Learning From Online Worlds; Teaching In Second Life was a research project at the London Knowledge Lab, Institute of Education, University of London. The project was funded by the Eduserv Foundation. The team worked part-time on the project from June 2007 to May 2008.
Update: Taught sessions in Second Life continue (2009-10). We are adding papers here as they are published.
Introduction: During 2007-2008, the project team, Diane Carr and Martin Oliver and Andrew Burn researched learning in two online, social worlds, Second Life and World of Warcraft. We explored and extended this work by teaching four sessions in Second Life over the course of two semesters. Here at the blog there are lots of our notes from planning and teaching sessions, interviews, links to work by educators working in Second Life (see the Resoures SL page), as well as abstracts and drafts from various research papers, and a report on our experiences of teaching (see ‘Learning to Teach in Second Life’).
If you are teaching in virtual worlds or researching related issues you are welcome to add a link to your work at the Resources SL page.
Guide to material here at the blog
The best ‘overview’ of the project as a whole is probably no.3 the ReLive paper.
List of Pages: Some of the outcomes from the project are posted here. These include:
1. Learning to Teach in Second Life: A report based on our experiences of teaching in SL.
2. ‘Tanks, Chauffeurs and Backseat Drivers: Compentence in MMORPGs’ – now in vol 3, No 1 (2009) Eludamos. Journal for Computer Game Culture (link)
3. ‘Learning, Teaching and Ambiguity in Virtual Worlds’, paper for ReLive08 at the Open University, UK, November 2008. This is being published in Peachey, A., Gillen, J., Livingstone, D. & Robbins, S. (eds) Researching Learning in Virtual Worlds. Springer.
4. ‘Learning in Virtual Worlds: Using communities of practice to explain how people learn from play’ – an abstract for the British Journal and Education and Technology, Special issue, ‘Out of This World: 3-D MUVEs in Higher Education’ 40 (3) April
5. Exclusion and Community in SL: Draft of research notes looking at tensions at the SL forum.
6. Game Diary: Material from our game diary/initial forays into SL – this is where elements of this research, such as the ‘SL pain barrier’, come from.
7. Teaching Machinima: An interview with Britta Pollmuller about her work at Schome Park
8. Voice in Virtual Worlds: An interview with Greg Wadley about his research into voice in SL.
9. ‘Second Life, Immersion and Learning’ – Carr and Oliver (in press 2009), book chapter. Keywords: Immersion, immersive, immersionist, voice, learning, education, augmentationist, engagement, realism.
9a. Carr, D (in press) ‘Constructing Disability in Online Worlds; Conceptualising Disability in Online Research’. London Review of Education: Special Issue ‘Being Online: A Critical View of Identity and Subjectivity in New Virtual Learning Spaces’ March 2010
(The above focuses on the impact of the voice feature on d/Deaf residents of Second Life)
Carr, D (2007) ‘Machinima and Education’ – a short article for the Futurelabs website, September 2007. Machinima’ are 3D animations created in real time using computer games. Educators are learning to exploit the potentials of this creative, flexible and accessible medium…more here
Content as posts/under categories
A lot of working notes from the project itself can be found in the quarterly Project Updates category.
Updates in the first quarter (Jun, Jul, Aug) focus on initial research and emerging themes.
The second quarter (Sept, Oct, Nov) has material about planning and delivering our first taught sessions in SL.
The third quarter (Dec, Jan, Feb) has reflections and notes about these taught sessions, plus plans and notes on our second set of SL sessions in early 08.
Notes on our final taught session are under Project Updates Mar, April, May 08.
Accessibility – If you would prefer to have this information in a different format, please contact the project team, or d.carr[at]ioe.ac.uk.