Measuring Motivation Activation in a Virtual World

Featured: Mark Bell
Measuring Motivation Activation in a Virtual World

This presentation reports on Communibiological research conducted within a virtual world. The participants in this study completed the experiment within Second Life. The work of Castronova & Falk (2009) provides a base for experimentation in virtual words that this research builds on. Also, based on previous research, sensation seeking has been associated with behavior in novel situations. A virtual world’s participants are predicted to show a high appetitive and low aversive affect compared to the previous populations studied. This study collects individual Motivational Activation Measures of virtual world residents (N= 500), using the Virtual Data Collection Interface, and compares them to previous results. This study found that Second Life, using the Virtual Data Collection Interface was
sufficient to conduct research but the results showed a lack of risk taking or risk avoiding subjects. This work helps validate the Motivation Activation Measure by expanding the pool of participants and the motivational activation measures of virtual world participants may be helpful to game developers, educators and media researchers.

Mark Bell

Mark Bell (Ph.D.) BA, English, University of Waterloo, 1993; MA, Telecommunications, Ball State University, 2007. Previous to academia Mark spent 15 years of software industry experience in development and documentation. He is also the co-author of Second Life for Dummies & the author of Build A Website For Free.

Harnessing Social Networks in Your Classrooms

Featured Guest: Lisa Thumann
Harnessing Social Networks in Your Classrooms

The number of students carrying smartphones to school is increasing astronomically. Between this and the number of K-12 schools implementing 1:1 laptop initiatives, students now have a means to connect and communicate with their peers all the time. Knowing their students already use social media (ie Facebook, Twitter, etc) in their personal lives, teachers of middle and high school students are beginning to use such tools in their classrooms.  Students are improving their writing and communication skills for a larger audience.  Asynchronous learning using social media is eliminating the one-way communication between student and teacher and is leaving more time in the classroom to focus on content.  Do you know what skills and expectations these students are bringing with them into your classroom?  Whether you teach 12-year-olds or 20-year-olds, learn to harness the power of social networks to educate your digital citizens.

Building a socially motivated learning environment

Featured Speaker: Anthony Fontana
Building a socially motivated learning environment

[NOTE: Although not required, this presentation has an interactive component that would best be experienced with a mobile device, such as a laptop, iPad, or Smartphone (Droid, iPhone, etc…)]

The interactive social media based learning environment is a software system that provides a social media classroom experience for interactive learning. Students log in with a mobile device, such as an iPad or a laptop, and participate in a classroom environment in which they can view lecture slides, “chat” on-line with other users during the lecture, post rewards to their Facebook or Twitter accounts, and collaborate with each other on topics. Within the learning environment, the audience may also ask, rate, and answer questions on-line. The instructor has the capability of synchronizing lecture slides on the audience’s mobile devices as well as administering quizzes throughout the lecture and displaying visual results for the quizzes.

Anthony Fontana

Anthony Fontana is a Learning Technologies Consultant and an Instructor of Art at Bowling Green State University in Ohio. Anthony’s pedagogical research involves the importance of divergent methodologies in the classroom, such as “play”, integrative teaching strategies, and educational technology applications that optimize learning outcomes by providing channels of content transfer most familiar to the student; something he calls “The Multichronic Classroom“. This work focuses on the use of immersive learning environments such as Second Life, social networks such as Facebook, and the way in which students stay engaged, socially motivated, and productive.  Anthony is the author of the graphic novel THE DOGS. As an artist, he has exhibited work throughout the Midwest and in online and virtual world spaces. His current work focuses on expressing internet memes through a variety of mediums, such as drawing, print, and sculpture