</strong>g> <str<strong>on</strong>g>European</str<strong>on</strong>g> Science Island (Simteach 2011).<br />

Scenario 1 - Learning adventure<br />

In <str<strong>on</strong>g>the</str<strong>on</strong>g> first project, a game accompanying <str<strong>on</strong>g>the</str<strong>on</strong>g> course “Introducti<strong>on</strong> to <str<strong>on</strong>g>the</str<strong>on</strong>g> Methods <str<strong>on</strong>g>of</str<strong>on</strong>g> Empirical<br />

Communicati<strong>on</strong> Research” was created. It was designed just like an adventure game and fully<br />

implemented in Sec<strong>on</strong>d Life. Its framing story reminds somewhat <str<strong>on</strong>g>of</str<strong>on</strong>g> <str<strong>on</strong>g>the</str<strong>on</strong>g> <strong>on</strong>e featured in <str<strong>on</strong>g>the</str<strong>on</strong>g> film<br />

“Shrek”, following well-known fairy tales. The scenarios allows students to explore a “Magic Garden”,<br />

“Sleeping Beauty's Castle”, a “Gingerbread House” and “Rapunzel's Tower”, while answering<br />

questi<strong>on</strong>s about empirical communicati<strong>on</strong> research and completing different tasks (Bitzer et al. 2010;<br />

Bitzer and Bredl 2010).<br />

While picturing educati<strong>on</strong> at a German university, <strong>on</strong>e might think <str<strong>on</strong>g>of</str<strong>on</strong>g> hundreds <str<strong>on</strong>g>of</str<strong>on</strong>g> students sitting in a<br />

class and a pr<str<strong>on</strong>g>of</str<strong>on</strong>g>essor lecturing at <str<strong>on</strong>g>the</str<strong>on</strong>g> fr<strong>on</strong>t <str<strong>on</strong>g>of</str<strong>on</strong>g> <str<strong>on</strong>g>the</str<strong>on</strong>g> room. One may also think <str<strong>on</strong>g>of</str<strong>on</strong>g> a seminar where<br />

students hold presentati<strong>on</strong>s <strong>on</strong>e by <strong>on</strong>e, <str<strong>on</strong>g>the</str<strong>on</strong>g>ir <strong>on</strong>ly motivati<strong>on</strong> being to become better presenters.<br />

These students feel more like <str<strong>on</strong>g>the</str<strong>on</strong>g>y have to learn <str<strong>on</strong>g>the</str<strong>on</strong>g> subjects ra<str<strong>on</strong>g>the</str<strong>on</strong>g>r than wanting to learn <str<strong>on</strong>g>the</str<strong>on</strong>g>m.<br />

Most parents want <str<strong>on</strong>g>the</str<strong>on</strong>g>ir children to have fun while learning, but not every<strong>on</strong>e knows how to go about<br />

this. One possibility is providing children with learning games. A large range <str<strong>on</strong>g>of</str<strong>on</strong>g> games are <str<strong>on</strong>g>of</str<strong>on</strong>g>fered for<br />

students, many <str<strong>on</strong>g>of</str<strong>on</strong>g> which make learning a more attractive venture. Unfortunately, <str<strong>on</strong>g>the</str<strong>on</strong>g>re are <strong>on</strong>ly a very<br />

small number <str<strong>on</strong>g>of</str<strong>on</strong>g> equally effective products for university students, since a game cannot be<br />

programmed for <strong>on</strong>ly <strong>on</strong>e course. A good alternative would be to use a platform where you can build<br />

whatever you want to without needing to know how to program and without having to invest a lot <str<strong>on</strong>g>of</str<strong>on</strong>g><br />

m<strong>on</strong>ey - for example, a virtual world like Sec<strong>on</strong>d Life. In Sec<strong>on</strong>d Life, you can easily build <strong>on</strong> your<br />

ideas and bring your own game c<strong>on</strong>cept to life.<br />

Sec<strong>on</strong>d Life has a lot <str<strong>on</strong>g>of</str<strong>on</strong>g> potential in <str<strong>on</strong>g>the</str<strong>on</strong>g> e-learning field and many different approaches can be made<br />

depending <strong>on</strong> your instructi<strong>on</strong>al design. Moreover, virtual worlds have <str<strong>on</strong>g>the</str<strong>on</strong>g> potential to be highly<br />

immersive and <str<strong>on</strong>g>the</str<strong>on</strong>g> various communicati<strong>on</strong> channels <str<strong>on</strong>g>of</str<strong>on</strong>g>fer advanced collaborati<strong>on</strong> possibilities. At <str<strong>on</strong>g>the</str<strong>on</strong>g><br />

moment, <str<strong>on</strong>g>the</str<strong>on</strong>g>re are two main e-learning settings that can be found in Sec<strong>on</strong>d Life. On <str<strong>on</strong>g>the</str<strong>on</strong>g> <strong>on</strong>e hand,<br />

<str<strong>on</strong>g>the</str<strong>on</strong>g>re are virtual classrooms where students or people meet and can listen to a presentati<strong>on</strong> or similar.<br />

On <str<strong>on</strong>g>the</str<strong>on</strong>g> o<str<strong>on</strong>g>the</str<strong>on</strong>g>r hand, <str<strong>on</strong>g>the</str<strong>on</strong>g>re are complex system simulati<strong>on</strong>s and premade parts. But <str<strong>on</strong>g>the</str<strong>on</strong>g>re are so many<br />

more possibilities for <str<strong>on</strong>g>the</str<strong>on</strong>g> use <str<strong>on</strong>g>of</str<strong>on</strong>g> virtual worlds for educati<strong>on</strong>.<br />

One such opti<strong>on</strong> is to c<strong>on</strong>nect Sec<strong>on</strong>d Life with game-based learning and so-called “serious games”<br />

(Abt 1970; Gee 2003).<br />

This is a new and improved c<strong>on</strong>cept for an accompanying game to <str<strong>on</strong>g>the</str<strong>on</strong>g> course “Introducti<strong>on</strong> to <str<strong>on</strong>g>the</str<strong>on</strong>g><br />

Methods <str<strong>on</strong>g>of</str<strong>on</strong>g> Empirical Communicati<strong>on</strong> Research” for students <str<strong>on</strong>g>of</str<strong>on</strong>g> Media and Communicati<strong>on</strong>. Students<br />

<str<strong>on</strong>g>of</str<strong>on</strong>g> Media and Communicati<strong>on</strong> by definiti<strong>on</strong> have a high affinity to digital media, and some students are<br />

already acquainted with Sec<strong>on</strong>d Life –a good premise for learning and creating in virtual worlds.<br />

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