Developing a Second Life virtual field trip for university students: an action research approach

Background: Integrating 3D virtual world technologies into educational subjects continues to draw the attention of educators and researchers alike. The focus of this study is the use of a virtual world, Second Life, in higher education teaching. In particular, it explores the potential of using a virtual world experience as a learning component situated within a curriculum delivered predominantly through face-to-face teaching methods. Purpose: This paper reports on a research study into the development of a virtual world learning experience designed for marketing students taking a Digital Promotions course. The experience was a field trip into Second Life to allow students to investigate how business branding practices were used for product promotion in this virtual world environment. The paper discusses the issues involved in developing and refining the virtual course component over four semesters. Methods: The study used a pedagogical action research approach, with iterative cycles of development, intervention and evaluation over four semesters. The data analysed were quantitative and qualitative student feedback collected after each field trip as well as lecturer reflections on each cycle. Sample: Small-scale convenience samples of second- and third-year students studying in a Bachelor of Business degree, majoring in marketing, taking the Digital Promotions subject at a metropolitan university in Queensland, Australia participated in the study. The samples included students who had and had not experienced the field trip. The numbers of students taking part in the field trip ranged from 22 to 48 across the four semesters. Findings and Implications: The findings from the four iterations of the action research plan helped identify key considerations for incorporating technologies into learning environments. Feedback and reflections from the students and lecturer suggested that an innovative learning opportunity had been developed. However, pedagogical potential was limited, in part, by technological difficulties and by student perceptions of relevance.

[1]  G. Cousin Researching Learning in Higher Education: An Introduction to Contemporary Methods and Approaches , 2008 .

[2]  Marja Kankaanranta,et al.  Guest Editor s Introduction: International Perspectives on the Pedagogically Innovative Uses of Technology , 2005 .

[3]  J. Freedy,et al.  Editorial: Special Issue , 2014, International journal of psychiatry in medicine.

[4]  Lin Norton,et al.  Action Research in Teaching and Learning , 2008 .

[5]  G. Salmon,et al.  Developing a five-stage model of learning in Second Life , 2010 .

[6]  Larry Johnson and Alan Levine and Rachel Smith The 2008 Horizon Report , 2008 .

[7]  O. C. Ferrell,et al.  Assessing Instructional Technology in the Classroom , 2002 .

[8]  Mark Thomas,et al.  Virtual mooting : using technology to enhance the mooting experience , 2009 .

[9]  John Kirriemuir UK university and college technical support for Second Life developers and users , 2010 .

[10]  Mark Childs A conceptual framework for mediated environments , 2010 .

[11]  Chris Campbell Learning in a different life: Pre-service education students using an online virtual world , 2009 .

[12]  David S. White,et al.  Eventedness and disjuncture in virtual worlds , 2010 .

[13]  M. Savin-Baden,et al.  Situating pedagogies, positions and practices in immersive virtual worlds , 2010 .

[14]  Penny Singh,et al.  Using an Action Research Framework to Explore Assessment: A South African Case Study , 2006 .

[15]  Michele D. Dickey Teaching in 3D: Pedagogical Affordances and Constraints of 3D Virtual Worlds for Synchronous Distance Learning , 2003 .

[16]  Peter Twining,et al.  Virtual Worlds and Education , 2010 .

[17]  Alistair Sutcliffe,et al.  Students’ Attitudes in a Virtual Environment (SecondLife) , 2011 .

[18]  Annette Wilkinson,et al.  Enhancing Collaborative Learning in a Blended Learning Environment: Applying a Process Planning Model , 2006 .

[19]  Barney Dalgarno,et al.  An Australian and New Zealand scoping study on the use of 3D immersive virtual worlds in higher education , 2011 .

[20]  J. Drea,et al.  An Assessment of the Effectiveness of an in-Class Game on Marketing Students’ Perceptions and Learning Outcomes , 2005 .

[21]  Dana L. Kelly,et al.  International Association for the Evaluation of Educational Achievement , 1998 .

[22]  Marcus Childress,et al.  Using Massively Multiplayer Online Role‐Playing Games for Online Learning , 2006 .

[23]  Elaine Ball A Participatory Action Research Study on Handwritten Annotation Feedback and Its Impact on Staff and Students , 2009 .

[24]  Michael R. Solomon,et al.  Welcome to the Matrix: E-Learning Gets a Second Life , 2008 .

[25]  Paul Juell,et al.  Virtual environments for education , 1999, J. Netw. Comput. Appl..

[26]  Ortrun Zuber-Skerritt,et al.  Action Research in Higher Education: Examples and Reflections. , 1992 .

[27]  Peggy D. Lee Using Second Life to Teach Operations Management , 2009 .

[28]  Rebecca Strachan,et al.  Using massively multiplayer online role playing games (MMORPGs) to support second language learning: Action research in the real and virtual world , 2011 .

[29]  Heimo H. Adelsberger,et al.  Web 2.0 and competence-oriented design of learning - Potentials and implications for higher education , 2010, Br. J. Educ. Technol..

[30]  Jean McNiff,et al.  You and your action research project , 1988 .

[31]  Kenneth Yang Teck Lim The Six Learnings of Second Life: a Framework for Designing Curricular Interventions In-world , 2009 .