Jumping into the Deep End: Using Immersive Simulations to Promote Critical Thinking Lynn Grinnell, Sustainability Management Professor, College of Business Karen Fritch, Instructional Design Technologist Agenda • Theoretical Background – Issues with realistic online practice – Simulations • Curriculum – Sustainable Business Strategies – Sustainable Budget Management: Triple Bottom Line • Second Life – Tour: Shopping/business center, warehouse, presentations – Student reactions • Critical thinking Issues with realistic online practice • Teamwork – Challenges • Practice Theoretical Background: Simulations • Educational aspects • Engagement elements – Drama increases attention – Thematic – Retention fostered by practice – Relevant linkages to reality – Active learning – Choices of action – Scaffolded practice increases transfer – Direct manipulation – Balanced challenge – Feedback – Affect Overall Project • Two course-project – MAN 4781 Sustainable Business Strategies • Plan a sustainable business – MAN 4783 Sustainable Budget Management • Budget and develop measures for same business Take both in one semester – Weekly assignments • Balance of traditional and sustainable tools • Individual submissions and team submissions – Synchronous meetings in WebEx and Second Life 1st course: Developing Sustainable Businesses • Green team – Team of people passionate/interested in this business and sustainability • Review of sustainable business planning – Vision and mission – Organizational structure and HR – Internal and external environmental scans – Marketing/communication/training plans – Products/services – Processes – Strategic and sustainability planning 2nd Course: Implementing Sustainable Businesses • Budgeting – Income statement – Cash flow statement – Break-even analysis – Risk Management – Life Cycle Cost – Willingness-to-pay – Cost-benefit analysis • Design – Purchasing decisions – Store/business Layout – Eco-map • Reporting Simulation in Second Life ™ • Purpose – Increased fidelity of simulation experience – Better team experience – Skills in cutting-edge technology – Provide evidence for portfolio/resume Second Life • 1st course: Navigate in Second Life • 2nd course: “Build" business in Eco-Village Second Life Activities for 1st course First half Second half Set up account Training Create avatar Presentation to community Second Life Activities in 2nd course • Design business layout • Buy fixtures, equipment • Furnish business • Presentation to the community • Tour of the business Business Plan Implementation in 2nd Life Timeline Activities in 2nd Life Week 1 Set up synchronous meeting times Week 2 Tour business location/discuss budget Week 3 Design layout (not in 2nd Life) Week 4 Tour warehouse/discuss budget Week 5 Furnish business/create sign Week 6 Create notes for green products/services Week 7 Work on presentation and tour Week 8 Community meetings and business tours Tours and Training in 2nd Life Students new to 2nd Life Week 1: Wednesday and Thursday at 9:00 pm All students (times/dates to be published) Week 2: Loading presentations Week 4: Tours of Warehouse/Training on moving items O Meet in 2nd Life at the entrance to Eco-Village To join Second Life, go to http://secondlife.com/ - Joining is free To get to Eco-Village: http://slurl.com/secondlife/MCCAVLC%20Island/63/149/25 Karen Fritch THE SECOND LIFE EXPERIENCE Instruction in Second Life • Process for instructional development – Coordination with SME – Tutorials – Demonstrations • Tour: – Shopping/business center – Warehouse – Presentations • Money STUDENT REACTIONS Critical Thinking CRITICAL THINKING is the active and systematic process of • • • • • • Communication Analysis Synthesis Problem-solving Evaluation Reflection both individually and in community to • • • Foster understanding Support sound decision-making and Guide action Enhancing Critical Thinking through Virtual Worlds • Team interaction • Communicating through 3-D graphics • Visualizing plans – – – – Analyzing Synthesizing Solving problems Evaluating • Creating community Lessons Learned • Learning curve • Technology requirements • Support HOW CAN YOU DO THIS? References • Quinn, C. (2005). Engaging learning: Designing e-learning simulation games. San Francisco, CA: Pfeiffer. • Aldrich, C. (2009). Learning online with games, simulations, and virtual worlds: Strategies for online instruction. San Francisco, CA: Jossey-Bass. • Aldrich, C. (2005). Learning by doing: A comprehensive guide to simulations, computer games, and pedagogy in e-Learning and other educational experiences. San Francisco, CA: Pfeiffer. • Haskell, R. (2001). Transfer of learning: Cognition, instruction, and reasoning. San Diego, CA: Academic Press