: Peachey Anna, Julia Gillen, Daniel Livingstone, Sarah Smith-Robbins
: Anna Peachey, Julia Gillen, Daniel Livingstone, Sarah Smith-Robbins
: Researching Learning in Virtual Worlds
: Springer-Verlag
: 9781849960472
: 1
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Most of the chapters in this book are extended papers from Research Learning in Virtual Environments (reLIVE08), an international conference held by the UK Open University in Milton Keynes in November 2008. Authors of the best papers and presentations from the conferences were invited to contribute to Research Learning in Virtual Worlds, the first book to specifically address research methods and related issues for education in virtual worlds.

The book covers a range of research undertaken in virtual worlds. It opens with an accessible introduction both to the book and to the subject area, making it an ideal springboard for those who are new to research in this area. The subsequent ten chapters present work covering a range of research methodologies across a broad discipline base, providing essential reading for advanced undergraduate or postgraduate researchers working in education in virtual worlds, and engaging background material for researchers in similar and related disciplines.



Anna Peachey is Director of Innovations at Eygus Ltd, the company responsible for coordinating the Open University UK presence in virtual worlds. She was Academic and Organising Chair of Research Learning in Virtual Environments 08 and is an editorial board member of if International Journal for Advanced Corporate Learning, the International Journal of Virtual and Personal Learning Environments and Impact, The Journal of Applied Research in Workplace E-learning. Anna is currently researching identity and community in virtual worlds as Teaching Fellow with the Centre for Open Learning in Math's, Science, Computing and Technology at the Open University, and has worked with students around the world using online and distance learning since 1995.

Dr Julia Gillen is a Senior Lecturer in Digital Literacies in the Literacy Research Centre, Lancaster University. She is interested in literacy, language, multimodality, technology and learning in both formal and informal settings. In 2007-8 one of her main interests was working with children in virtual worlds, in the Schome Park programme, as described in this book. Parallel research projects involved interactive whiteboards and the school dinners debate. She has also published widely on a variety of topics concerned with young children, recently co-editing Ann Cameron of the University of British Columbia the volume: A day in the life: An international study of two-year old girls (Palgrave Macmillan. Julia Gillen is also a co-editor of the Journal of Early Childhood Literacy. The Edwardian postcard is a further area of research, offering fascinating parallels and contrasts with the contemporary digital revolution. See http://www.literacy.lancs.ac. k/profiles/julia-gillen for a current list of projects and publications.

Daniel Livingstone lectures on Computer Games Technology at UWS. Daniel is a co-funder of SLODDLE, co-chaired the first two Second Life Education workshops and initiated the HEA 'Massively Multi-Learner' workshop series. Daniel is the lead investigator on the Eduserv funded project 'Online Learning In Virtual Environments with Sloodle'.

Contents6
Author Biographies8
Contributors14
Editors Introduction: The Physical and the Virtual16
Meeting in the Physical World to Discuss the Virtual16
The Conference Themes17
A Note on Terminology19
Virtual Worlds19
Game Worlds20
Social Worlds21
Chapter Introductions21
ReLIVE08 Conference Acknowledgments28
Acknowledgments29
References29
1 Virtual Environments: Issues and Opportunities for Researching Inclusive Educational Practices30
1.1 What is Inclusive Education?30
1.2 How Might Inclusive Education Influence Virtual World Research?32
1.3 What Might Inclusive Education Look Like in Virtual Worlds?34
1.4 Conclusion41
References42
2 Learning, Teaching and Ambiguity in Virtual Worlds45
2.1 Background: The Learning from Online Worlds Project45
2.2 Defining Second Life Doing Second Life Research
2.3 Contested Definitions and Community 48
2.4 Learning in Online Game-Worlds50
2.5 Teaching in Second Life53
2.6 Conclusion57
References58
3 The Second Life Researcher Toolkit An Exploration of Inworld Tools, Methods and Approaches for Researching Educational Projects in Second Life59
3.1 Introduction: Researching Education in Virtual Worlds59
3.2 Designing Second Life Educational Research Projects60
3.3 Defining the Type of Activity to Investigate and the Aims of the Research Project61
3.4 Learning Theories and Education in Virtual Worlds62
3.4.1 Approaches to Education Theory: Behaviourism, Cognitivism and Constructivism17
3.4.2 Situated Learning and Communities of Practice19
3.4.3 Experiential Learning19
3.4.4 Problem-Based Learning20
3.4.5 Digital Game-Based Learning21
3.5 Ethical Issues64
3.5.1 Terms of Service and Second Life Ethical Guidelines28
3.5.2 Obtaining Consent29
3.5.3 Identity and Privacy66
3.6 The Virtual Participants66
3.6.1 Avatar Psychology66
3.6.2 Building Your Avatar67
3.6.3 Being an Avatar/Learner or an Avatar/Researcher67
3.7 Research Methods69
3.7.1 Physical World and Virtual World Methods69
3.7.2 Virtual Ethnography in SL70
3.7.3 SL Research Tools70
3.7.3.1 Second Life Questionnaires70
3.7.3.2 Recording Interviews and Focus Groups71
3.7.3.3 Visitor Tracking and Monitoring, Source Tracking Systems72
3.8 Practical Aspects of Researching Education in SL72
3.8.1 Setting the Scene, Land and Venue Issues73
3.8.1.1 Land Ownership73
3.8.1.2 Land Varieties73
3.8.1.3 Premium and Basic Accounts74
3.8.1.4 Educational Islands74
3.8.1.5 Renting from Established Educational Islands74
3.8.2 Expertise Required? The SL Researcher Learning Curve74
3.8.3 Supporting and Enhancing Participation: SL Cultures and Inworld Rules75
3.9 Disseminating Results75
3.9.1 Inworld Conferences, Education Groups, Media and Press76
3.10 Conclusion76
References29
4 The Schome Park Programme: Exploring EducationalAlternatives80
4.1 Introduction80
4.1.1 The Context80
4.1.2 Why Use a Virtual World?81
4.2 The Schome Park Programme83
4.2.1 Overview83
4.2.2 Phase 187
4.2.3 Phase 287
4.2.4 Phase 389
4.3 Research Methodology91
4.4 Dimensions of Practice92
4.4.1 Experimentation vs. Control92
4.4.2 Curriculum Dimensions94
4.4.3 Role and Learner Voice97
4.5 Conclusions100
References101
5 New Literacies in Schome Park102
5.1 Bringing an Ethnographic Perspective to Bear on a Virtual World: Schome Park102
5.2 Towards a Virtual Literacy Ethnography105
5.3 The Literacy Practices of Interactions Inworld106
5.4 The SPP Dictionary108
5.5 Conclusions113
References116
6 The Third Place in Second Life: Real Life Community in a Virtual World118
6.1 Introduction118
6.1.1 Locations and Activities119
6.2 Cetlment Island: Background and Context119
6.2.1 Experimental Spaces119
6.2.2 Island Design123
6.2.3 Virtual Residence123
6.2.4 Living in Halls124
6.2.5 Home Sweet Schome125
6.3 Socialisation128
6.4 Community Building129
6.4.1 Communities129
6.4.2 Roles, Identity and Communication130
6.5 The Third Place131
6.5.1 The Character of the Third Place131