Evaluating Programs & Experiments in
Virtual Worlds such as "Second Life"
 
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These materials are for use only by institutions that subscribe to The TLT Group, to participants in TLT Group workshops, and to invited guests. The TLT Group is a non-profit whose existence is made possible by their subscription and registration fees. if your institution is not yet among our subscribers, we invite you to join us, use these materials, and help us continue to improve them!  If you have questions about your rights to use, adapt or share these materials, please ask us (info @ tltgroup.org).

Second Life is a virtual world that some academics are using, often experimentally, for academic purposes: meetings, student projects, and other applications. We're applying the Flashlight approach to developing questions that subscribing institutions can use to guide and shape their academic experiments and programs in Second Life: needs assessment, formative and summative evaluations.

The Flashlight approach focuses on the activities for which you are using Second Life. (Click here for some notes on possible uses of Second Life, some of which are developed in the sample survey below). For each activity you want to study, ask yourself these questions:

  1. If you wanted to carry out this activity, and weren't using Second Life, what learning space would you use (e.g., face-to-face interaction? conference call? web conference? software for creating simulations? web page with photos or streaming video?). 

  2. Is it possible and useful to compare the activity when carried out in Second Life (either directly, or by asking your Second Life users to compare this experience with their experiences in the other learning space)?

  3. What are your best hopes or goals for this use of Second Life? What worries you or others about this use of Second Life?

  4. What incentives, disincentives, experiences, or barriers might help or hinder people from using Second Life for this purpose? For example, is it important to discover whether the people you want to include in Second Life already use it extensively? Have already tried it and rejected it? How long it takes novices to become sufficiently adept to use it for your purposes?

  5. Remember in developing your survey or interview questions that the activities are, to some degree, separable from the facility. For example, a student project done in Second Life may be intensely engaging because it was a great project. Would it have been more, or less, engaging if it been created in a different facility or with different tools? More or less difficult? More or less costly?

  6. Start evaluating now, even if you aren't yet using Second Life. Sound crazy? Not if you're focusing on the activity rather than just on the facility in which it's to be carried out. No matter what you're using, or considering using, Second Life for, chances are that you or someone else is already doing this. Or that you've tried to do it.  By beginning your study immediately, you'll learn more about what can be rewarding about the activity, and barriers that make it difficult. Many academic activities fail on a new technology for the same reasons that they fail with older technology. By studying the nature of success and failure of this activity, you're laying a foundation for a more successful use of Second Life, and for greater success with this activity.

Needs Assessment and Formative Evaluation

As we implied in #6 above, needs assessment and formative evaluation are closely related.  For example, if you're considering using Second Life as a facility where students can create designs for buildings, and then walk around in them, you could begin a needs assessment by looking into existing learning spaces (facilities/software) that make that activity possible. What do faculty and students see as the strengths and weaknesses of those facilities?  Second, look for people at other institutions who have already tried using Second Life for your activity. If they haven't already done an evaluation, offer to work with them to help devise surveys, interview guides or other ways of gathering data from their users. Or do a pilot experiment yourself. In either case, ask users how suitable Second Life is as a facility for this activity, and how it compares with some other learning space (facility/software) that could be used for a similar purpose. Costs can be studied in the same way.  For an example of an evaluation of such a pilot study (of Acrobat Connect Pro, by Purdue and The TLT Group), see this chapter of the Flashlight Evaluation Handbook on evaluating pilot tests of new technology.  For more on modeling of costs (including uses of people's time), see The Flashlight Cost Analysis Handbook, another benefit of your subscription.

Using the Flashlight Online Template

We've created a simple item bank in Flashlight Online. It's template ZS61936. (For more on how to use Flashlight Online templates, click here.)  If your institution is an active subscriber, you also have permission to use these questions in other survey systems. If your subscribing institution does not have a Flashlight Online account and you would like a copy of these items, please e-mail flashlight@tltgroup.org.

This template is really a small item bank; only a fraction of the questions will be relevant to any given survey, so delete the others, rewrite these as needed, and add items of your own.

The introduction field in the template is blank. A good introduction educates the respondent about why it's important to think about the questions, and supplies other motivation to complete the survey (e.g., we will let you know whether and how we change our use of Second Life as a result of what we've learned from this study). Here's a sample introduction:

"We are currently using "Second Life", a web-based environment, to offer [name of program or experience]. We need your help to decide whether and, if so, how to continue offering this program in Second Life. This survey should less than [x] minutes to complete. If you give us your name at the end, we will send you a report on our findings, and on how we've used those findings to make decisions about this program. We appreciate you giving us the benefit of your experience. Thanks!"

Case Studies Needed

We'd love to upgrade this chapter of the Flashlight Evaluation Handbook by interweaving examples from these kinds of studies of academic uses of Second Life, perhaps studies that you do, alone or in collaboration with us. (If you're interested in working with us, one good way is through a TLT/Flashlight Network membership, which includes two days of consulting/training on topics of your choice.) Whether you or your institution are TLT Group subscribers or not, we would welcome information about studies you've done that have yielded useful information, information valuable enough to justify the work you put into discovering it. We can publish it in F-LIGHT and include it in a rewrite of this chapter. Thanks for thinking about working together!

 

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