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This project (MOOSE) investigates the scaffolding and processes needed to enable groups of students in Higher Education to establish their socialisation and engagement for more productive information and knowledge exchange and learning through the medium of online 3-D Multi User Virtual Environments using Second Life.

Modelling of Second Life environments (MOOSE)

Overview

MOOSE investigates the scaffolding and processes needed to enable groups of students in Higher Education to establish their socialisation and engagement for more productive information and knowledge exchange and learning through the medium of online 3-D Multi User Virtual Environments using Second Life.  You can now visit the project's Blog and Wiki.

Aims and objectives

Students’ and tutors’ use of SL-tivities are evaluated in four areas:

  • Understanding immersion for in-world socialisation and learning in groups;
  • Designing for useful SL events;
  • Investigating the role of facilitation in SL; and
  • Exploring institutional and disciplinary differences in using of SL for learning.

Project methodology

The MOOSE project develops and integrates eight Second Life activities ('SL-tivities') into two undergraduate distance-taught courses: Archaeological Theory at the University of Leicester and Data, Computing and Information at the Open University. Empirical data on students learning is collected and analysed using cognitive mapping to create unique ‘maps’ of individual and groups and their change in views, feelings and experiences over time.

Anticipated outputs and outcomes

  • A pedagogical framework of students’ engagement and socialization in a 3D environment designed for learning, presented in an accessible, diagrammatic form,
  • Exemplars and use cases developed from students’ learning experiences, highlighting positive and negative aspects of student learning and special aspects of ‘presence’ in 3D-MUVEs.
  • Guidelines for developing students’ transferable skills through 3D-MUVEs including team-working, communication, decision-making, collaboration and negotiation in virtual spaces
  • A ‘demonstrator’ in SL to show how learning spaces can be designed in 3-D MUVEs for promoting and enabling team activities and group projects,
  • Ten exemplar transferable SL-tivities designed for Computing and Archaeology modules, with guidelines for adopting these SL-tivities by teachers from other disciplines
  • A framework for SL-moderating skills designed for teaching on Second Life and an exemplar training course,
  • Guidelines for embedding 3D-MUVEs in institutional systems and policies
Lead Institution
Project partners

 

 

Project Staff

Project Manager
  •  Jaideep Mukherjee (University of Leicester)
Project Team
  • Principal Investigator: Prof Gilly Salmon (University of Leicester)
  • University of Leicester Research lead: Dr Palitha Edirisingha
  • Open University Research lead: Dr Shailey Minocha
  • Project Research Associate: Dr Ming Nie (University of Leicester)
Address
  • Beyond Distance Research Alliance, 1813 Attenborough Tower, University of Leicester, University Road, Leicester LE1 7RH, T: 0116.252.2440, F: 0116.252.5373

Documents & Multimedia