TELRport Pilot Report
Released Winter 2009
Successful Phase I Pilot
During 2008, TELR (Technology Enhanced Learning and Research) acquired space in Second Life, a popular virtual world, to investigate how the medium could be used in course curricula.
To evaluate project success, multiple objectives were put in place, such as:
- Purchase space in a virtual world
- Define and secure usable space for educational development
- Create a Conditions of Use policy, as well as a checklist for renewal
Moreover, successful implementation meant faculty constructed meaningful environments where students participated in coursework and those who were involved in the pilot indicated successful use of virtual worlds in their courses.
On a larger scale, additional objectives included evaluating whether the Ohio State community found virtual worlds fostered learning and research and whether support requirements would comfortably fit within TELR resources.
The project met all objectives successfully. Additionally, TELR's venture into Second Life included hosting several campus-wide and world-wide conferences, as well as campus-wide workshops and consultations. Further, local media distributed stories about the project through network and cable television stations, as well as the Internet.
Proposed Phase II
Due to success in achieving each objective, TELR plans to continue the pilot program, thus entering a Phase II status. This would include plans to:
- Maintain a single island in Second Life
- Reallocate and establish pilot parcels
- Invite 1–2 pilot participants to continue use of TELRport and 1–3 new pilot participants to begin use of TELRport
- Reassess general-use spaces built by TELR to more effectively incorporate faculty-led learning spaces
- Reallocate and train TELR and Digital Union staff to effectively handle support needs
- Increase communication to university units
- Establish effective uses resources for novice users
Phase I Pilot Feedback
Read summaries of the pilot participant projects.
Pre-experience feedback (September/October 2008):
Faculty and student participants voluntarily completed a simple three-question survey addressing their goals, expectations, and trepidations prior to using Second Life for their course.
These students:
- Look forward to meeting other students from around the world
- Anticipate experiencing real life-like situations in a safe, convenient environment
- Want to simply satisfy a class requirement
- Want to remain current with technology
- Hope to become more open-minded to the content matter
Conversely, the students also:
- Feel concerned that SL would not offer a true representation of the content matter
- Worry they would not be able to conveniently experience course material in Second Life (i.e., their home computers wouldn't connect to SL)
Based on a similar survey, the faculty shared their goals, expectations, and trepidations. The faculty:
- Look forward to controlling user experience in a way to enhance subject learning, but also allow flexibility for creativity and collaboration
- Hope students gain course-appropriate skills and confidence to effectively use those skills
- Anticipate increased student interaction with the material and collaboration
Conversely, the faculty also:
- Feel concern there was not enough resources on campus to connect to the virtual world
- Worry their students and they will become frustrated with the technology
Post-experience feedback (November/December 2008):
At the end of their SL use, faculty and student pilot program members voluntarily participated in a focus group conversation and end-of-participation survey.
The students who participated in the focus group:
- Thought the quarter system provided just enough time to become comfortable with the medium and now wish they had more time to continue and expand their experience
- Experienced an opportunity to repeatedly practice and review course material
- Felt engaged and could more easily interact with classmates and strangers than in a chat room
- Wanted more freedom to explore own use cases rather than be limited to course only activity
The students who participated in the survey:
- Experienced clear communication from the instructor about the expectations and assessment procedures for the SL portion of the course
- Received clear instructions about how to log-in and participate in SL for course-related activities
- Felt the instructor was helpful in communicating how SL advanced course goals and their understanding of the subject matter
- Believed the instructor presented SL content in a way that helped them revise their thinking of the subject
- Considered using Second Life a liberating learning experience
- Applied knowledge created in their course to other class assignments
- Showed interest in taking a class in the future that incorporates a virtual world as part or all class activities
- Classified Second Life as easy to use and enjoyable
Alternatively, the students expressed mixed feelings (some strongly positive, some strongly negative) about several components of their virtual world experience. These students' opinions split in the following ways:
- Indicated virtual worlds are an excellent/poor medium for social interaction
- Said virtual worlds are an excellent medium/poor for learning this course's topic area
- Felt using Second Life helped them learn more/less than a traditional classroom setting
- Believed the time and effort necessary to become comfortable with the virtual world was/was not too inhibitive to learning.
- Felt comfortable/uncomfortable interacting with their classmates and instructor(s) in Second Life
Furthermore, students provided varied responses (positive and negative) about their SL experience, using adjectives such as frustrating, exciting, interesting, and fun. Some students felt they could apply knowledge created in this course to work or other non-class activities, while others felt the activities remained solely relevant in SL. To learn how to use Second Life, students often turned toward online tutorials.
Faculty who participated in the focus group:
- Enjoyed the benefit of never-ending, accessible content to discuss and explore
- Appreciated student flexibility and freedom to control their own learning experience
- Experienced unanticipated benefits of using SL to explain other course concepts
- Thought students grasped course concepts better when blending SL into the curricula than during prior quarters
- Valued the medium as being approachable
- Felt SL enhanced in-person brainstorming
However, these faculty also:
- Had difficulty overcoming owner rights in SL for collaborative builds
- Felt prim limits for the pilot were restricting in what could be accomplished
- Viewed the visual realism as lacking
- Experienced difficulty in accessing SL from home
Only three individuals completed the post survey, thus the responses are highly skewed. In general, however, the faculty participants gave positive responses about several components of their virtual world experience. Faculty who participated in the survey:
- Said students clearly understood the expectations for the SL portion of the course
- Felt students clearly understood the SL assessment portion of the course
- Provided clear instructions about how to log-in and participate in SL for course-related activities
- Presented SL content in a way that helped/ students revise their thinking of the subject
- Thought virtual worlds are an excellent medium for learning the course's subject area
- Indicated interest in teaching a class in the future that incorporates a virtual world as part or all class activities
- Believed they would teach another class using a virtual world
These faculty also provided mixed responses about other aspects of SL. These faculty members' opinions split in the following ways:
- Communicated effectively/ineffectively how SL advanced course goals and their students' understanding of the subject matter
- Found virtual worlds an excellent/poor medium for social interaction
- Thought virtual worlds restricted/liberated their students' learning experience
- Felt SL helped their students learn more/less than in a traditional classroom setting
- Believed time and effort necessary to become comfortable with the virtual world restricted/broadened their teaching.
- Classified SL as easy, enjoyable, interesting, fun, somewhat exciting, and somewhat frustrating.
The typical faculty respondent had a relatively newer computer, spent more than 16 hours a week on the computer, and spent 10 hours or less on a gaming system.
To read more about one professor's experience, please visit: https://carmenwiki.osu.edu/display/secondlife/Chris+Hill+-+American+Language+Program+%28English+as+a+Second+Language%29
More About the Pilot
Four out of five pilot participants completed the program. In two of the four cases, the instructor or a team on behalf of the instructor constructed a presence for the students to experience and reflect. The remaining two instructors implemented Second Life as a larger component of their courses, whereby students constructed the experience. One pilot participant's space was constructed by a Digital Union student employee but was never used for course work.
Management Overview
TELR created several committees to investigate implementation of virtual worlds into the curricula. These committees included:
- Pilot selection
- Design/construction/scripting
- Communication
- Support
- Pedagogy
Project Timeline
The pilot project ran for one academic year (Winter 2008 through Autumn 2008).
Winter 2008
- Call for participants
- Select program participants
- Design and start to build the landscape and general use areas of TELRport
- Open Second Life project wiki for university community
Spring 2008
- Train and offer consultation to program participants
- Invite program participants to begin building on their parcel space
- Continue building general use areas of TELRport
Summer 2008
- Encourage program participants to finalize construction on their parcel space
- Finalize general use areas of TELRport
- Sponsor a showcase of TELRport and program participants
Autumn 2008
- Use of TELRport by program participants
- Assess outcomes of the pilot program and determine TELR’s direction in virtual worlds (see the TELRport Pilot Report)
Next Steps
The following provides an overview plan for the TELR/DU Second Life project during 2009, and a vision for SL growth and use moving forward in 2010 and beyond.
Priorities for 2009
- Formalize phase-out / transition plan for pilot participants
- Define resource limitations and explicate resource allocation to constituents
- Create a SL support/help tickets structure and procedure
- Develop standard and customized workshops/training for OSU community and department/units
- Expand Web presence to detail, show, and describe the project and possibilities
- Sponsor campus and outside speakers, teachers, and/or researchers who use SL
- Maintain or expand campus interest and involvement through the SL interest listserv
- Support interdisciplinary interaction in SL
- Explore potential pilot addendum for a new TELR service–acquiring land and renting to university entities (professors, departments, colleges, units, and so on)
Priorities for 2010 and Beyond
- Continue 2009 vision activities
- Generally advance the notion of digital learning (distance education)
- Encourage co-location of future OSU islands
- Explore and advertise virtual worlds as a research medium
- Investigate alternative virtual world platforms
- Develop a pool of design and programming experts to assist faculty with projects
- Promote community dialogue surrounding a global concern
- Sponsor larger campus conversations