This is my second experience teleporting into Second
Life (SL). In this experience, we were asked to partner with a classmate and to
relate our experience in SL to the principles of instructional design.
We first teleported to the Edtech area. Upon
arrival, there was an avatar named Amelia that greeted us, but we couldn’t
figure out what we were to do next as she only responded with giving us
someone’s name. In addition, she would not respond through the chat or by clicking
on her. When we looked around and decided that the information kiosk might be a
good location to see if more directions were available, nothing we did prompted
us or provided information about what we needed to accomplish next; however, we
did find a sign that led us down a path to our building. One of the main
questions we were seeking to answer was, “What is the purpose of this area?” “What
resources are available for us?” When you are designing a training or lesson,
the purpose of the assignment should be communicated so participants have a
clear understanding of what they are learning and what is important to focus on
during the instruction. Otherwise, students may spend time on activities that
are not related to the instructional objectives. This area lacked clear
instructions and goals and objectives. In addition, we quickly became
frustrated when some of the hints or activities that we found looked like math
problems or a programming language in which we were unfamiliar with; therefore,
we couldn’t complete the tasks or engage in the activities in the virtual world.
The activities did not appear to be intended for our audience.
Once we entered the Edtech building, we found that
by touching some objects text would appear and give hints or directions.
However, the quality of the text was not readable, and we spent quite a bit of
time trying to figure out what the text was asking us to do. So, we decided to
try another area and headed over to the Monopoly board. We found maneuvering
around a familiar object such as the Monopoly board and interacting with
familiar objects such as the dice was intuitive and was much more engaging. For
example, we knew that we needed to roll the dice, so we naturally knew to reach
out and touch them, and we were able to roll the dice quite easily.
We then teleported into the second location. We found that this area provided affordances that made interacting with the environment much more natural. For example, when you touched a light, it turned on and off. Once you figured this out, then you knew to go to the other lights, and this action worked for all of them including the fireplace. So, there was consistency throughout the design of the building. With consistency, performing the activities were more instinctive and less frustrating to perform.
I can see how using a virtual environment such as SL
could be used as a form of e-learning. However, when developing the activities,
the instructional design framework still needs to be applied to this e-learning
environment to make it an engaging and a productive learning experience. The 3-D
experience contributes to learning because it provides a simulation in which an
avatar can interact with, and this is how our mind naturally makes learning
connections.
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