Running heau: TBINKSPACE: A N0LTIPLATF0RN LEARNINu ENvIR0NNENT
ThinkSpace: A Nulti-Platfoim 0nline Teaching anu Leaining Enviionment
Ashley Bayles Colin Grzeskowiak Colin Kam Annette Smith University of British Columbia ETEC 510 65B Professor Jeffery Miller
TBINKSPACE: A N0LTIPLATF0RN LEARNINu ENvIR0NNENT 2 ThinkSpace: A Nulti-Platfoim 0nline Teaching anu Leaining Enviionment
Concept Map of our Multi-Platform Project Key Frameworks The focus of our design project creating an online constructivist learning environment for high-school aged students enrolled in online courses. The platform that we created for this assignment, which is called ThinkSpace, is an example of an online school website with three components: a Joomla-based website, a Moodle LMS, and a virtual meeting space. The Joomla website is customized with a Moodle LMS, a wiki, a forum, and live chat. The collaborative virtual space is in an immersive 3D world called Second Life, and is connected to the Moodle with a series of devices called Sloodle. This allows students to interact with the content and the social aspects of the platform from all three spaces. The unique element of Second Life [is that it] has no set game play pathways or unchangeable content, such that designers are free to TBINKSPACE: A N0LTIPLATF0RN LEARNINu ENvIR0NNENT S refashion the video game tools into an open-ended social laboratory for experiential learning (Haycock & Kemp, 2008, p.92). The design of the website is to provide virtual spaces for students to collaborate in both formal and informal ways, to solve complicated problems and to promote social interaction and relationships among the students. As an example of course content that could be presented in this environment we created a course in Media Studies, using a problem related to bias in gender role representation in popular media, such as video games, to demonstrate how the environment works. Situating this Project in the Academic Literature Intentional Learning and Expertise as a Process In Scardamalia and Bereiter (1994) they discuss three lines of thought on creating successful knowledge-building environments, intentional learning, the process of expertise, and restructuring schools. They indicate that social support is required for intentional learning and the process of expertise, but feel that first-order environments dont provide this social support. When one is in a first-order environment Scardamalia & Bereiter believe that adaptation to the environment requires learning, but the learning is asymptotic. One becomes an old timer, comfortably integrated into a relatively stable system of routines (1994, pp. 266-267). Our hope for the environment we are creating is for ThinkSpace to become a second- order environment where what one person does in adapting changes the environment so that others must readapt (Scardamalia & Bereiter, 1994, p. 267). Because of the social nature of the environment we are creating and the collaborative nature of the communication and production, what one student says or shares from their own learning, will change the nature of the discussion, and cause the other students to adapt to the new knowledge that has been introduced into the TBINKSPACE: A N0LTIPLATF0RN LEARNINu ENvIR0NNENT 4 system. This is connected to what Hemmi, Bayne & Land (2009) argue; they say that Web 2.0 learning spaces act more as points of presence, or user-defined Web spaces, than as traditional websites or discussion fora. Web content tends to be less under the control of specialized designers and closer to Berners-Lees (2000) concept of the Web as a democratic, personal and DIY (Do-It- Yourself) medium of communication (p. 20). By asking the stuuents to solve less well-uefineu pioblems, like how to iefiame meuia to ieuuce genuei bias, that have less cleai solutions, we aie asking them to both cieate knowleuge, anu to leain the piocess of cieating knowleuge, oi to paiticipate in the piocess of ueveloping expeitise.
Communities of Inquiry
(Garrison, Anderson, & Archer, 2000, p. 88)
The community of inquiry model, described by Garrison et. al. (2000), proposes that there are three elements which are crucial prerequisites to a successful educational experience. TBINKSPACE: A N0LTIPLATF0RN LEARNINu ENvIR0NNENT S They are cognitive presence, social presence and teaching presence. Cognitive presence is the extent to which the participants in any particular configuration of a community of inquiry are able to construct meaning through sustained communication; and social presence is the ability of participants in the Community of Inquiry to project their personal characteristics into the community, thereby presenting themselves to the other participants as real people. The primary importance of this element is its function as a support for cognitive presence (Garrison et al., 2000, p. 3). In ThinkSpace we address the possibilities for this combination of platforms to foster and develop these two aspects of the model. Social Learning Theory In an examination of social learning theory, Tu (2000) references Bandura (1977) by saying: Banduras social learning theory states that neither inner forces nor environmental stimuli drive people as isolated influences. Behaviour and complex learning must be explained in terms of a continuous reciprocal interaction of personal environmental determinants...virtually all learning phenomena resulting from direct experience occurs on a vicarious basis by observing other peoples behavior and its consequences for them. (pp. 11-12) Therefore, human behaviours are affected by observation and by direct experience (Tu, 2000 p. 30). Additionally, Tu (2000) found that that social presence is required to enhance and foster online social interaction which is the major vehicle of social learning (p. 27).
Informal Learning and Communication TBINKSPACE: A N0LTIPLATF0RN LEARNINu ENvIR0NNENT 6 In ThinkSpace, informal communication is considered to be crucial to creating the social presence that is a major component of the Community of Inquiry model and the social cohesiveness of the groups. Because of this element of our social networks, and social spaces, there will be a certain amount of digression from the actual content of the course, but this is important to the development of the social connections that are so critical to the creation of identity in online contexts. Our idea is that course content will be more structured at the start and then can take a more student-controlled process based on discussion forum questions and conversations, but students will be encouraged to have off-task conversations and communication in all areas of the platform. This is the effective equivalent of hanging out in the hallway between classes, or even passing notes in class. It is important in forming social relationships with other students, and we think will support the social cohesiveness that may be otherwise missing from a wholly online environment. In Nippard and Murphy (2007) it was found that, digression allowed students, and to a lesser degree, teachers, to depart from the structure of the content. It played a role in fostering the level of social presence in the WBSSC because students exhibited much of their affective and interactive responses in this context ( Digressions, para. 1). New social media entail a shift towards new, volatile forms of textual mediation and subject formation and place increasing emphasis on collaborative modes of enquiry and the importance of group self-regulation and self-explanation. They have the potential to alter relations between process and artefact, permit fragmentation over cohesion, exploration over exposition and the visual over the textual. They are characterized by a tendency towards endless re-crafting, often involving rapid patterns of amendment, truncation, revision and addition (Hemmi, Bayne & Land, 2009, p. 29). TBINKSPACE: A N0LTIPLATF0RN LEARNINu ENvIR0NNENT 7 We consider that the level of enjoyment and engagement is an important consideration for high school students, and so would agree with Garrison et al. (2000) that when there are affective goals for the educational process, as well as purely cognitive ones, (i.e., where it is important that participants find the interaction in the group enjoyable and personally fulfilling so that they will remain in the cohort of learners for the duration of the program), then social presence is a direct contributor to the success of the educational experience (p. 3).
SECTIONS Analysis (Bates & Poole, 2003) Bates & Poole (2003) outlines a framework for selecting and evaluating the best use of technology for teaching and learning in an online learning environment using eight criteria of the SECTIONS acronym:
Students: As high school educators, we designed ThinkSpace with high school students in mind. The vast array of features allows content to be delivered to students with varying learning styles and learning needs. Understanding minds of adolescents, this learning space not only focus on the learning aspects but also the social aspects of education. Students will feel as though they have some say in the shape their learning takes and how they express themselves to their teachers and classmates. Ease of Use: The main Joomla interface seamlessly integrates Moodle, MediaWiki, Kunena and Shoutbox and Second Life. Although each component has its own learning curve, the overall experience is intuitive to high school learners. Tutorials and troubleshooting resources are also TBINKSPACE: A N0LTIPLATF0RN LEARNINu ENvIR0NNENT 8 provided to those who are new to the aforementioned learning environments. The time it takes to learn to platform has been taken into consideration and the creation of an introductory course reflects this. Cost: The cost of the web 2.0 tools (Joomla, Moodle, MediaWiki, Sloodle, etc.), their plugs-in, and their updates are free in terms of financial cost. The learning space does, however, require internet access and a web server to host the files. In terms of time costs, it took Colin Grzeskowiak about 2 to 4 weeks to design and test the website. In the long run, ThinkSpace will require at least one skilled staff to train other staff members, maintain the website, and troubleshoot reported problems. This person may cost up to $85,000 per year.
There is the additional cost of the hardware that students will need to have in order to access the platform. Second Life requires a download that has minimum requirements for the operating system. If students have a very old computer they may not be able to update their operating system to meet the minimum requirements. Teaching & Learning: ThinkSpace is designed to engage students and enhance learning through social engagement. The integrated features provide the necessary support for teachers to create meaningful activities that promote active learning. It allows teaching and learning to be a more fluid experience with student feedback affecting the future of the courses and activities. Interactivity: TBINKSPACE: A N0LTIPLATF0RN LEARNINu ENvIR0NNENT 9 The social aspects of ThinkSpace move the learner beyond reading, viewing, and listening. For example, Moodle allows the facilitator to create activities such as discussion forums to exchange ideas and receive feedback. Sloodle engages students as digital natives to meet with other learners in a virtual 3-D environment, rather than a text-based environment. Organization: ThinkSpace is currently hosted at HostGator for $3.96 per month (for 36 months) on shared servers. HostGator provides unlimited storage and bandwidth with less than 1% of downtime. However, as the site traffic increases, it may be necessary to consider moving to dedicated servers or other alternatives to ensure that speed and long-term stability.
Novelty: Unlike other course management systems, ThinkSpace welcomes relief from instruction that relies heavily on text. For example, Sloodle provides an integration of Moodle and Second Life such that the course content can be presented and interacted in a virtual world. What Haycock & Kemp discovered in their research is that Second Life offers students a place to meet each other informally and enjoy a social setting away from formal study content but still on campus (2009, p. 92). Speed: Moodle courses easily can be duplicated when teaching multiple sections or re-used later in another semester, saving the course designer time. In fact, the web has many free Moodle courses and templates for educators to use, modify and share. TBINKSPACE: A N0LTIPLATF0RN LEARNINu ENvIR0NNENT 1u According to their documentations, Joomla and Moodle are relatively quick, easy and safe to implement and update. However, both documents recommend that the SQL database be backed up before updates, which may take a significant amount of time depending on the size (a few minutes to several hours).
Intentions and Positions We intend to increase social presence in a group of students, through social media and 3D immersive world activity and to create opportunities for collaborative problem-solving related to gender role bias in popular media and games. We hope to develop a constructivist learning environment incorporating virtual social interaction across three platforms. The intention of the social network is to provide for a social element which many online students indicate is a missing element in online learning. According to Journell (2010), Students crave personal interaction, even unfavorably comparing e-learning to their classroom experiences because of the missing social component in their online course (p.76). Many of the students in the study had social media tools open while they worked on their e-courses as they missed talking with friends in class and they commented that they missed group activities as well. Additionally, we hope to create a space that allows teachers to act as guides in student interactions in social spaces. danah boyd discusses this in much of her research. Youth are being pushed more and more out of public spaces and into private spaces. ThinkSpace is an attempt to create a private educational space within the greater sphere of public spaces and ...by allowing youth to hang out amongst their friends and classmates, social network sites are providing teens with a space to work out identity and status, make sense of cultural cues, and negotiate public life (boyd, 2008, p. 2). Students may choose to use this educational space for social reasons TBINKSPACE: A N0LTIPLATF0RN LEARNINu ENvIR0NNENT 11 through messaging their friends or classmates. We have created a set of guidelines to help students learn how to use ThinkSpace appropriately, with the expectation that students will also contribute to the creation of a culture for the space. An additional benefit to using social media style communication and behavioural expectations, is the opportunity to teach students, experientially, how to create an identity in an online, socially connected world, in a safe and responsible manner. We often teach students in physical classrooms social and cultural norms, and give them guidelines for respectful and safe interactions, but there is rarely time and space for online street smarts. ThinkSpace can be used to teach digital citizenship, by giving students a safe, partially protected, social environment in which to experiment with digital communication, with guidance. The social network is going to be used to support building relationships/community as well as informal learning and identity creation. A counter argument to placing value on this particular set of outcomes is that students may not engage with each other in the way we have intended. Academic social networks are often difficult to start and even harder to keep students consistently coming back. As Lang points out, relationships are central to getting learning to happen in the context of a social networking site: if educators get these right, they stand a better chance of creating the conditions of possibility in which learning can occur (2012, p. 8). Social networks are very dependent on a community being formed and updated frequently and without this the benefits of this component wouldnt be realized. We hope that the teens [will] ... add video and images, change the color of their text, and otherwise turn their profiles into an explosion of animated chaos that resembles a stereotypical teenagers bedroom (boyd, 2008, p.6). By explicitly placing value on the more informal aspects of social interaction, and giving students latitude in creating their profiles and avatars, ThinkSpace will give students the tools to TBINKSPACE: A N0LTIPLATF0RN LEARNINu ENvIR0NNENT 12 create expressions of themselves that are the online equivalent of decorating their lockers, or putting stickers on notebooks. We want to create an authentic academic environment where students feel they can safely express themselves as they make connections between their personal lives and their learning. One potential way of dealing with the difficulties in starting and maintaining social networks in a school environment, would be to have this platform, or collection of platforms, available across courses, and persist beyond any one subject or topic. While the project discusses media studies as an example, this kind of platform would be used in a wider school environment to allow students to maintain relationships after courses end, and with students that they may have shared courses with in the past. Non-academic posts and communication with students who are in different courses will be encouraged. While these activities, along with all other communication, will be monitored, the policy of the administration will be to intervene only in cases of inappropriate content, bullying, harassment or discrimination. This will help contribute to creating a community, and relationships within the community. Student mentors would be helping to facilitate this community. Student mentors would be older or more experienced students, who had been a part of the school for a longer period of time. They will have moderator privileges and will focus on constructive guidance for the other students, as well as bringing up questions that would promote discussion based on students preconceived knowledge in a particular area. The benefit of having older, more experienced students guiding some of the social interaction would be similar to having older students taking leadership roles in clubs and teams in a physical school. They can pass cultural and social norms on to younger students, and take some of the responsibility for coaching from the adults and instructors. This system, which TBINKSPACE: A N0LTIPLATF0RN LEARNINu ENvIR0NNENT 1S is a little like apprenticeship, has worked well in physical schools, and we feel that with support and encouragement can work in ThinkSpace. According to Lang (2012), The real learning for social networking is the ability to learn from each other regardless of geography and moves away from limited and linear models towards a different kind of model, one which draws on the knowledge of students who may have more relevant, and more recent, experience than academic staff (p. 22). Using ThinkSpace across courses, and having it persist, will also deal with another counter argument for using a wide range of platforms, namely that there is a learning curve, especially for virtual worlds. Using the environment in a persistent way, means that knowledge about operating in the ThinkSpace would transfer to other courses. In this way the social interaction would become more familiar and less affected by familiarity barriers over time. We have built in an introductory course that takes this into consideration and gives students time to become comfortable with the platform before starting to do coursework. Again, having more experienced students mentor newer members of the community as they become comfortable in the space would also contribute to ease of adoption for students. Obviously in the beginning of the program, adult instructors would have to fill this role, but we expect that students will be helping each other troubleshoot issues and share information about using ThinkSpace fairly quickly. Key Concepts and Contexts Conceptual Knowledge We want students to understand that gender role depictions in much of popular media, including video games, is very biased, and presents a view of women as weak, subservient, or devious; and men as physically strong, dominant, and superior. There is also an undercurrent of TBINKSPACE: A N0LTIPLATF0RN LEARNINu ENvIR0NNENT 14 sexual violence and bullying that is apparent in many video games. In the environment we will create, students will have an opportunity to examine several pieces of media, and examine the types of gender roles depicted. They will reframe a piece of media, in collaboration with their peers, to consolidate their understanding of the way in which media can create and reinforce gender roles and stereotypes. The students will be operating in a fully online environment, where they are visually represented by avatars and profile pictures. The media studies course will help them examine how they as individuals create identities online, and how that is influenced by media and game images and ideals. The media studies course is part of an effort to teach digital citizenship, which is important in general, but especially important for students who are learning in a wholly digital environment, so the course really has these two, complementary purposes - understanding gender bias in media, and understanding how we represent ourselves in a digital space and how that is received by others.
Use of Virtual Worlds The use of primarily social spaces, like online 3D immersive worlds, for education, is still under investigation in many ways. These spaces, originally designed for play have many possibilities for increasing engagement, but there are some questions. One would be the level of distraction that increased visual stimuli present to students, the other would be the steeper learning curve for virtual worlds than you might see in a text-based environment. Traphagan et al. (2010) concluded, after comparing text-based and virtual world debates among high school students, that all three presences were observed in both environments, confirming that the community of inquiry model is a useful framework to understand TBINKSPACE: A N0LTIPLATF0RN LEARNINu ENvIR0NNENT 1S synchronous communications in virtual worlds (Discussion, para.1). They caution, however, that tool familiarity significantly impacts students cognitive engagement level, and it would also affect how students represent themselves and perceive others socially, and how instructors would organize and coordinate the learning activities (Traphagan et al., 2010, Discussion, para. 5). Additionally, they suggest that voice tools in Second Life (the virtual world in which they investigate), might reduce cognitive overload, along with familiarity with the environment (Traphagan et al., 2010). For these reasons, we believe that it is possible, and positive, to include a virtual world component in our environment, provided that sufficient time is given for student to develop familiarity and comfort with the technological aspects. One of the advantages of using the virtual space and avatars in the Media Studies course, is it provides an opportunity for students to investigate their own virtual representations. Since Second Life is a video game environment, students face the question of how to represent themselves in a visual way through their avatar. The students will both be studying gender representations in media and figuring out how they want to reflect their own gender identity through their avatars. This will guide the students in their discussion of gendered images in video games and what effects those images have on interpersonal communication, gender concepts, and gender roles. By giving students an experiential way of dealing with this issue we hope they will be more likely to develop an opinion on the topic and feel engaged in the discussion. Procedural Knowledge 1 Students will develop an ability to critique pieces of media through the lens of gender issues, relating to roles and characteristics, based on examples, models, and interactions with both their peers and instructors. TBINKSPACE: A N0LTIPLATF0RN LEARNINu ENvIR0NNENT 16 2 Students will become proficient in the use of social media and immersive spaces to interact and collaborate by creating an alternative narrative for a piece of media. Social networks continue to increase in popularity among students as a means of personal social interaction. Our design will focus on creating an academic based social network that supports informal learning. Three of the key elements to creating this network are, the idea of identity, engagement (time and effort invested in education) and relationships/community. Identity can be formed in many ways. It can be mediated through avatars, pictures, relationships, status updates, comments, friends, photos, and videos which; due to their public nature; help define the individual to other users in an online environment. Since our students will be high school aged and taking online courses, we aim to design an online learning environment that will allow them to interact and collaborate with their classmates. Our environment will be engaging enough that students feel the need to spend more and more time there to develop their personality and interact with their classmates. This level of engagement is often missing from online courses and is an area that we hope to innovate. A social network site must allow for an individual to correctly display a students online identity and a link to their physical environment (Merchant, 2011). In addition, research has shown that the simpler social network tools such as status updates and posting of content have shown a positive correlation with engagement (Junco, 2012). These tools will be available as a part of our private academic social network. We have chosen to go with a private social network as students have indicated in research that they want their Facebook accounts kept separate from a school network. Hewitt and Forte observe that identity management is a significant concern for SNS users when the roles they occupy cross perceived social boundaries and bring organizational power relationships into visibility, citing one students fears that Facebook could TBINKSPACE: A N0LTIPLATF0RN LEARNINu ENvIR0NNENT 17 unfairly skew a professors perception of a student in a student environment (Lang, 2012, p. 6). In her work, boyd addresses this issue and says that the issue actually goes one step further. Social network information is taken out of context and when adults access the information they post online it can lead to misreading that result in expulsions, probations, and grounding among other punishments (boyd, 2007). Traditional e-learning platforms are often just designed for content distribution. The students may have a forum for discussions, but beyond that there is little interaction. The students in these types of traditional online courses are just names on a website, they are not the dynamic beings as they would be in a more social environment. Through a platform such as the one we are designing for our project, "students can easily share content and communicate with a much wider group of contacts with access to their favourite online social networks. This centralisation of functions in an e-learning platform allows learners to organise and lead their learning process the best way that they approve" (Rodrigues, Sabino, & Zhou 2011, p. 6). Current research supports that online social networks enhance e-learning experience" and this is why we expect our platform to be successful (Rodrigues, et al., 2011, p. 8). Additionally, the platform is designed to allow students to share their expertise. No longer is the teacher seen as the only expert in the class. By sharing blog postings and comments on the same materials, students also raise questions, identify difficulties in understanding, provide a stimulus for other contributions which allow students to learn from each other, be exposed to different points of view, and to collaborate in order to develop a deeper level of analysis and understanding (Hemmi et al., 2009, p. 26-27). InterActivities Website: http://www.bizedteacher.com/MET/ Username: jeff Password: Met2013! TBINKSPACE: A N0LTIPLATF0RN LEARNINu ENvIR0NNENT 18 We have constructed and hosted a website that is built with most of the features listed. Anyone can come to the site to login and view the different dynamic objects right on the site and interact with them. The virtual space component is represented in this submission by the space in Second Life. Were ThinkSpace to go live, we would suggest that the school host its own installation of OpenSim, which is a virtual world platform. This would allow the school to have a greater degree of control over access, but could have connections to other OpenSim-based virtual worlds through the process of hyper-gridding, or teleporting to other worlds, or grids. In this way, the school could have control, but also provide opportunities for students to explore the metaverse and connect with people outside of the school environment. The virtual space is available for visits, but we have provided some short videos to showcase the set-up of the area and the capabilities of the space. Links to the videos are available both in the Moodle courses and also in the Virtual Space page of the website.
The Joomla CMS system is linked to the Moodle allowing for course activities and forums to be synced. This takes the discussion out of the individual Moodle course and places it in an area that is accessible to all students in the school. This allows students to start discussions as assignments and to elicit responses from the rest of the student community. The activity stream will announce items like new courses, new students in a course, and finished assignments all in a way to promote communication between students to stimulate the social network community. Each course will have its own group page within the social network that would allow for future students to ask questions, or present students to discuss the course and assignments. TBINKSPACE: A N0LTIPLATF0RN LEARNINu ENvIR0NNENT 19 Students can also create their own groups around topics of interest once again to promote a sense of community. Pictures and videos can be posted as many students prefer a visual reference. The RSVP system can be used to get groups together to enter the virtual world at a certain time or to host a live chat. Friend requests once again promote the concept of relationships and helps build the community. Assignment Components In the ThinkSpace there is a course called Assignment Components which contains the following videos: ThinkSpace SecondLife Tour http://www.youtube.com/watch?feature=player_embedded&v=HOeK0mPHlfs Demo of YouTube in Second Life http://www.youtube.com/watch?v=AGoBRa6YQJA
How to Use the Learning Platform (Introductory Course) There are two additional courses which are examples of what we envision the space being used for in terms of material for students. The first course is called How to Use the Learning Platform. The first video gives an overview of ThinkSpace along with the rules on how to use it properly. These cultural norms are what we hope students will take with them to their use of other social networks. We hope that by encouraging good behaviour in the school social network, students will be given the tools needed to engage properly in more public spaces. Further into the course there is information on Moodle for students which leads them to watch videos for instructions on how to navigate Moodle and how to post in the discussion forum. For TBINKSPACE: A N0LTIPLATF0RN LEARNINu ENvIR0NNENT 2u site developers or administrators there are links to the endless resources available online including a developers forum since this is an open-source platform. There is then a social media/wiki introduction component and finally a Second Life introduction which includes instructions on how to login to Second Life and then once students have done that they will be required to sign up for a virtual field trip in order to explore Second Life. There is also a link to Colins wiki entry on Sloodle for the students to further understand the uses of it and how beneficial it will be for them to be able to interact with the Moodle components from within the virtual world. There is also a forum for students to ask questions about Second Life and then a quiz at the end of it all to ensure students have a basic understanding of how the ThinkSpace works and what activities they will be involved in. Media Studies The media studies course is an exemplar course to show the way that ThinkSpace can be used to incorporate all the elements of the platform. We decided to focus on media studies because it will be directly relevant to students as they start exploring how to represent themselves in this online community and through their avatar on Second Life. Verifications The best verification of the ThinkSpace environment would be a qualitative and quantitative evaluation of the students interactions in the space, and an analysis of student performance on assignments and tests. If the students engage well with others, and are able to create identities and social relationships, social presence should be enhanced, and this should provide support to the other spheres of the model. If the three areas of the model are well developed (social, cognitive and teaching presence), the students should be able to report a good subjective experience with the platform, and their performance should reflect quality learning. TBINKSPACE: A N0LTIPLATF0RN LEARNINu ENvIR0NNENT 21 Post-learning surveys and interviews would give instructors and administrators a way to gauge student satisfaction with ThinkSpace, but ongoing monitoring of how students feel about their participation, and formative assessments related to the academic content, would also be important to understanding if the platform is achieving our goals. We have verified our work by creating a functional test version of the system. We have been able to create our own profiles, customize them, friend other users, and interact with all aspects of the ThinkSpace. We did encounter problems, such as connecting Moodle to Second Life, but as a team we were able to work around them in order to find a solution that would allow us the opportunity to test our ideas in a practical manner. As there are only a few of us in our group it has not be possible to test every single aspect, but we have created a space that is functional enough for us to experiment with user interface, functionality, and interactivity. While there is always room for improvement, we have created a space that we feel is a good starting point for using Joomla, Moodle, and Second Life together for a fully immersive virtual learning environment. We imagine that in the next few years there will be more research on the topic as it is an area that needs to be explored further as a possible solution for current challenges in educational technology. Reflection Pieces Group One of the most important things we found was that finding a good model created a base for all of the other design decisions. We used Garrison, D. R., Anderson, T., & Archer (2000) as the basis for many of our choices and was the foundation upon which we built the social component of the platform. TBINKSPACE: A N0LTIPLATF0RN LEARNINu ENvIR0NNENT 22 Also crucial, especially when working in a diverse group was the idea of not reinventing the wheel, but maybe learning how to drive. We used the expertise of group members to accomplish more, but also took the opportunity to learn from them. For example, some of us were already comfortable with Moodle and Sloodle, and we were able to use that, but also it gave others an opportunity to learn a bit about the platforms. We learned a few things along the way, one of which was to be flexible. Sometimes your first plan for something doesnt work, so have enough knowledge of the technology and options to be able to come up with either a work-around or another. We encountered problems connecting Moodle to Second Life, so we ended up using a demo tool that provided a Moodle installation and a Sloodle set, pre-connected, to get around blocked access from the server where our main Moodle is located. Also, it is important to note that technologies change, so even if the actual software we use changes it is important that the same skills are explored so they are transferrable. It is also important to use tools that students, and staff, are familiar with. Many students have a Facebook account and as a result they understand tools like tagging, like, status updates and more. Having this familiarity allows for a faster learning curve for students and encourages the use of these tools. Annette Smith For me, one of the most important realizations during this process, was you cant make your ideas fit your tools You have to make the tools fit the ideas. I was very focused on using virtual worlds in the project, but had to re-evaluate whether that was a good idea or not once we had a better idea of how we were going to shape the learning environment. We were able to use the virtual space, but I had to be willing to give it up if it didnt fit with the concept. TBINKSPACE: A N0LTIPLATF0RN LEARNINu ENvIR0NNENT 2S We decided that the most important idea or concept that we wanted to explore was the social presence part of the model. Many online environments dont have the informal, or even a formal, social component, and in many of the accounts we read, the students felt that lack of connection. Certainly my experience with MET has reinforced the idea that a learning group functions better when there is a feeling of real connectedness, that your classmates are real people on the other side of the internet. Incorporating social media style interaction, and providing a space in the virtual world, where the students can perform official tasks, but also just hang out was important. We found the same thing in our conversations on the Google Doc. Often after the formal meeting was done, we would just chat a bit about mundane things like the weather, and it provided some connectedness between the members of the group. We were able to use the model both in the design of our platform, and in the functioning of our group. Group dynamics are always a bit of a challenge, more so in an online context. With time differences and different schedules, it was difficult to get everyone in the same space at the same time. We anticipate that similar issues would come up for our students, and so we have built in mechanisms for choosing time-slots for field trips, and asynchronous communication tools. We were, for the most part, able to overcome these problems in our group, and the experience means that in a real situation we would be able to draw on what we learned about dealing with a geographically separated group to help our students overcome similar problems. The design of ThinkSpace drew on our academic knowledge, but also our first-hand understanding of the problems inherent in learning in an online space. The process of designing the spaces meant that we had to look critically at what we have done both as teachers, but also as students, which I think gave the final product some authenticity that non-student designers might not have achieved. TBINKSPACE: A N0LTIPLATF0RN LEARNINu ENvIR0NNENT 24 Ashley Bayles This project has really made me see the opportunities and challenges in online learning. While working in a group definitely made me learn way more than I could have on my own, it also presented new challenges that helped me to further anticipate the types of issues that students may have in an online learning environment. While we had scheduled meetings that worked for everyone, this didnt always end up working as planned. We all have busy lives, so sometimes people got sick, or only one person wasnt able to make a certain time, or as in my case, time zone issues were a problem when daylight savings came in as there is no daylight savings in Colombia, so the meeting time was an hour earlier than I had expected. These are minor issues in the grand scheme of things, but missing meetings made me realize how much I valued the synchronous meetings with my group mates. The real-time conversations helped me to work through everything so much more easily than back and forth emails, and also allowed me to socialize a bit with my partners to understand the background and knowledge that each of them brings to the table. This experience made me really come to value the importance of giving students a space that they feel they have some control over and that they are free to use for educational and social purposes as desired. I was not familiar with Second Life before this project and had only dabbled in Joomla and Moodle, so having this hands-on experience with the expertise of my team members to guide me has really made me want to continue exploring these software options further. The fact that Sloodle allows you to access Moodle from inside Second Life is incredible. I am grateful for being a part of such a talented group and I think that we split the work up well so that everyone was able to contribute in a way that they were comfortable and yet we all made sure to collaborate so that we can all be pleased with the final elements of ThinkSpace. There is always TBINKSPACE: A N0LTIPLATF0RN LEARNINu ENvIR0NNENT 2S room to add more tools and develop the functionality of the site further, but that is a never- ending process. Colin Kam Prior to the project, I had already designed a few Moodle courses for blended-learning environments. I thought I had relatively extensive experience working with Moodle but quickly came to realize that it was capable of much more, like its ability to integrate with Joomla and Second Life. My goal was to learn and experience these new technologies first hand, and to apply them to the context of teaching and learning. Working on this project afforded me the opportunity to navigate, design, and troubleshoot in these environments. As a result, I feel more comfortable, confident, and competent with Moodle, Joomla and Second Life. Although I often prefer to work alone, working in small groups provided growth in each of us that would not have occurred if we were working individually. As a result of our synergetic collaboration, we built on each others strengths, supported each others needs, and accomplished a common goal: ThinkSpace. However, growth cannot take place without overcoming certain challenges. Communication was one of the major challenges that we faced. The fact that we have never met in person because we live in different cities and time zones, made it slightly difficult to build connections. Even though we mentioned using Skypes voice chat, we ultimately agreed to use Google Chat because we were already sharing a Google Document and we could copy our dialogues. At times, conversations on Google Chat were difficult to follow because [1] earlier chat dialogues are not archived (until a group member copies it at the end of the meeting), [2] text chat is sorted linearly in a chronological order but real conversations often diverge, and [3] I am a slow typist and an even slower reader. Consequently, expectations were unclear at times. TBINKSPACE: A N0LTIPLATF0RN LEARNINu ENvIR0NNENT 26 By identifying our challenges, we can properly address them and later adapt the experience into different situations such as helping students overcome issues when they face similar ones. Colin Grzeskowiak My groups design concept was that of integrating many different tools together to create an engaging website for an online high school. The premise came from my desire for present LMS systems to do more than one or two thing really well. I have never seen any e Learning system that effectively combines social media, a learning management system, wiki, blog and a virtual world all together. I knew from the beginning that this would be a fairly complicated task as integrating a variety of tools like Joomla, Jomsocial, Moodle, Kunena forums, Sloodle and Second Life would cause many incompatibility errors. After many installs/uninstalls I learned which versions of each of these programs worked together. I still had many bugs some of which I fixed and some which I was unable to. If I was to create this site for deployment at a school several issues would need to be worked out to make it stable. I learned that to keep a site like this going would require a lot of testing especially before any upgrades. Although I felt that the design was complicated the end result did behave the way I initially conceived. I believe that this site does hold a lot of potential and flexibility to allow for informal learning among students. Although I felt the scope of the assignment allowed us only to do a brief analysis of the potential and research possible from this site I believe that more possibilities would become possible upon further building and addition of content. The design could be expanded to integrate other components like Wordpress or OpenSim integration. Allowing for these additional components would give other opportunities as students could run and maintain their own blog as a portfolio of their achievements during school. The OpenSim TBINKSPACE: A N0LTIPLATF0RN LEARNINu ENvIR0NNENT 27 integration would allow students to coordinate their activities in the virtual world and promote use of this tool. If given the opportunity I would try to implement this design in a school.
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