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Learning from virtual world simulations: a policy application

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Presentation for the 11th Sloan-C. November 17-19, 2005 Orlando, FL ... Logging into Habbo Hotel. Finding the room. Moving their avatars ... – PowerPoint PPT presentation

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Title: Learning from virtual world simulations: a policy application


1
Learning from virtual world simulations a policy
application
  • Martha García-Murillo
  • Joe Rubleske
  • Presentation for the 11th Sloan-C
  • November 17-19, 2005 Orlando, FL

2
Problem
  • Work, education and leisure have been profoundly
    affected by computer and communication
    technologies
  • Technologies for entertainment purposes can be
    more captivating than traditional classrooms and
    on-line education
  • Computer games are under-utilized for instruction

3
Games as pedagogical tools
  • Computer games allow students to see and react to
    the consequences of their (and their peers)
    decisions (Franklin, 2003)
  • Computer games can diminish the apathy and
    boredom that affects many students (Subramanian,
    1999)
  • Computer games can help instructors address
    differences in learning styles (Heffler, 2001
    De Vita 2001)

4
Virtual Worlds for education
  • Virtual worlds
  • Provide a shared, experientially rich and
    graphically appealing space
  • Provide opportunities for collaboration and
    interpersonal communication among the
    participants (Volery, 2001)
  • Contribute to the students educational
    experience by facilitating interaction with
  • The technology on which the game is based
  • The instructional material
  • The instructor and
  • Fellow students/peers (Bergin, 2004)

5
VW and learning principles
  • Virtual worlds allow two types of experience
  • The learning that takes place as a result of
    being in a virtual world
  • The process of learning that happens as a result
    of being an active participant

6
Learning from a VW
  • Multimodal learning process where the students
    learn from all the other elements in the virtual
    world
  • Digital identities (avatars) allow the students
    to have experiences as different characters

7
Experiential learning
  • Active Learning Principle Students are able to
    apply contents
  • Semiotic Domain Principle there is a process of
    learning associated with the rules of behavior
    and the new context
  • Psychosocial Moratorium Principle Students can
    take risks without being penalized
  • Probing Principle Participants can explore
    multiple strategies and learn from the immediate
    feedback from their virtual peers
  • Discovery Principle They can experiment and make
    new discoveries from which they can learn more
    content
  • Affinity principle Students learn from
    interactions with their peers, they form affinity
    groups and close ties that happen from having
    shared experiences
  • Transfer principle Mistakes that they made can
    be avoided and they can apply only those that
    resulted in successful outcomes in the real world

8
Simulation Learning objectives
  • Policy concepts

9
Simulation Bills to be debated
  • SPY ACT (Securely Protect Yourself Against Cyber
    Trespass Act)
  • Digital Media Consumers Rights (DMCR) Bill
  • Broadband Regulation and Modernization (BRM) Bill

10
Simulation The Virtual World
11
Simulation The lobbying room
12
Simulation Roles
  • The Governor of the state of New York
  • The Vice President of AOL/Time Warner
  • The Director of the Computer Communications
    Industry Association (CCIA)
  • The Vice President of ATT
  • The Director of the New York Association of
    Cities and Towns (NYACT)
  • The Director of the Business Software Alliance
    (BSA)
  • The Director of the Electronic Frontier
    Foundation (EFF)
  • The Chancellor of the State University of New
    York (SUNY)
  • The Director of the American Marketing
    Association (AMA)
  • The Director of the American Library Association
    (ALA)
  • The Deputy Secretary of the U.S. Department of
    Higher Education and
  • A United States Senator from the state of New
    York.

13
Challenges
  • Most students did not take the time to conduct
    basic research on their roles
  • Knowing where ones role initially stands on the
    bills helps students assume their roles more
    faithfully and be less inclined to play and vote
    according to personal preferences
  • The need for a level playing field

14
Simulation the game
  • Students are given 45 minutes to lobby fellow
    players and convince them to support (or oppose)
    the bill or bills for which the player has the
    most intense preference
  • Once time expires for the discussion the players
    convene as a group to vote
  • Ties can be handled in at least two ways
  • Process repeats until all bills have been voted
    on

15
Test Simulation
  • Participants reported few problems related to
  • Logging into Habbo Hotel
  • Finding the room
  • Moving their avatars
  • Communicating with one another, etc.
  • Recommendations and changes
  • Exploit the virtual space
  • Give players more time to read the instructions
  • Encourage players to stay in the Logrolling Room
    during the lobbying period

16
Results
17
Results
  • Simulation took place over three nights with nine
    players (and nine roles)
  • Instructions generally werent read despite four
    days notice
  • There were very few technical problems
  • Students sometimes slipped out of roles
  • SPY ACT vote was based on the perceived
    inadequacies of the bill
  • Rhetoric/debate played large role in voting
    outcomes, more so than logrolling

18
Post simulation survey
  • Respondents
  • I enjoyed playing the role and trying to
    convince others in the same manner the person in
    my role would.
  • I liked that we were each given a persona to
    represent. It enabled us to debate without
    offending anyone since we were all hidden behind
    a mask.

19
The technology
  • Respondents mentioned disliking various aspects
    of the virtual world than the core game concepts
    themselves
  • Some problems they voiced were
  • Shout-talk-whisper feature
  • Screen size
  • Inability to go back and see what others said
    (instead of the text scrolling off the screen)

20
The lobbying techniques used
  • Three respondents reported using rhetorical
    means, three tried to exchange votes, and one did
    both
  • Respondents
  • I basically tried to give a good argument and
    did a little bit of research in order to back up
    my beliefs.
  • I used points to appeal to their self interest,
    logic or fear.
  • One huge strategy was negotiating on the next
    days bill
  • I promised another person a vote on the issues I
    was not strong about.

21
The lobbying techniques
  • Four respondents believed that negotiating votes
    worked to some extent
  • Responses
  • Appealing to self interest seemed to be the only
    strategy that had any effect.
  • Bargaining definitely worked
  • I think providing evidence was the best way to
    persuade someone. If you did not have your facts
    straight, it showed.
  • I cant really say how many folks I convinced
    based on my arguments.

22
The virtual world What was learned?
  • Some responses were tactical
  • have a game plan going into it.
  • It is critical to speak with words that catch
    attention.
  • Some responses were critical
  • E.g., the interface made communication difficult
    virtual worlds take out that essential personal
    feeling
  • Some responses were self-reflective
  • It takes more effort to contribute in a virtual
    world.
  • I could give people a hard time in a virtual
    world and make them feel bad, but I definitely
    couldnt do that in real life.

23
Conclusions
  • Learning outcomes Some lobbying strategies
    identified in the literature were used and the
    students came up with some others
  • It is crucial to the success that students play
    their roles
  • The simulation will be more rewarding for
    students and instructors if ample and roughly
    equal attention is paid to each main part of the
    simulation (bills, roles and the virtual world)
  • There is a trade-off between the amount of time
    an instructor can devote to the simulation and
    the depth and/or breadth of the simulation
    experience (though a short or small simulation
    can still be rewarding)
  • Some recommendations
  • Use a virtual world with a shallow learning curve
  • Make sure the room or space is password-protected
    or hidden
  • Students will likely prefer to conduct the
    simulation in manageable blocks of time over
    multiple nights
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