Anna Peachey
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In 2008/9 the HR department at The Open University, a pioneer institution in the provision of e-learning in the UK (www.open.ac.uk), developed an innovative and successful pilot training programme using the virtual world Second Life as a role play setting for staff training in giving and receiving feedback (see Peachey et al, 2009). Anna Peachey at Eygus Ltd (www.eygus.co.uk) developed the diorama for the training, and worked with OU academics to create an appropriate and immersive setting for their needs. As a result of this collaboration, and other collaborations throughout the university, Eygus Ltd has developed a process strategy for working with academics in the production of virtual world content.
This presentation provides a critical reflective account by both client and developer, offering a diverse set of insights into the development, negotiation and delivery of a technology mediated learning experience. As the OU HR department plan their e-training needs for 2010, and consider further virtual world activity within a blended programme, we will also reflect on how new developments are negotiated according to the process strategy arising from previous collaborations.
The ‘Nexus Narrative’ set of questions is based on work by de Freitas and Oliver, and Peachey, Livingstone and Walshe (references in ppt) and may be used freely as long as the source is fully acknowledged in all video, written and audio material, regardless of media.
This study synthesises the experiences of two researchers/educators across a range of different learning scenarios and identifies common themes in their responses. The presentation will describe these themes, illustrated with extracts from students’ comments, and encourage delegates to share their own experience regarding similar forms of resistance and ideas for resolving them, if we agree that a resolution is possible.
The elements of virtual worlds resisted by students are:
Embodiment. A number report no feelings of identification with their avatars.
Fantasy. Some students who are willing to participate within the virtual world only so as long as the environment, and the avatars they share the environment with, remain limited to real world constraints.
Virtual. Some students see the virtual as inauthentic and invalid. They express disapproval of technology mediating experience and identity.
Fun. Virtual worlds are superficially similar to games, and a number of students resist the use of games in education in any context.
Culture. Second Life presents the potential for behaviour that differs from social norms. Some students are, or choose to be, offended by this.
Reputation. The popular media tends to a polarised perspective on activity in virtual worlds, so that a common perception drawn solely from casual reading might be that virtual worlds are all about sex, or that Second Life is ‘over’.
In 2008/9 the HR department at The Open University, a pioneer institution in the provision of e-learning in the UK (www.open.ac.uk), developed an innovative and successful pilot training programme using the virtual world Second Life as a role play setting for staff training in giving and receiving feedback (see Peachey et al, 2009). Anna Peachey at Eygus Ltd (www.eygus.co.uk) developed the diorama for the training, and worked with OU academics to create an appropriate and immersive setting for their needs. As a result of this collaboration, and other collaborations throughout the university, Eygus Ltd has developed a process strategy for working with academics in the production of virtual world content.
This presentation provides a critical reflective account by both client and developer, offering a diverse set of insights into the development, negotiation and delivery of a technology mediated learning experience. As the OU HR department plan their e-training needs for 2010, and consider further virtual world activity within a blended programme, we will also reflect on how new developments are negotiated according to the process strategy arising from previous collaborations.
The ‘Nexus Narrative’ set of questions is based on work by de Freitas and Oliver, and Peachey, Livingstone and Walshe (references in ppt) and may be used freely as long as the source is fully acknowledged in all video, written and audio material, regardless of media.
This study synthesises the experiences of two researchers/educators across a range of different learning scenarios and identifies common themes in their responses. The presentation will describe these themes, illustrated with extracts from students’ comments, and encourage delegates to share their own experience regarding similar forms of resistance and ideas for resolving them, if we agree that a resolution is possible.
The elements of virtual worlds resisted by students are:
Embodiment. A number report no feelings of identification with their avatars.
Fantasy. Some students who are willing to participate within the virtual world only so as long as the environment, and the avatars they share the environment with, remain limited to real world constraints.
Virtual. Some students see the virtual as inauthentic and invalid. They express disapproval of technology mediating experience and identity.
Fun. Virtual worlds are superficially similar to games, and a number of students resist the use of games in education in any context.
Culture. Second Life presents the potential for behaviour that differs from social norms. Some students are, or choose to be, offended by this.
Reputation. The popular media tends to a polarised perspective on activity in virtual worlds, so that a common perception drawn solely from casual reading might be that virtual worlds are all about sex, or that Second Life is ‘over’.