This document discusses a study conducted by Jeremy Kemp on whether graduate students in library and information science will accept coursework in 3D immersive virtual spaces like Second Life. It provides background on Second Life and discusses factors that influence student acceptance of these virtual environments for courses like perceptions of ease of use and enjoyment. The results found that attitude, specifically that the experience was fun, most strongly correlated with students' intent to use these virtual spaces in the future.
This document discusses scaling graduate library and information science (LIS) instruction through virtual environments like Second Life. It describes Jeremy Kemp's experience teaching online courses at San Jose State University's SLIS program and using Second Life. Kemp has taught courses on virtual worlds and online social networking. His research focuses on constructivist learning in virtual environments. The document outlines how Kemp has used Second Life for LIS education, including student projects, simulations, and giving students a choice between a tutorial or exploring Second Life with an avatar.
Day 1 slides UNO summer 2010 robotics workshop Raj Dasgupta
油
The document provides an overview of the first day of a high school robotics workshop. It introduces the workshop leaders and participants. It covers basic concepts in robotics through presentations and videos. It assigns students to teams to work on building a robot simulator. The plan for day 2 is to program intelligence into the robot simulator. Students are given homework to discuss problems robots could help solve.
This 3-page document provides a summary of a report on situated cognition and the culture of learning. It begins with an abstract that outlines the key ideas in 3 sentences: 1) Many teaching methods assume conceptual knowledge is independent of the situations in which it is learned and used, but this assumption can lead to lack of success; 2) Drawing on research on everyday learning, the authors claim knowledge is situated and influenced by the context and culture in which it develops; 3) Teaching should account for the role of activities, context and culture through cognitive apprenticeship methods. The document then describes the contents, which explore situated knowledge and learning activity and provide examples of cognitive apprenticeship in mathematics teaching.
This document provides biographical information about Jeremy Kemp. It states that Jeremy Kemp is a full-time lecturer at San Jose State University School of Information who started teaching online in 1999. It also lists some of his interests and areas of expertise, which include virtual worlds, digital and physical realms, multi-touch interfaces, and blended and asynchronous learning using multi-user virtual environments.
The document discusses a study on whether graduate students in Library and Information Science will accept coursework completed in 3D immersive virtual spaces like Second Life. It describes a 1-credit online course on social networking taught by Jeremy Kemp that offered students the choice between a multiple choice quiz or creating an avatar and completing tasks in Second Life. Most students (60%) chose to create an avatar and complete assignments in Second Life. The study found that students who frequently played video games were more likely to intend to use Second Life for activities in the future.
This document contains a list of references cited by another work. There are over 100 individual references listed, ranging from journal articles and book chapters to conference presentations and reports. The references cover topics related to e-learning, online pedagogy, learning design, and the use of technology to support education.
The document presents a taxonomy for classifying wireless network attacks. It proposes an 8 category taxonomy covering: (1) the stage of the attack, (2) effects on power consumption, (3) the OSI layer targeted, (4) security attributes utilized, (5) vulnerabilities exploited, (6) effects of the attacks, (7) precautions for each attack, and (8) the network type. The taxonomy aims to provide a simple classification system for end users to understand wireless network security requirements and emerging threats. It analyzes common wireless attacks and categorizes them according to the proposed taxonomy.
This document provides a brief history of the development of human-computer interaction (CHI) from the earliest computers through modern interfaces. It describes early computers that were programmed via switches and batch processing, the introduction of punch cards, time-sharing systems with command line interfaces, and the pioneering work developing graphical user interfaces at Xerox PARC and in the development of the Macintosh. It also discusses the introduction of windows and the mouse in personal computing with Windows 1.0. The document presents this history through a combination of text and embedded images.
From 7 to 700: Scaling graduate LIS instructionin virtual environmentsjeremykemp
油
1) The document discusses Jeremy Kemp's experience scaling online and virtual instruction at San Jose State University's School of Information from classes with 7 students to 700 students.
2) It describes two virtual environment courses he developed - one on virtual worlds with 19 to 9 students and another online social networking course with over 600 total students.
3) The courses utilized virtual environments like Second Life, online learning tools, and both required and optional virtual activities for students to engage with virtual technologies.
SJSU SLIS Campus - Second Life Unifying Conceptsjeremykemp
油
1. Jeremy Kemp presented on using virtual worlds like Second Life for education. He discussed concepts like concreteness fading, where simulations transition from concrete to abstract representations.
2. Kemp described Second Life as an affective platform that can engage users in emotional experiences. He also outlined different types of Second Life users like "monkeys, birds, and spirits" and how they experience the virtual world.
3. Kemp proposed combining Second Life with Moodle into a "chocolate and peanut butter" approach called "Sloodle" to integrate 3D virtual and traditional learning management systems.
011 Essay Example Lola Rodriguez Winni. Online assignment writing service.Liz Brown
油
Here are the key points addressed in the proposed research paper:
- The paper will examine the similarity of firearms legislation across U.S. states and its correspondence with federal legislation. The hypothesis is that the basic ideas and main approaches of federal firearms laws have been preserved at the state level.
- It will also analyze the diversity of state firearms laws and whether this is due to differences in gun violence rates, demographics, culture, or political/conventional approaches among states. The hypothesis is that higher gun violence rates do not necessarily result in increased restrictions at the state level.
- The research aims to determine if state firearms laws mainly mirror federal statutes or if they diverge significantly based on state-specific factors. This could provide
The document provides seven tips for using 3D virtual worlds like Second Life for teaching and learning. The tips are: represent students with customized avatars; use it as a community space rather than just copying a real campus; start with concrete representations and allow for abstraction over time; don't hire professionals to do work for students; leverage the network of educators in these spaces; blended approaches work better than full immersion even in virtual worlds; and don't ignore virtual worlds but approach them critically.
The document provides seven tips for using 3D virtual worlds like Second Life for teaching and learning. The tips are: represent students with customized avatars; use it as a community space rather than just copying a real campus; start with concrete representations and allow for abstraction over time; don't hire professionals to do work for students; leverage the network of educators in these spaces; blended approaches work better than full immersion even in virtual worlds; and don't ignore virtual worlds but approach them critically.
The document provides seven tips for using 3D virtual worlds like Second Life for teaching and learning. The tips are: represent students with customized avatars; use it as a community space rather than just copying a real campus; start with concrete representations and allow abstract thinking to develop over time; adopt the tools gradually through various stages; don't hire professionals to do work for students; leverage the existing network of educators in these spaces; and either embrace the technology or ignore it, but don't dismiss its potential.
The document provides seven tips for using 3D virtual worlds like Second Life for teaching and learning. The tips are: represent students with customized avatars; use it as a community space rather than just copying a real campus; start with concrete representations and allow for abstraction over time; don't hire professionals to do the work for students; leverage the network of educators in these spaces; blended approaches may still work better than full immersion even in 3D; and don't ignore these tools but be selective in how they are used.
The document provides seven tips for using 3D virtual worlds like Second Life for teaching and learning. The tips are: represent students with customized avatars; use it for role-plays and simulations to make concepts more concrete initially before fading to abstraction; adopt uses gradually from passive to active engagement; don't rely on professionals but do the work yourself; leverage existing communities of educators; blended approaches may work better than full immersion; and leverage asynchronous tools as well as synchronous sessions.
The document provides seven tips for using 3D virtual worlds like Second Life for teaching and learning. The tips are: represent students with customized avatars; use it as a community space rather than just copying a real campus; start with concrete representations and allow for abstraction over time; don't hire professionals to do work for students; leverage the network of educators in these spaces; blended approaches work better than full immersion even in virtual worlds; and don't ignore virtual worlds but approach them critically.
The document provides seven tips for using 3D virtual worlds like Second Life for teaching and learning. The tips are: represent students with customized avatars; use it as a community space rather than just copying a real campus; start with concrete representations and allow for abstraction over time; don't hire professionals to do work for students; leverage the network of educators in these spaces; blended approaches work better than full immersion even in virtual worlds; and don't ignore virtual worlds but approach them critically.
The document provides seven tips for using 3D virtual worlds like Second Life for teaching and learning. The tips are: represent students with customized avatars; use it as a community space rather than just copying a real campus; start with concrete representations and allow for abstraction over time; don't hire professionals to do work for students; leverage the network of educators in these spaces; blended approaches work better than full immersion even in virtual worlds; and don't ignore virtual worlds but approach them critically.
Virtual worlds like Second Life allow users to interact through avatars in a 3D online environment. Many organizations and educational institutions are using virtual worlds for meetings, simulations, classes, and other activities. However, some students found basic tasks difficult and that it was not as engaging as other games. Virtual worlds show potential for education but may not always be the best tool and require experienced users for full benefit.
VWBPE 2009 presentation on Teaching in Virtual Worlds: Identity and Culture by Dr. Cynthia Calongne, March 29, 2009. Visit http://vwbpe.org and http://wiki.vwbpe.org/index.php?title=Schedule for more information.
This document discusses virtual guides as companions for immersive learning. Virtual guides can provide navigation, information, emotional support, and expectations of behavior to accompany users. Examples of virtual guides in games include Arthur from Journeyman Project 3 and Lucy from Assassin's Creed 2. Research suggests virtual guides should have features, behaviors, and emotions to facilitate interaction and outcomes. The document provides references on affective modeling and virtual humans to further the development of virtual guides.
"Game-Based Learning & Gamified Learning" by Sherry Jones (November 23, 2014)Sherry Jones
油
November 23, 2014 - This is my Game Studies presentation for the Metagame Book Club titled: "Game-Based Learning & Gamified Learning."
Interested in joining fellow educators to learn more about gaming in education? Access the free book club here:
Metagame Book Club
http://bit.ly/metagamebookclub
Pt. 2 Second Life, Web 2.0 and Social NetworkLiz Dorland
油
The document outlines essential skills for using Second Life and social networking tools for professional development. It discusses skills for navigating and customizing avatars in Second Life, as well as tools for social networking like Facebook, blogs, YouTube, 際際滷Share and Ning. It encourages the use of these virtual spaces and Web 2.0 technologies for collaboration, sharing resources, and staying current with new ideas in digital learning.
This document discusses a service-learning project where LIS students at San Jose State University connected with professionals in Second Life to gain experience. Students identified needs, planned projects, and completed work for clients in Second Life to learn skills while providing a useful service. Evaluations found students enjoyed learning SL tools and collaborating, while clients were satisfied with the support provided. The project provided an authentic learning experience but balancing objectives was challenging.
1) The document discusses how avatars in virtual worlds like Second Life can represent students in online and blended learning environments.
2) It describes some benefits of using 3D virtual worlds and avatars, like increased engagement and opportunities for role-playing learning interactions.
3) The document presents Sloodle, a project that integrates the virtual world Second Life with learning management systems like Moodle to enable online and blended learning activities within Second Life.
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From 7 to 700: Scaling graduate LIS instructionin virtual environmentsjeremykemp
油
1) The document discusses Jeremy Kemp's experience scaling online and virtual instruction at San Jose State University's School of Information from classes with 7 students to 700 students.
2) It describes two virtual environment courses he developed - one on virtual worlds with 19 to 9 students and another online social networking course with over 600 total students.
3) The courses utilized virtual environments like Second Life, online learning tools, and both required and optional virtual activities for students to engage with virtual technologies.
SJSU SLIS Campus - Second Life Unifying Conceptsjeremykemp
油
1. Jeremy Kemp presented on using virtual worlds like Second Life for education. He discussed concepts like concreteness fading, where simulations transition from concrete to abstract representations.
2. Kemp described Second Life as an affective platform that can engage users in emotional experiences. He also outlined different types of Second Life users like "monkeys, birds, and spirits" and how they experience the virtual world.
3. Kemp proposed combining Second Life with Moodle into a "chocolate and peanut butter" approach called "Sloodle" to integrate 3D virtual and traditional learning management systems.
011 Essay Example Lola Rodriguez Winni. Online assignment writing service.Liz Brown
油
Here are the key points addressed in the proposed research paper:
- The paper will examine the similarity of firearms legislation across U.S. states and its correspondence with federal legislation. The hypothesis is that the basic ideas and main approaches of federal firearms laws have been preserved at the state level.
- It will also analyze the diversity of state firearms laws and whether this is due to differences in gun violence rates, demographics, culture, or political/conventional approaches among states. The hypothesis is that higher gun violence rates do not necessarily result in increased restrictions at the state level.
- The research aims to determine if state firearms laws mainly mirror federal statutes or if they diverge significantly based on state-specific factors. This could provide
The document provides seven tips for using 3D virtual worlds like Second Life for teaching and learning. The tips are: represent students with customized avatars; use it as a community space rather than just copying a real campus; start with concrete representations and allow for abstraction over time; don't hire professionals to do work for students; leverage the network of educators in these spaces; blended approaches work better than full immersion even in virtual worlds; and don't ignore virtual worlds but approach them critically.
The document provides seven tips for using 3D virtual worlds like Second Life for teaching and learning. The tips are: represent students with customized avatars; use it as a community space rather than just copying a real campus; start with concrete representations and allow for abstraction over time; don't hire professionals to do work for students; leverage the network of educators in these spaces; blended approaches work better than full immersion even in virtual worlds; and don't ignore virtual worlds but approach them critically.
The document provides seven tips for using 3D virtual worlds like Second Life for teaching and learning. The tips are: represent students with customized avatars; use it as a community space rather than just copying a real campus; start with concrete representations and allow abstract thinking to develop over time; adopt the tools gradually through various stages; don't hire professionals to do work for students; leverage the existing network of educators in these spaces; and either embrace the technology or ignore it, but don't dismiss its potential.
The document provides seven tips for using 3D virtual worlds like Second Life for teaching and learning. The tips are: represent students with customized avatars; use it as a community space rather than just copying a real campus; start with concrete representations and allow for abstraction over time; don't hire professionals to do the work for students; leverage the network of educators in these spaces; blended approaches may still work better than full immersion even in 3D; and don't ignore these tools but be selective in how they are used.
The document provides seven tips for using 3D virtual worlds like Second Life for teaching and learning. The tips are: represent students with customized avatars; use it for role-plays and simulations to make concepts more concrete initially before fading to abstraction; adopt uses gradually from passive to active engagement; don't rely on professionals but do the work yourself; leverage existing communities of educators; blended approaches may work better than full immersion; and leverage asynchronous tools as well as synchronous sessions.
The document provides seven tips for using 3D virtual worlds like Second Life for teaching and learning. The tips are: represent students with customized avatars; use it as a community space rather than just copying a real campus; start with concrete representations and allow for abstraction over time; don't hire professionals to do work for students; leverage the network of educators in these spaces; blended approaches work better than full immersion even in virtual worlds; and don't ignore virtual worlds but approach them critically.
The document provides seven tips for using 3D virtual worlds like Second Life for teaching and learning. The tips are: represent students with customized avatars; use it as a community space rather than just copying a real campus; start with concrete representations and allow for abstraction over time; don't hire professionals to do work for students; leverage the network of educators in these spaces; blended approaches work better than full immersion even in virtual worlds; and don't ignore virtual worlds but approach them critically.
The document provides seven tips for using 3D virtual worlds like Second Life for teaching and learning. The tips are: represent students with customized avatars; use it as a community space rather than just copying a real campus; start with concrete representations and allow for abstraction over time; don't hire professionals to do work for students; leverage the network of educators in these spaces; blended approaches work better than full immersion even in virtual worlds; and don't ignore virtual worlds but approach them critically.
Virtual worlds like Second Life allow users to interact through avatars in a 3D online environment. Many organizations and educational institutions are using virtual worlds for meetings, simulations, classes, and other activities. However, some students found basic tasks difficult and that it was not as engaging as other games. Virtual worlds show potential for education but may not always be the best tool and require experienced users for full benefit.
VWBPE 2009 presentation on Teaching in Virtual Worlds: Identity and Culture by Dr. Cynthia Calongne, March 29, 2009. Visit http://vwbpe.org and http://wiki.vwbpe.org/index.php?title=Schedule for more information.
This document discusses virtual guides as companions for immersive learning. Virtual guides can provide navigation, information, emotional support, and expectations of behavior to accompany users. Examples of virtual guides in games include Arthur from Journeyman Project 3 and Lucy from Assassin's Creed 2. Research suggests virtual guides should have features, behaviors, and emotions to facilitate interaction and outcomes. The document provides references on affective modeling and virtual humans to further the development of virtual guides.
"Game-Based Learning & Gamified Learning" by Sherry Jones (November 23, 2014)Sherry Jones
油
November 23, 2014 - This is my Game Studies presentation for the Metagame Book Club titled: "Game-Based Learning & Gamified Learning."
Interested in joining fellow educators to learn more about gaming in education? Access the free book club here:
Metagame Book Club
http://bit.ly/metagamebookclub
Pt. 2 Second Life, Web 2.0 and Social NetworkLiz Dorland
油
The document outlines essential skills for using Second Life and social networking tools for professional development. It discusses skills for navigating and customizing avatars in Second Life, as well as tools for social networking like Facebook, blogs, YouTube, 際際滷Share and Ning. It encourages the use of these virtual spaces and Web 2.0 technologies for collaboration, sharing resources, and staying current with new ideas in digital learning.
This document discusses a service-learning project where LIS students at San Jose State University connected with professionals in Second Life to gain experience. Students identified needs, planned projects, and completed work for clients in Second Life to learn skills while providing a useful service. Evaluations found students enjoyed learning SL tools and collaborating, while clients were satisfied with the support provided. The project provided an authentic learning experience but balancing objectives was challenging.
1) The document discusses how avatars in virtual worlds like Second Life can represent students in online and blended learning environments.
2) It describes some benefits of using 3D virtual worlds and avatars, like increased engagement and opportunities for role-playing learning interactions.
3) The document presents Sloodle, a project that integrates the virtual world Second Life with learning management systems like Moodle to enable online and blended learning activities within Second Life.
The document discusses how avatars in virtual worlds like Second Life can serve as students in online education. It describes how teachers and students can be represented by 3D avatars that interact and participate in learning activities. It also introduces Sloodle, a tool that integrates the virtual world of Second Life with learning management systems to add engagement and immersion to online education through structured learning activities and assessments in a 3D space.
SLOODLE has moved recently from an experimental system to one actively used by a small but growing number of educators around the globe, and in a growing range of disciplines. This presentation will briefly
outline what SLOODLE is and what SLOODLE does - explaining why integrating two such diverse platforms can be of benefit to educators and students. Examples and case-studies drawn from different classes that have been taught using Second Life and Moodle using SLOODLE will be used to illustrate the presentation. Preliminary results from user surveys (with tutors and students) will also be discussed.
See: http://www.sloodle.org
Patterns for learning in SL: Borrowing the Language of 2D designjeremykemp
油
What do "patterns" from 2D interface design field have to do with learning in 3D virtual worlds? This presentation addresses concepts from Jenifer Tidwell's 2005 book Designing Interfaces: Patterns for Effective Interaction Design published by O'Reilly Media, Inc. and maps those onto achievements by the SLOODLE LMS system.
Keynote presentation for Virtual Worlds: Libraries, Education and Museum Conference, April 24-25, 2009.
Avatars: Remove Attachments, Take a Seat
The insidious way our teacher/student power
dynamic is being re-imposed in 3D and the missed opportunity to find our inner Dewey
The document provides information about presenting in Second Life, including where to find tools and resources for presentations, how to use PowerPoint slides and speech gestures in Second Life, tips for becoming comfortable presenting in virtual venues, screen capture tools, anti-griefing techniques, and guidelines for an upcoming series of presentations, including the presentation order and topics.
This document provides instructions for creating an interactive scripted object in Second Life. It describes how to build a HUD that displays web pages and icons when different parts of the object are clicked. The steps include gathering web addresses and icons, uploading images, creating a container with hotspots, and writing a script to detect when each hotspot is clicked and load the corresponding URL. It also provides instructions for creating a simple scripted dice object that can be attached to a HUD. When the dice is touched, it will randomly rotate to a new side and say the matching Chinese number.
The document discusses various media and tools that can be used innovatively for online learning, including screencast software, discussion forums, virtual classrooms, long discussion threads, case studies, technology adoption lifecycles, and platforms for hosting videos and presentations. These tools provide different ways for instructors and students to engage with course content and each other online.
I compare the features of extensible 3D modeling environments with new developments in Web 2.0 technologies. A successful presentation for a full-time lectureship at San Jose State University.
This slide show outlines the process of creating videos using 3D environments and video capture tools.
The seven steps:
1) Watch two documentaries;
2) Learn some history;
3) Gather your tools;
4) Choose a 3D platform;
5) Find Actors and Shoot;
6) Edit the Video and add Sound;
7) Distribute it on the Net.
Kemp, J. (2007, October 22). Second Life: Twenty Lessons. Retrieved ----, from School of Library and Information Science San Jos辿 State University website: http://slisweb.sjsu.edu/media/mediaURL.htm#alascKempFA07&menu_alasc
Getting students through the start of their Second Life experience is often the most difficult part of teaching in this virtual world. This slide show should free up time to move on to key learning objectives.
Second Life Redefines "Higher Education"jeremykemp
油
This document discusses how Second Life can redefine concepts in higher education such as student labs, identity, audio-visual centers, expert patients, office hours, university advancement, the ivory tower, student engagement, physical plants, ribbon cuttings, study abroad programs, lectures, campus safety, intramurals, help desks, lecture halls, homework, ePortfolios, and schools through representing them in the virtual world of Second Life such as on the SJSU SLIS island.
Second Life uses Linden Scripting Language to create interactive settings. This basics lesson covers about 60 minutes of overview and highlights a few interesting examples.
The document summarizes survey responses from attendees at the 2007 SLCC Educator Workshop. Over half of respondents traveled over 1280 miles to attend, with some coming from Japan, Canada, and the UK. Attendees hoped to gain greater networks, ideas, and inspiration by collaborating face-to-face with colleagues on using virtual worlds like Second Life for education. While most attendees were positive, one commented that their flight was cancelled so they couldn't make it.
1. 401 Avatars Which LIS Graduate Students Accept Coursework in 3D Immersive Spaces? Jeremy Kemp, Ed.D. (Approved) SJSU School of Library and Information Science
2. Jeremy Kemp - Who am I? Full-time lecturer at SJSU SLIS Started teaching online in 1999 Second Life wiki for educators: http://www.simteach.com sloodle.org mashup (SL <-> Moodle, Angel LMS) 401 Avatars - Jeremy Kemp, SJSU
3. Maturing Virtual Worlds Trend The 2D World Wide Web --> a 3D spaces world Educators, librarians & art community are excited New types of training tools Document and Application sharing coming Forterra Olive Open Croquet Sun Wonderland 401 Avatars - Jeremy Kemp, SJSU
4. What is Second Life? Second Life is a 3-D virtual world entirely built and owned by its residents. Opened to the public in 2003 Grown explosively More than 10 Million residents from around the globe. Its future is far from certain 401 Avatars - Jeremy Kemp, SJSU
5. Maturing Virtual Worlds Trend The 2D World Wide Web --> a 3D spaces world Educators, librarians & art community are excited New types of training tools Document and Application sharing coming Forterra Olive Open Croquet Cobalt Sun Wonderland Open 401 Avatars - Jeremy Kemp, SJSU
6. Gartner Research in 2007: market pressures will lead to smaller number of open-sourced environments free transfer of assets and avatars single, universal client. 401 Avatars - Jeremy Kemp, SJSU
7. We know that students love it and hate it. 401 Avatars - Jeremy Kemp, SJSU
9. Second Life Student Controversy As a student with a disability goofy cartoon world shoving this technology fine if you have a lot of free time like Charlton Heston in Omega Man lobotomy 401 Avatars - Jeremy Kemp, SJSU
10. botched lobotomy revolutionary breakthrough a time-sucking black hole disruptive innovation 401 Avatars - Jeremy Kemp, SJSU
11. Can we predict who will love it? 401 Avatars - Jeremy Kemp, SJSU
12. Student Ages and Gender 401 Avatars - Jeremy Kemp, SJSU Female Male
13. Do you have problems with vision? 0 = No Problem 5 = Extreme Problems 401 Avatars - Jeremy Kemp, SJSU
16. Correlations to age Younger students more likely to play: Adventure (Legend of Zelda, Tomb Raider) Racing (NASCAR, Mario Kart, Burnout) Rhythm (Dance Dance Revolution, Guitar Hero, Rock Band) Role-Play (Blue Dragon, Final Fantasy, Knights of the Old Republic) Cronbachs Alpha: .592 401 Avatars - Jeremy Kemp, SJSU
17. Gender preferences Males are more likely to play: Fighting (Mortal Kombat, Super Smash Bros) Shooters (America's Army, Counter-Strike, Half-Life...) Simulation (Falcon, Microsoft Flight Simulator, Lock On) Sports (Madden, FIFA, Tony Hawk) Strategy (Civilization, Command and Conquer, StarCraft) Survival/Horror (Resident Evil, Silent Hill) Cronbachs Alpha: .672 401 Avatars - Jeremy Kemp, SJSU
19. How often do you use the Internet to communicate with someone real-time using AIM, Skype, etc.? add content to websites such as Flickr, Wikipedia, Facebook, Del.icio.us, Blogger, etc.? socialize with peers at SLIS using social networking websites such as Facebook, MySpace, Linked-In, Twitter, etc.?*** Everyday or almost everyday A few times a week A few times a month Less often 401 Avatars - Jeremy Kemp, SJSU
20. Web usage by activity 401 Avatars - Jeremy Kemp, SJSU
21. LIBR 203: Online Social Networking Launched Fall, 08 1 Credit course in the first 4 weeks 16 sections of about 30 students each Latest cohort finished Spring with 98% pass rate 401 Avatars - Jeremy Kemp, SJSU
22. LIBR 203 - Activities and Deliverables Blackboard word doc Social Networking blog, RSS Elluminate attend session Second Life avatar or quiz Email LISTSERV subject line MySJSU (Peoplesoft cms) quiz Library tutorial screen shot Restricted Materials blog Tech Tools / teamwork skills quiz, blog 401 Avatars - Jeremy Kemp, SJSU
23. Lib 203 Syllabus (Immersive Environments) Students will demonstrate competence by: Completing a multiple-choice quiz of 30 questions with a score of 70% or better OR 2) Creating Avatar, finding an Information Kiosk 401 Avatars - Jeremy Kemp, SJSU
25. Safe Blue Pill (quiz) Concept Resources Video: Second Life Overview (8 minutes) http://tinyurl.com/slissl Bell, 2008 - Universal Library Searcher Eisenberg, 2008 - Parallel information - Library J. Reeves, 2008 - Virtual worlds, real leaders - IBM 401 Avatars - Jeremy Kemp, SJSU
26. Adventurous Red Pill (avatar portrait) Technical Resources Video: Entering SL in 4 Easy Steps (7 minutes) http://tinyurl.com/slissl2 (White, 2007). Second life: A guide to your virtual world. Que. Video: Looking around with camera controls Video: Sending a postcard 401 Avatars - Jeremy Kemp, SJSU
27. Meet my Avatar 401 Avatars - Jeremy Kemp, SJSU
37. Correlations Performance Expectancy Effort Expectancy Attitude Social Influence Facilitating Conditions Self Efficacy 401 Avatars - Jeremy Kemp, SJSU
38. Facilitating Conditions have low impact I had the resources necessary I had the knowledge necessary Second Life was not compatible with other applications I use A specific person (or group) was available for assistance with difficulties I experience Correlation: .198** (.006) Cronbachs Alpha for the set: .585 401 Avatars - Jeremy Kemp, SJSU
39. Attitude correlates strongly to intent Using Second Life was a good idea. .478 ** Using Second Life was a bad idea. -.503 ** Second Life made classes more interesting. .486 ** Working with Second Life was fun. .538 ** I liked working with Second Life. .529 ** Sig = .000 Cronbachs Alpha for the set: .954 401 Avatars - Jeremy Kemp, SJSU
40. And the #1 thing they do say? Working with Second Life was fun. 401 Avatars - Jeremy Kemp, SJSU
41. 401 Avatars Will LIS Graduate Students Accept Coursework in 3D Immersive Spaces? Jeremy Kemp, M.S.J., M.Ed., Ed.D. (Approved) School of Library and Information Science 401 Avatars - Jeremy Kemp, SJSU