an article by Victor Lally (University of Glasgow, UK) and Madeleine Sclater (Glasgow School of Art, UK) published in
British Journal of Guidance & Counselling Volume 41 Issue 3 (2013)
Abstract
Careers work in the twenty-first century faces a key challenge in terms of digital technologies: to evaluate their potential for careers work in challenging settings.
Given the rapidity of developments, technologies require evaluation in research innovations and naturalistic settings. Virtual worlds offer potential for careers and guidance work, and the therapeutic domain. To illustrate this, we present examples in which young people explore their feelings and ideas, plans and difficulties, while preparing for film-making. During this they develop important life transition skills.
We argue that the power of virtual worlds – to support emotional and cognitive engagement – could be utilised in practice settings.
We conclude that they are serious candidates as digital tools in the careers and guidance domain.
Full text (PDF 22pp)
Showing posts with label virtual_worlds. Show all posts
Showing posts with label virtual_worlds. Show all posts
Wednesday, 19 June 2013
The Inter-Life project: researching the potential of art, design and virtual worlds as a vehicle for assisting young people with key life changes and transitions
Wednesday, 16 January 2013
College and Research Libraries News
Volume 73 Number 1 (January 2013) has a couple of article that I thought might interest readers.
Virtual worlds and libraries: Gridhopping to new worlds
by Valerie Hill and Marcia Meister
News from the Field
by David Free
CRLN has joined the open access list so feel free to browse around – there may be other items you would like.
Virtual worlds and libraries: Gridhopping to new worlds
by Valerie Hill and Marcia Meister
News from the Field
by David Free
CRLN has joined the open access list so feel free to browse around – there may be other items you would like.
Tuesday, 8 May 2012
Second Life in the library: an empirical study of new users’ experiences
an article by Christopher Peter Clarke (Nankai University, Tianjin, People’s Republic of China) published in Program: electronic library and information systems Volume 46 Issue 2 (2012)
Abstract
Purpose
This paper aims to examine the experiences of new users of Second Life in order to identify potential barriers and attractors to the expansion of the userbase and therefore the market for in-world information services.
Design/methodology/approach
A multi-faceted methodological approach was taken utilising two questionnaires (pre- and post-immersion), non-participant overt observation, structured interviews, and online diary keeping. Data was then analysed to identify barriers and attractors.
Findings
More negative experiences were recorded than positive, with the costs, time commitment, stigma of using, the lack of structure, social interaction, and the complexity of the control interface all provoking negative responses. Avatar creation, and the creativity and quality of graphical presentation produced positive responses.
Research limitations/implications
Due to the investment in time required to participate in the research, the sample size is smaller than ideal thus limiting the conclusions that can be generalised. The research also did not directly include interaction with online library or information services.
Practical implications
For librarians using SL the research demonstrates that the response from new users is less than enthusiastic and that when designing virtual library services care should be taken to avoid the barriers identified here and to focus on the features found attractive by participants.
Originality/value
Previous studies have examined the implementation of in-world information services without examining the experience of new users. Those studies that have looked directly at the user's interaction with virtual worlds are more focused on MMORPGs and on current users.
Abstract
Purpose
This paper aims to examine the experiences of new users of Second Life in order to identify potential barriers and attractors to the expansion of the userbase and therefore the market for in-world information services.
Design/methodology/approach
A multi-faceted methodological approach was taken utilising two questionnaires (pre- and post-immersion), non-participant overt observation, structured interviews, and online diary keeping. Data was then analysed to identify barriers and attractors.
Findings
More negative experiences were recorded than positive, with the costs, time commitment, stigma of using, the lack of structure, social interaction, and the complexity of the control interface all provoking negative responses. Avatar creation, and the creativity and quality of graphical presentation produced positive responses.
Research limitations/implications
Due to the investment in time required to participate in the research, the sample size is smaller than ideal thus limiting the conclusions that can be generalised. The research also did not directly include interaction with online library or information services.
Practical implications
For librarians using SL the research demonstrates that the response from new users is less than enthusiastic and that when designing virtual library services care should be taken to avoid the barriers identified here and to focus on the features found attractive by participants.
Originality/value
Previous studies have examined the implementation of in-world information services without examining the experience of new users. Those studies that have looked directly at the user's interaction with virtual worlds are more focused on MMORPGs and on current users.
Labels:
avatars,
information_services,
libraries,
Second_Life,
virtual_worlds
Wednesday, 28 March 2012
From recreational applications to workplace technologies: …
an empirical study of cross-context IS continuance in the case of virtual worlds
an article by Saggi Nevo (University at Albany) and Dorit Nevo and Henry Kim (York University’s Schulich School of Business, Toronto) published in Journal of Information Technology Volume 27 Issue 1 (March 2012)
Abstract
Although three-dimensional, immersive virtual worlds, such as Active Worlds, Second Life, and Teleplace have been in existence for several years, their organizational use is rather limited. This paper posits, perhaps counter intuitively, that the diffusion of virtual worlds within organizations could be enhanced by their recreational usage.
This argument is motivated by the notion developed in this paper that the use of technologies need not remain within a single context, but instead can cross-contexts, for example from recreational to vocational. We term such shift cross-context IS continuance.
This paper proposes that workers using virtual worlds for recreational (i.e. hedonic and social) use are suitably positioned to discover those technologies’ workplace applicability, thereby assisting in their diffusion within the organization. Building on the supporting results of an empirical study, this paper recommends that managers consider allowing for ‘playtime’ with virtual worlds as a mechanism for enhancing their adoption and subsequent diffusion in the workplace.
From an information systems (IS)-research perspective, this paper makes several important contributions.
First, it contributes to the IS continuance literature by arguing for, and providing evidence in support of, the existence of cross-context continuance. To date, this literature stream has examined only one aspect of continuance – for example, within-context.
Second, this paper identifies recreational and work as distinct dimensions of technology usage, and hedonic and social usage as sub-dimensions of the former, thereby contributing to the contextualization of this core IS construct.
Third, it is one of the early field studies dedicated to the empirical examination of virtual worlds.
an article by Saggi Nevo (University at Albany) and Dorit Nevo and Henry Kim (York University’s Schulich School of Business, Toronto) published in Journal of Information Technology Volume 27 Issue 1 (March 2012)
Abstract
Although three-dimensional, immersive virtual worlds, such as Active Worlds, Second Life, and Teleplace have been in existence for several years, their organizational use is rather limited. This paper posits, perhaps counter intuitively, that the diffusion of virtual worlds within organizations could be enhanced by their recreational usage.
This argument is motivated by the notion developed in this paper that the use of technologies need not remain within a single context, but instead can cross-contexts, for example from recreational to vocational. We term such shift cross-context IS continuance.
This paper proposes that workers using virtual worlds for recreational (i.e. hedonic and social) use are suitably positioned to discover those technologies’ workplace applicability, thereby assisting in their diffusion within the organization. Building on the supporting results of an empirical study, this paper recommends that managers consider allowing for ‘playtime’ with virtual worlds as a mechanism for enhancing their adoption and subsequent diffusion in the workplace.
From an information systems (IS)-research perspective, this paper makes several important contributions.
First, it contributes to the IS continuance literature by arguing for, and providing evidence in support of, the existence of cross-context continuance. To date, this literature stream has examined only one aspect of continuance – for example, within-context.
Second, this paper identifies recreational and work as distinct dimensions of technology usage, and hedonic and social usage as sub-dimensions of the former, thereby contributing to the contextualization of this core IS construct.
Third, it is one of the early field studies dedicated to the empirical examination of virtual worlds.
Tuesday, 7 September 2010
Virtual worlds in higher education: ...
a policy simulation
Abstract
The purpose of this paper is to explore whether virtual worlds can provide a setting for a rewarding learning experience for college students. The paper describes a policy-making simulation conducted within a virtual world and the results of an analysis conducted to assess its learning effectiveness. Our analysis, drawn from eight “learning principles” advanced by Gee (2003), indicates that the levels of enthusiasm and learning that take place within a virtual world can differ considerably for different students: while some prefer traditional online methods, others are more enthusiastic about virtual world settings. Of the eight principles we considered, we found evidence to support “identity and self knowledge”, active learning”, “psychological moratorium” and “content” principles. The “affinity”, “transfer” and “exploration” principles were not as well supported. In conclusion, we recommend that instructors give serious consideration to using virtual worlds as a tool to support interactive activities of students such as simulations.
an article by Martha Garcia-Murillo, Ian MacInnes and Joe Rubleske published in International Journal of Networking and Virtual Organisations Volume 7 Number 5 (2010)
Abstract
The purpose of this paper is to explore whether virtual worlds can provide a setting for a rewarding learning experience for college students. The paper describes a policy-making simulation conducted within a virtual world and the results of an analysis conducted to assess its learning effectiveness. Our analysis, drawn from eight “learning principles” advanced by Gee (2003), indicates that the levels of enthusiasm and learning that take place within a virtual world can differ considerably for different students: while some prefer traditional online methods, others are more enthusiastic about virtual world settings. Of the eight principles we considered, we found evidence to support “identity and self knowledge”, active learning”, “psychological moratorium” and “content” principles. The “affinity”, “transfer” and “exploration” principles were not as well supported. In conclusion, we recommend that instructors give serious consideration to using virtual worlds as a tool to support interactive activities of students such as simulations.
Wednesday, 12 August 2009
Virtually there, almost: ...
educational and informational possibilities in virtual worlds
an article by Peter Edward Sidorko in Library Management Volume 30 Numbers 6-7
Abstract
Purpose
The purpose of this article is to analyse the educational and more specifically, the library and information opportunities afforded through virtual worlds such as Second Life.
Design/methodology/approach
The article provides an analysis of virtual world opportunities through a review of relevant literature as well as actual applications of virtual world platforms.
Findings
Virtual worlds have the potential to provide a rich learning and information environment. Despite what many see as limitations, virtual worlds can enhance the learning experience if problematic issues are addressed and if expectations are realistic. For libraries, a unique set of limitations are identified.
Research limitations/implications
The limited availability of library presences in virtual worlds prohibits a full scale analysis of the success or otherwise of such projects. Future analyses of virtual worlds, in particular Second Life, will be useful if their pervasiveness increases.
Practical implications
Library managers are alerted to issues and problems surrounding an investment in virtual worlds.
Originality/value
This paper will prove useful to educators and librarians considering investing time and other resources in developing content in virtual worlds.
an article by Peter Edward Sidorko in Library Management Volume 30 Numbers 6-7
Abstract
Purpose
The purpose of this article is to analyse the educational and more specifically, the library and information opportunities afforded through virtual worlds such as Second Life.
Design/methodology/approach
The article provides an analysis of virtual world opportunities through a review of relevant literature as well as actual applications of virtual world platforms.
Findings
Virtual worlds have the potential to provide a rich learning and information environment. Despite what many see as limitations, virtual worlds can enhance the learning experience if problematic issues are addressed and if expectations are realistic. For libraries, a unique set of limitations are identified.
Research limitations/implications
The limited availability of library presences in virtual worlds prohibits a full scale analysis of the success or otherwise of such projects. Future analyses of virtual worlds, in particular Second Life, will be useful if their pervasiveness increases.
Practical implications
Library managers are alerted to issues and problems surrounding an investment in virtual worlds.
Originality/value
This paper will prove useful to educators and librarians considering investing time and other resources in developing content in virtual worlds.
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