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supportive educational tool Second Life also can provide <strong>the</strong> students<br />

with a 3D <strong>in</strong>teractive environment <strong>in</strong> which to build <strong>the</strong>ir own <strong>design</strong>s. 307<br />

The facilities available <strong>in</strong> Second Life match <strong>the</strong> method <strong>of</strong> learn<strong>in</strong>g by<br />

do<strong>in</strong>g and <strong>the</strong> <strong>in</strong>tegration <strong>of</strong> games mentioned above. Second Life helps<br />

<strong>the</strong> students to learn us<strong>in</strong>g role-play<strong>in</strong>g or a ѕcaventure hunt <strong>in</strong> which<br />

<strong>the</strong> students can hunt <strong>for</strong> <strong>the</strong> right <strong>in</strong><strong>for</strong>mation <strong>in</strong> an <strong>in</strong>teractive game-<br />

play<strong>in</strong>g environment. Students can use objects available <strong>in</strong> Second Life<br />

to make build<strong>in</strong>gs and implement <strong>the</strong>ir <strong>design</strong>s ideas. Second Life also<br />

gives <strong>the</strong> students an opportunity to co-create <strong>the</strong>ir build<strong>in</strong>gs. As well as<br />

Facebook, Second Life also provides opportunities <strong>for</strong> synchronous and<br />

asynchronous tools such as chatt<strong>in</strong>g, blogg<strong>in</strong>g, and emails; <strong>the</strong> students<br />

can meet <strong>in</strong> Avatar style. Whiteboard is ano<strong>the</strong>r popular educational<br />

tool <strong>in</strong> Second Life. Second Life was <strong>in</strong>troduced <strong>in</strong> <strong>the</strong> project as a 3D<br />

tool. It was facilitated to <strong>the</strong> students but it was an optional tool as <strong>the</strong><br />

students have to decide whe<strong>the</strong>r to use it or not. The workbook<br />

provided referred <strong>the</strong> students to use Second Life <strong>in</strong> <strong>the</strong>ir <strong>design</strong><br />

process. In l<strong>in</strong>e with <strong>the</strong> students‟ centred learn<strong>in</strong>g style adopted <strong>in</strong> this<br />

project, <strong>the</strong> researcher <strong>in</strong>troduced <strong>the</strong> tools to <strong>the</strong> student but left <strong>the</strong><br />

decision to <strong>the</strong>m on which tools <strong>the</strong>y will use.<br />

O<strong>the</strong>r synchronous and asynchronous tools were implemented <strong>in</strong> <strong>the</strong><br />

VDS 3. These <strong>in</strong>cluded video conferenc<strong>in</strong>g, chat applications, and<br />

emails.<br />

Blackboard was also used <strong>in</strong> this project to give <strong>the</strong> students extra<br />

opportunities <strong>for</strong> referr<strong>in</strong>g to materials and to use all o<strong>the</strong>r facilities.<br />

The Behavioural Layer<br />

The behavioural layer <strong>in</strong> <strong>the</strong> VDS 3 consisted <strong>of</strong> <strong>the</strong> tools that promote<br />

required behaviours such as creativity and collaboration. The VDS 3<br />

environment encouraged <strong>the</strong> student to collaborate through <strong>the</strong> use <strong>of</strong><br />

activities and technological tools. The workbook conta<strong>in</strong>ed activities that<br />

encouraged <strong>the</strong> students to work toge<strong>the</strong>r both <strong>in</strong>side and outside <strong>the</strong><br />

lecture room. The activities encouraged <strong>the</strong> students to work both at <strong>the</strong><br />

307 Karrer, T. (2007). Second Life as a learn<strong>in</strong>g tool.<br />

144

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