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Learn, Teach and Play in 3D Virtual Worlds




                                            Organised by:
                         Jim Ang, City University London
              Panayiotis Zapihris, City University London
                          David White, Oxford University
                       Steven Warburton, King’s College
               PalithaEdirisingha, University of Leicester



                                                             1
Schedule of the day


 11:00am: tea/coffee break

 1:00pm lunch (room E217)

 3:30pm: tea/coffee break




                                                2
What happened yesterday in Second Life




                                     3
What happened yesterday in Second Life




                                     4
What happened yesterday in Second Life




                                     5
What happened yesterday in Second Life




                                     6
Academic importance of virtual worlds

 Harvard University Law school (Nesson, Nesson, Koo 2006)
 Academic events




                                                             7
Academic importance of virtual worlds

   Education in virtual worlds (Livingstone and Kemp 2006)
   Virtual museum (Cochrane, 2006)
   Sexuality (Bardzell and Bardzell 2006)
   Autism and social virtual world (Lester 2007)
   E-commerce in virtual world (Olivera, Shen, Georganas 2000)




                                                                  8
What about Human Computer Interaction (HCI) design?




                                                  9
HCI: work vs play

 Consider a button labelled quot;Solve Problemquot;
                               it!




                            Solve




                                                       10
Usability methodologies for games

 Observation, interview, virtual ethnography, thematic analysis
 Contribution:
    o Models of play activity
    o A methodological framework for game playability evaluation   (Ang,
       C.S., Zaphiris, P., Wilson, S.)




                                                                     11
Game-based learning design guidelines

   Affinity diagram
   Focus group
   Heuristic evaluation
   Contributions:
     o A matrix of usability: interface,
       play, rules, narratives, social aspects
       and learnability.
     o A set of guidelines
        (Ang, Avni, Zaphiris, 2007)




                                                 12
Inclusive design of games

 Equipment grants from Inclusive Digital Economy Cluster of
  EPSRC
 Social and health benefits of games among older people
 Different perceptions and interaction styles
 Call for inclusive design




                                                          13
‹#›
Eye tracking and social network sites

   JISC Emerge grants
   Social network site and Second Life for learning
   Usability of the systems
   Contributions:
     o The relationship between eye gaze patterns and cognitive load
       issues




                                                                  15
Social Network Analysis (SNA)

 Games and Social Network
 Combination of conventional HCI
  (observation, content analysis) and
  SNA techniques
 Block model: social role blocking
 P* model: statistical modelling for
  social network data
 Outputs:
    o characteristics of social network for
      games
    o network patterns for social roles




                                                      16
Let the event begin!




                       17

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Introduction

  • 1. Learn, Teach and Play in 3D Virtual Worlds Organised by: Jim Ang, City University London Panayiotis Zapihris, City University London David White, Oxford University Steven Warburton, King’s College PalithaEdirisingha, University of Leicester 1
  • 2. Schedule of the day  11:00am: tea/coffee break  1:00pm lunch (room E217)  3:30pm: tea/coffee break 2
  • 3. What happened yesterday in Second Life 3
  • 4. What happened yesterday in Second Life 4
  • 5. What happened yesterday in Second Life 5
  • 6. What happened yesterday in Second Life 6
  • 7. Academic importance of virtual worlds  Harvard University Law school (Nesson, Nesson, Koo 2006)  Academic events 7
  • 8. Academic importance of virtual worlds  Education in virtual worlds (Livingstone and Kemp 2006)  Virtual museum (Cochrane, 2006)  Sexuality (Bardzell and Bardzell 2006)  Autism and social virtual world (Lester 2007)  E-commerce in virtual world (Olivera, Shen, Georganas 2000) 8
  • 9. What about Human Computer Interaction (HCI) design? 9
  • 10. HCI: work vs play  Consider a button labelled quot;Solve Problemquot; it! Solve 10
  • 11. Usability methodologies for games  Observation, interview, virtual ethnography, thematic analysis  Contribution: o Models of play activity o A methodological framework for game playability evaluation (Ang, C.S., Zaphiris, P., Wilson, S.) 11
  • 12. Game-based learning design guidelines  Affinity diagram  Focus group  Heuristic evaluation  Contributions: o A matrix of usability: interface, play, rules, narratives, social aspects and learnability. o A set of guidelines (Ang, Avni, Zaphiris, 2007) 12
  • 13. Inclusive design of games  Equipment grants from Inclusive Digital Economy Cluster of EPSRC  Social and health benefits of games among older people  Different perceptions and interaction styles  Call for inclusive design 13
  • 15. Eye tracking and social network sites  JISC Emerge grants  Social network site and Second Life for learning  Usability of the systems  Contributions: o The relationship between eye gaze patterns and cognitive load issues 15
  • 16. Social Network Analysis (SNA)  Games and Social Network  Combination of conventional HCI (observation, content analysis) and SNA techniques  Block model: social role blocking  P* model: statistical modelling for social network data  Outputs: o characteristics of social network for games o network patterns for social roles 16
  • 17. Let the event begin! 17