Browsing by Subject "Second Life"
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Item Being polite in your second life : a discourse analysis of students’ interchanges in an online collaborative learning environment(2010-12) Chiang, Yueh-Hui; Resta, Paul; Schallert, Diane L.; Maloch, Beth; Liu, Min; Hughes, JoanWith the improvement of computer technology and the prevalence of the Internet, learning activities taking place in cyberspace by means of computer-mediated communication have become more common and accessible than even a decade ago. Being interested in how politeness phenomena as universal principles in human interaction played a role in the process of online collaborative learning in a graduate-level course, I conducted a naturalistic inquiry to explore students’ interaction through the lens of Brown and Levinson’s politeness theory (1987). I analyzed the exchanges of 18 students divided into four teams with a consideration for such contextual factors as concerns about netiquette, time, modes of online communication, discourse functions, and sense of community. Influenced by the tradition of interpretivist/constructivist research paradigm, I adopted diverse data collection methods and discourse analytical techniques. Data are reported as a case study of a purposefully selected focal team of five students with supporting evidence interweaving multiple data sources (online discussion, self-reflective blog entries, self-report portfolios, peer/self assessments, field notes, videotapes of voice chat sessions, audiotapes of interviews, and online survey responses). Given the context of students being required to work collaboratively as a team throughout the semester, the findings of this study suggested that the focal team used a variety of politeness strategies to establish cohesion among members and to moderate the force imposed by presupposing too much underlying solidarity. Five contextual factors also emerged as influencing the focal team’s use of politeness strategies: norms/convention, online communication medium, topics and content of discussion, social distance, and personal differences. Instructional technology is subject to innovation and is meant to facilitate learning. Incorporating new technology (e.g., Second Life) into instructional settings can create new opportunities for learning on which learners’ use of politeness strategies depends. Thus, this study about politeness in an online collaborative learning context not only contributes to enriching views of politeness theory, but also in being able to help prepare learners to collaborate effectively in new immersive learning environments with comfort in the ways of fostering awareness of face-saving concerns to avoid or redress face threat situations that may damage team collaboration and lead to a negative learning experience.Item ESL students’ interaction in Second Life : task-based synchronous computer-mediated communication(2010-05) Jee, Min Jung 1977-; Schallert, Diane L.The purpose of the present study was to explore ESL students’ interactions in task-based synchronous computer-mediated communication (SCMC) in Second Life, a virtual environment by which users can interact through representational figures. I investigated Low-Intermediate and High-Intermediate ESL students’ interaction patterns before, during, and after three kinds of tasks, a Jigsaw task, a Decision-making task, and a Discussion task. The findings were that the Low and High-Intermediate ESL students engaged in several forms of interaction during the pre- and post-task periods in Second Life, such as checking their voice chat function, checking members, moving their avatars, and closings. These activities pointed to the nature of Second Life voice chat interaction as preconditions for further conversation, and for closing their conversation. Official task period activities revealed factors for task success, such as a leader, a structured way of approaching a task, no technical problem, and establishing a sense of telepresence (Schroeder, 2002) before the task. Concerning negotiation of meaning, the High-Intermediate students made more negotiation during the Decision-making tasks than the Jigsaw tasks, caused mainly by lexical meanings. The wrong answer team and the incomplete team engaged in more negotiations than the correct answer team and the complete team. However, the Low-Intermediate students in the complete team made more negotiations of meaning than the incomplete team. Both levels of students had fewer negotiations during the Discussion task than in the Jigsaw and Decision-making tasks, and they used comprehension checks, confirmation checks, and clarification requests as strategies for negotiation, overwhelmingly focused on meaning rather than form. The students played with their avatars more often during the Discussion task session than during the Jigsaw or Decision-making tasks, and their use of avatars seemed simply to be for fun, although another way explaining what students were doing is to recognize that they were also exploring the affordances of Second Life. Generally, the Low-Intermediate students had a positive attitude toward their learning experience in Second Life, whereas the High-Intermediate students expressed a more neutral view of their experience in Second Life.Item Global brands’ social media presence and control(2011-05) Ok, Chang Bong; Sung, Yongjun; Choi, Sejung M.This paper seeks to investigate leading global brands‘ social media presence. The analysis of the Interbrand’s 100 Best Global Brands (2010) social media pages was conducted in the current study. Based on Kaplan & Haenlein‘s classification of social media, seven social media application cases were examined. The findings suggest that there are differences in global brands‘ social media presence by brand categories and social media applications. The findings also suggest that there are different levels of global brands‘ social media control. Managerial implications and guidelines for social media marketing are also provided.Item Proactive Retrospective Installation in Second Life: Using Currere to Explore Educational Perception, Reflection, Understanding and Development of Graduate Students Engaged in Virtual Exhibitions(2012-07-16) Chien, Chih-FengThis is an unprecedented study integrating of Second Life (SL) and the currere approach to develop a virtual curriculum demonstration. The overarching purposes of this study were to understand the perceptions, self-reflection, self-understanding, educational growth of graduate students in education toward teaching and learning in a virtual interdisciplinary curriculum. The three-dimensional virtual world of Second Life is a distance learning platform and multimedia combination of animations, dynamic images, embedded videos, websites, simulative worlds, slide shows and media players. The theoretical framework is based on the currere approach?a curriculum technique used to reconstruct social, intellectual, and physical systems. Data was collected in two education graduate courses in 2011 at a public university located in central Texas. After participating with SL skill trainings, the participants engaged in two virtual SL exhibitions?war and ecology?which were designed in the framework of the four currere steps?regression, progression, analysis, and synthesis. Data was collected via observations, SL reflective writings, individual currere writings, and voluntary interviews. The results revealed how SL exhibitions, based on the four-step currere approach, benefit the participants. In the regressive step, the virtual installations stimulated participants' emotions and vivid memories toward the presented topics. In the progressive step, the SL exhibitions awakened participants' awareness to educate the public on the global issues and integrate them into school subjects. In the analytic step, the exhibitions allowed participants to ruminate and re-exam the past, present and future, as well as to reflect on their own consciousness. In the synthetical stage, participants reflected and inflected their own perspectives toward the learning materials. Using the exhibitions' target knowledge, individuals were able to develop a self-understanding, which propelled them toward self-mobilization and educational reconstruction. Regarding SL curriculum development, the participants indicated SL innovative installation assisted them in extrapolating ideas for subject integration and interdisciplinary curriculum. In terms of technological utilization, SL changed the participants' perception about how integrating virtual technology into a classroom makes teaching and learning accommodating for distant students. In addition, this further motivates students to understand content more concretely and effectively. With regard to autobiographic emotional involvement, SL delivered the powerful images and videos to participants, which allowed them to understand why they possessed certain kinds of emotions toward specific events.Item Student Users' Perceptions of Second Life as an Educational Tool(2012-07-16) Shepperd, ChristopherSecond Life (SL) is gaining popularity in an educational context. Based on the need for educators to understand emerging technologies and their potential for use in the classroom, this study explored student users? perceptions of the use of SL in an educational setting. Student?s enrolled in a traditional classroom, that had a SL component merged into the curriculum, were surveyed to determine their perceptions on the use of SL in education. A modified version of Li and Bernoff?s (2008) Social Technographic? Ladder was used to classify students based on their use of technology. Findings indicated that while students did not perceive the value of the use of SL as it was used in the traditional classroom, they agreed on its potential for use in education, predominantly in a virtual classroom setting. Students agreed on the potential of SL for collaboration, simulations, team building, and interaction with peers, among other things. A key implication of this study is that educators need to utilize SL to move outside the walls of the classroom and offer opportunities not afforded in the traditional classroom setting, rather than simply replicating the traditional classroom in a virtual format.Item The student's experience of multimodal assignments : play, learning, and visual thinking(2012-12) Nahas, Lauren Mitchell; Faigley, Lester, 1947-; Roberts-Miller, Patricia; Syverson, Margaret; Hodgson, Justin; Pena, JorgeMuch of current pedagogical discussion of the use of multimodal assignments in the writing classroom argues that one benefit of such assignments is that they foster student engagement, innovation, and creativity while simultaneously teaching writing and argumentation concepts. Although such discussions rarely use the term “play,” play theorists consider engagement, innovation, creativity, and learning to be central characteristics and outcomes of play. Thus, what many scholars view as a major outcome of multimodal assignments might most accurately be described as playful learning. In order to investigate the validity of claims that playful learning is a product of multimodal assignments, this dissertation reports on the results of a comparative case study of four different classrooms that used multimodal assignments. The objective of the study was to better understand the students’ experience of these assignments because the students’ perspective is only represented anecdotally in the literature. The study’s research questions asked: Do students find these assignments to be playful, creative, or engaging experiences? Do they view these assignments as related to and supportive of the more traditional goals of the course? And what role does the visual nature of these technologies have in the student’s experience of using them or in their pedagogical effectiveness? Each case was composed of a different writing course, a different assignment, and a different multimodal computer technology. The results of the study show that students generally did find these assignments both enjoyable and useful in terms of the learning goals of the course. Many students even went so far as to describe them as fun, indicating that for some students these were playful experiences in the traditional sense. However, comparison of the results of each case illustrates that the simple injection of a multimodal assignment into the classroom will not necessarily create a playful learning experience for students. The students’ experience is a complex phenomenon that is impacted by the structure of the assignment, whether or not they are provided a space for exploration and experimentation, their attitude towards the technology, and the characteristics of the technology.Item Teaching in the Collaborative Virtual Learning Environment of Second Life: Design Considerations For Virtual World Developers(2012-02-14) Pogue, Daniel LeeEducators are seeking ways to better engage their students including the use of collaborative virtual learning environments (CVLEs). Some virtual worlds can serve as CVLEs as the advent of Second Life has created particular interest within the education community. Second Life, however, was not initially designed to facilitate education alone. I propose that as a CVLE, Second Life may be failing educators' expectations of its initial, ongoing, and future use as a system for supporting education. In order to determine how Second Life may be failing educators, I conducted a case study with a group of university-level educators that examined their reasons for and against adopting Second Life as a CVLE, the affordances they explored, the barriers they encountered, and how these affordances and barriers affected student learning and the participant's future use of Second Life and future virtual worlds in education. I then compare their use of Second Life to that of traditional groupware systems. As a result, I propose and detail the development of a rich integrated development environment, application programming interface, more flexible privacy policy, and more robust community tools for educators based on these comparisons.Item The Impact of Virtual Reality-based Learning Environment Design Features on Students' Academic Achievements(2012-08-15) Merchant, ZahiraVirtual reality-based instruction such as virtual worlds, games, and simulations are becoming very popular in K-12 and higher education. Three manuscripts that report the results of investigations of these increasingly prevalent instructional media were developed for this dissertation. The purpose of the first study, a meta-analysis, was to analyze the instructional effectiveness of virtual reality-based instruction when compared to the traditional methods of instruction. In addition, this study also explored selected instructional design features of the virtual learning environment that moderated the relationship between instructional method and the academic achievements. Analyses of 63 experimental or quasi-experimental studies that studied learning outcomes of virtual reality-based instruction in K-12 or higher education settings yielded a mean effect size of g = 0.47 (SE = 0.02) suggesting that virtual reality-based instruction is an effective medium of delivering instruction. Further analyses examined factors that influence its effectiveness. The purpose of the second study was to examine a model of the impact of a 3-D desktop virtual reality environment on the learner characteristics (i.e. perceptual and psychological variables) that can enhance chemistry-related learning achievements in an introductory college chemistry class. A theoretical model of the relationships of features of 3-D virtual reality environments and students' experiences in the environments to outcomes on a chemistry learning test and measures of spatial ability and self-efficacy was tested using structural equation modeling. Usability strongly mediated the relationship between 3-D virtual reality features, spatial orientation, self-efficacy, and presence. Spatial orientation and self-efficacy had a statistically significant, positive impact on the chemistry learning test. The purpose of the third study was to investigate the potential of Second Life (SL), a 3-D virtual world, to enhance undergraduate students? learning of a foundational chemistry concept, spatial ability, and self-efficacy. A quasi-experimental pretest-posttest control group design was used. A total of 387 participants completed three assignment activities either in Second Life or using 2-D images. The difference between the scores of 3-D virtual environment-based group and the 2-D images-based group was not statistically significant for any of the measures.