1 Accessible 3DVLE Project 3D Virtual Learning Case Study Institution University of South Australia Course/Subject Accessible Interactive Media (INFT 3012) Contact Denise Wood (coordinator) Prerequisite Skills Students have completed level 1 and 2 courses in digital media. No prerequisite skill in using 3D virtual learning environments assumed. Aims and Objectives This course introduces students to the principles of usability and accessible Web design, understanding the audience, social and ethical implications, legislation relating to accessibility both in Australia and Internationally, W3C accessibility guidelines, techniques for accessible design including alt attributes, table attributes, captioning, transcriptions, style sheets, interactive multimedia, and policy formulation. On completion of this course, students should be able to demonstrate: their understanding of the principles of usability and universal design; the ability to relate disability legislation to the principles of accessible Web design; their understanding of the social and ethical issues of Web design and their impact on different user audiences; knowledge of the World Wide Web Consortium's Web accessibility guidelines and differences with Section 508 amendments; the ability to create accessible Web pages that meet the W3C's WCAG 1.0 triple-A compliance and WCAG 2.0 Level AAA Success Criteria; the ability to prepare accessibility policies and guidelines for client groups. Intended Learning Outcomes The course places emphasis on analysing websites according to accessibility guidelines, developing a design solution to retrofit a non-compliant website to ensure it meets W3C WCAG 2.0 compliance, and developing a web accessibility policy. The topics covered in this course combine theoretical information presented through a series of readings and reflections on theory, with the applied skills. These topics include: Introduction to disability and the importance of web accessibility W3C Web Content Accessibility Guidelines Website analysis and use of accessibility auditing tools 2 Accessible 3DVLE Project The techniques for designing sites that meet Success Criteria Level AAA of the W3C Web Content Accessibility Guidelines The skills required to develop a web accessibility policy for a client. Assessment Students are assigned community organisations as their clients and work with those clients throughout the semester. The students are required to assess and redesign an existing website that is non-compliant and write a web accessibility policy for the organisation. Students undertake the following three assessment points in the course: Form of assessment Weighting Due date 1 Assignment 1: Project analysis report and web accessibility policy 15% Friday 5:00pm, Week 5 2 Assignment 2: Design of a web template 35% Friday 5:00pm, Week 9 3 Assignment 3: Design of the final website that meets W3C WCAG 2.0 Success Criteria Level AAA compliance 50% Submit for peer review start of Week 12 Final version due Friday 5:00pm, Week 13 Description of Learning Activities Students enrolled in the course in 2009 were given the option of undertaking their Web projects with health or disability related groups in Second Life. Of the 21 students enrolled, seven opted to work with Second Life groups including: ‘Health Support Coalition’, communities of people with HIV/AIDS and ADD/ADHD, a group of leaders of the various support groups and an organisation known as ‘Virtual Helping Hands’. They met with their clients on a regular basis in Second Life and they also met with the course coordinator on a weekly basis for debriefing sessions. The primary use of the 3D virtual world was as a conduit for communicating with clients and for debriefing. Some students chose to meet their clients via Skype or communicated primarily via email due to the challenges of synchronising meeting times, given the different time zones of their clients. Most students attended the weekly debriefing sessions with the coordinator and the periodic sessions with the facilitator of the Health Support Coalition (see screen shot below). 3 Accessible 3DVLE Project Debriefing session conducted with students, course coordinator and the facilitator of the Health Support Coalition Evaluation Students were asked to complete an anonymous online questionnaire at the conclusion of the semester (see appendix). This questionnaire included questions aimed at identifying students’ familiarity with and use of Web 2.0 and 3D virtual world technologies, and to assess the extent to which the Second Life platform of delivery was perceived by students to support the objectives of the course and enhance their learning. The questionnaire included a mix of Likert-scale (5 point scale ranging from 1 strongly disagree to 5 strongly agree) and open-ended text field questions. All seven students participated in the online evaluation. Of those respondents, five were male and two female. Ages ranged from 18-34 years. All of the respondents were undertaking degrees in the either computer science and/or media arts. Four of the seven respondents reported that they rarely use online 3D computer games, one reported that he/she had never used online 3D computer games and two described themselves as occasional users. No respondents were frequent users of either online 3D virtual games or 3D virtual worlds such as Second Life. All reported that they had access to a high speed broadband connection at home. More than half (43% (3) strongly agreed; 14%(1) agreed) of the students stated that they were willing to put the effort needed to complete the learning activities, and most (14% (1) strongly agreed; 43% (3) agreed) that they liked using Second Life as part of the course and would recommend the instructor continue using Second Life. Five respondents (28% (2) strongly agreed; 43% (3) agreed) that the activities in Second Life offered opportunities for interaction and communication. 4 Accessible 3DVLE Project Positive experiences reported by students included: The ability to combine my IT abilities with my artistic passion. Learning about the world of SL, it affected me personally after meeting with my client. I learned that there is more to SL than idiots buying land that they can not even step on. Understanding why people might engage in such an environment. I liked the possibility of customisation. It taught me about Second Life and showed me Second Life is slightly over-rated Changing user appearance. The weekly meetings provided a very helpful tutorial environment for this directed study course. Less positive experiences reported included: I did not mind using Second Life as a component of my course. However, I do not think I would have enjoyed using it as a basis for any course. I do understand the need for such communication mediums, however, it is not something I would use personally. I am just not a big fan of Second Life anyway, which is why some of my answers may seem harsh. The experience was a good one but it is one i would not like to repeat again, I found it difficult to communicate with certain people due to time differences and I just couldn’t get into the program like so many other people have. Conclusion Observations of students’ interactions with their clients, the group meetings held with the facilitator of the ‘Health Support Coalition’, Alice Krueger (AKA Gentle Heron in Second Life), and regular debriefing sessions with students suggest that the students gained considerable expertise in research, problem solving, communication, collaboration and also learning firsthand about the life-experiences of people with disabilities. Students were not required to attend the weekly debriefing classes (which are held Saturday afternoons) yet most students turned up on regular basis and in some cases the sessions have gone on much longer than the allocated time because students have been engaged in the discussions. As with any ‘real life’ student service learning situation, students encountered many challenges in the course of their placement. For example, while students had assignment deadlines they needed to meet, they also had to manage their interactions with clients who did not always deliver content within negotiated timelines. Students also learned that timely response to client emails or Instant Messages (IMs) was critical to the timely delivery of content, particularly since many of their clients had other ‘real life’ constraints limiting their ability to be available for consultation when it suited the students. The students also had to negotiate the complexities of multiple time zones and various preferred methods of communication; some clients preferred email correspondence, others IMs through Second Life and others wanted to meet with the students via Skype. Sometimes students’ preferred approach to the design of the artefacts for their clients did not match their clients’ preferences; hence students, as with any ‘real life’ placement, had to balance their own aesthetic desires with the needs of their clients. 5 Accessible 3DVLE Project The virtual medium proved to be a safe environment within which students could be guided through the complexities and challenges of dealing with ‘real clients’. Regular in-world meetings with teacher and client representatives has provided an effective means for negotiating many of these difficulties and there has been a demonstrable increase in student confidence as a result. All of the students took great pride in their work and demonstrated commitment to achieving excellence, while also balancing the needs of their clients within the relatively safe virtual environment. Finally, the students developed a much greater understanding of the difficulties experienced by individuals with disabilities. As Alice Krueger described in email communication to the coordinator: Members of these communities enjoy participating in research opportunities and particularly interacting with students whose ethics are still being formed. We appreciate the opportunity to express our concerns and show our value as fellow human beings. The virtual medium of Second Life allows us to do this. From the opposite side, Second Life is a great laboratory for your students. When your students enter the virtual world, they are then able to connect to people whom they would likely never meet in their real lives. (Alice Krueger, Virtual Ability Inc, 2008) While most students reported the experience to be a favourable one, and acknowledged the potential of the environment, as the comments in the previous section indicate, not all students were comfortable with the 3D virtual learning platform. However, given most students had little prior experience in 3D virtual worlds, this is perhaps not a surprising finding. Moreover, as one student suggested ‘I think in time it will not seem as foreign as it does now and that if you stick with it, it can be a powerful learning tool’. Relevant References Bakioğlu, B. S. (2007). Collaborative Story-telling: Performing the Narrative of the Griefer. In D. Livingstone & J. Kemp (Eds.), Proceedings of the Second Life Education Workshop Community Convention (Vol. 2007, pp. 41-46). Chicago Hilton: The University of Paisley. Bloomfield, R. J. (2007). Worlds for study: Invitation-virtual worlds for studying real-world business (and law, and politics, and sociology, and....). Retrieved 1st September, 2008, from http://papers.ssrn.com/sol3/papers.cfm?abstract_id=988984 Carter, B. (2006). Imagine the real in the virtual: Experience your Second Life. Retrieved 22 March 2009, from http://www.uwex.edu/disted/conference/Resource_library/proceedings/06_4202.pdf Chen, S. (2005). Serious games: Games that educate, train, and inform. Retrieved 22 March 2009, from Gamesutra, October 31, http://www.gamasutra.com/features/20051031/chen_01.shtml. Clark, S., & Maher, M. L. (2003). The effects of a sense of place on the learning experience in a 3D virtual world. In Communities of Practice.Research Proceedings of the 10th Association for Learning Technologies Conference (ALT-C2003) (pp. 82-101). Sheffield, UK: University of Sheffield. Cohen, J., & Yapa, L. (Eds.). (2003). A Blueprint for Public Scholarship at Penn State. University Park, PA: The Pennsylvania State University. Cooper, T. (2007). Nutrition Game In D. Livingstone & J. Kemp (Eds.), Proceedings of the Second Life Education Workshop Community Convention (Vol. 2007, pp. 47-50). Chicago Hilton: The University of Paisley. 6 Accessible 3DVLE Project Dickey, M. D. (2005). Brave new (interactive) worlds: A review of the design affordances and constraints of two 3D virtual worlds as interactive learning environments. Interactive Learning Environments, 13(1-2), 121-137. Hurd, C. (2006). What is service learning? Retrieved 10 April 2009, from http://www.slce.colostate.edu/files/slce/servicelearning/faculty/Is_ServiceLearning_Effective.pdf Jarmon, L., Traphagan, T., Mayrath, M., & Trivedi, A. (2009). Virtual world teaching, experiential learning, and assessment: An interdisciplinary communication course in Second Life. Computers & Education, 53(1), 169-182. Kemp, J. (2006). Putting a Second Life “Metaverse” skin on Learning Management Systems. UK, San Francisco: The University of Paisley. Kent, C. (2008). Interest in virtual worlds. SLED . Retrieved 20 August 2009, from https://lists.secondlife.com/pipermail/educators/2008-August/024944.html Krause, T. (2008). Real Life (RL) Experiences with Second Life (SL): Participatory Learning as a Means for Increasing Student Engagement and Retention. Computers and Writing Online. Retrieved 2 September, 2009, from http://www.uwsp.edu/wdmd/tkrause/second_life_paper.pdf Krause, K.-L., Hartley, R., James, R., and McInnis, C. (2005). The first year experience in Australian Universities: Findings from a decade of national studies. Retrieved 22 March 2009, from http://www.cshe.unimelb.edu.au/pdfs/FYEReport05KLK.pdf Lee, J. J., & Christopher, M. H. (2006). Ugly in a world where you can choose to be beautiful: teaching and learning about diversity via virtual worlds. In Proceedings of the 7th international conference on Learning sciences. Bloomington, Indiana: International Society of the Learning Sciences. Levine, K. (2008). Interest in virtual worlds. SLED. Retrieved 20 January 2009, from https://lists.secondlife.com/pipermail/educators/2008-August/024935.html Liu, C. (2006). Second Life learning community: A peer-based approach to involving more faculty members in Second Life. UK, San Francisco: The University of Paisley. Mason, H. (2007). Experiential education in Second Life. In D. Livingstone & J. Kemp (Eds.), Proceedings of the Second Life Education Workshop Community Convention (Vol. 2007, pp. 14-18). Chicago Hilton: The University of Paisley. Mili, F., Barr, J., Harris, M., & Pittiglio, L. (2008). Nursing training: 3D game with learning objectives. Paper presented at the Advances in Computer-Human Interaction, 2008 First International Conference. Oblinger, D. (2008). Growing up with Google - What it means to education. Emerging technologies for learning, 4(March 2008). Oblinger, D., and Oblinger, J. (2005). Educating the Net Generation. Retrieved 22 March 2009, from http://www.educause.edu/books/educatingthenetgen/5989 Penfold, P. (2008). SL Hotel and tourism student feedback. Retrieved 22 March 2009, from http://www.scribd.com/doc/4612817/SL-Hotel-and-Tourism-StudentFeedback?autodown=pdf Polvinen, E. (2007). Educational simulations in Second Life for fashion technology students. In D. Livingstone & J. Kemp (Eds.), Proceedings of the Second Life 7 Accessible 3DVLE Project Education Workshop Community Convention (Vol. 2007, pp. 61-64). Chicago Hilton: The University of Paisley. Prensky, M. (2001). Digital natives, digital immigrants. On the Horizon, 9(5), 1-6. Qunhua, E. (2008). Interest in virtual worlds. SLED . Retrieved 20 August 2009, from https://lists.secondlife.com/pipermail/educators/2008-August/024931.html Rolig. (2008). Interest in virtual worlds. SLED . Retrieved 20 August 2009, from https://lists.secondlife.com/pipermail/educators/2008-August/024943.html Robbins, S. (2007). A futurist’s view of Second Life education: A developing taxonomy of digital spaces. In D. Livingstone & J. Kemp (Eds.), Proceedings of the Second Life Education Workshop Community Convention (Vol. 2007, pp. 27-33). Chicago Hilton: The University of Paisley. Tadros, M. (2008). Interest in virtual worlds. SLED. Retrieved 20 January 2009, from https://lists.secondlife.com/pipermail/educators/2008-August/024923.html Tapscott, D., Lowy, A., and Ticoll, D. (1998). Blueprint to the digital economy: Creating wealth in the era of e-business: McGraw-Hill Professional. The University of South Australia’s teaching and learning strategy. Retrieved 20 August 2009, from http://www.unisa.edu.au/teachinglearning/strategy/default.asp Veen, W. (2005). Net generation learning: Teaching Homo Zappiens. Retrieved 20 January 2009, from http://www.etwinning.de/aktuelles/veranstaltungen/dokus/Vortrag_Veen_19_09_2005. pdf Wood, D. (2009). Experiential learning in 3D virtual worlds: Students making a difference to ‘real’ lives in ‘virtual’ places. Proceedings of the 26th Annual ASCILITE Conference: Same Places: Different Spaces, Auckland, New Zealand, 6th-9th December, 2009. Wood, D. and Hopkins, L. (2008). 3D virtual environments: businesses are ready but are our ‘digital natives’ prepared for the changing landscape? Proceedings of ASCILITE 2008: Hello! Where are you in the landscape of educational technology? Deakin University, Melbourne. 8 Accessible 3DVLE Project Evaluation Tools Example of the online questionnaire students completed at the end of the course. Experiences using 3D virtual worlds such as Second Life in courses at UniSA Thank you for agreeing to participate in this survey. Data collected through this survey will be used to improve the quality of teaching and learning at UniSA and could also be used in external publications and presentations. Individual responses will remain confidential and no individuals will be identified. Demographic 1. What is your Program at UniSA? (Enter text into this box, maximum 2000 characters) 2. Age Range 3. Gender (Enter text into this box, maximum 2000 characters) Computer Us 4. How often do you use a computer at home? 5. How often do you use a computer at University? 6. How often do you use chat software / instant messenger (e.g. AOL, MSN, ICQ, etc)? 9 Accessible 3DVLE Project 7. How often do you use social networking sites (e.g. Facebook, MySpace, Flickr.)? 8. How often do you use online multi-user computer games (e.g. World of Warcraft, Everquest, etc)? 9. How often do you use 3D online virtual worlds such as Second Life? 10. How often do you use social bookmarking sites? 11. How often do you use the computer to access podcasts / webcasts? Internet Access 12. Do you use a high speed connection to the Internet from home or dial-up? Second Life Student Survey 13. What communication tools did you use? None Second Life chat tool Second Life audio tool (Voice Over IP - VOIP) Tools outside of Second Life (discussion boards, chat, blog, etc) Other (explain in final comments) 10 Accessible 3DVLE Project 14. How would you classify your performance in this course (i.e. grades)? Excellent Above Average Average Below Average Poor Other (explain in final comments) Social Presence (immediacy and intimacy) 15. I felt as if I was communicating with a real person in Second Life. 16. I was able to be expressive in Second Life. 17. I was comfortable interacting with other participants in Second Life. Engagement 18. I was engaged in the learning experience in Second Life. 19. Second Life was an enriching experience. 20. The learning experiences were active and collaborative in Second Life. 21. Using Second Life was fun and exciting. 11 Accessible 3DVLE Project 22. I was willing to put in the effort needed to complete the learning activities in Second Life. 23. Second Life was a waste of time. Online Learning Community 24. The learning activity encouraged contact between myself and my classmates in Second Life. Satisfaction 25. I would take another course that used Second Life. 26. I would recommend that the instructor continue using Second Life. 27. I liked using Second Life as part of my course. 28. Participating in Second Life was a useful experience. 29. It was difficult to access Second Life. 12 Accessible 3DVLE Project 30. Getting into Second Life was easy. 31. Technical support was available when I needed it in Second Life. 32. I would avoid classes using Second Life in the future. 33. I would not recommend this course to a friend. Learning 34. Second Life allowed me to better understand concepts. 35. Using Second Life helped me think more deeply about course material. 36. Second Life did not help my learning in the class. Online learning design (support, design, delivery, assessment) 37. The introductory explanations on how to use Second Life were clear. 38. The activity in Second Life was well-organized. 13 Accessible 3DVLE Project 39. I understood all components of the activity in Second Life. 40. The instructions for Second Life were clear. 41. The activity offered opportunities for interaction and communication in Second Life. 42. The goals in Second Life were clearly defined. 43. I understood what was expected of me in Second Life. Open-Ended Questions 44. How did Second Life impact your communication and interaction with others in this course? (Enter text into this box, maximum 2000 characters) 45. How was using Second Life different than using tools in a Course Management System, like discussions or chat tools? 14 Accessible 3DVLE Project (Enter text into this box, maximum 2000 characters) 46. What was one thing that you would change about your experience in Second Life? (Enter text into this box, maximum 2000 characters) 47. What was one thing that you liked about your experience in Second Life? (Enter text into this box, maximum 2000 characters) 48. How did Second Life impact your learning for this course? (Enter text into this box, maximum 2000 characters) 49. Is there anything else you would like to share with us about your experience? (Enter text into this box, maximum 2000 characters)