Jumping into the Deep End: Using Immersive Simulations to Promote Critical Thinking Lynn Grinnell, Sustainability Management Professor, College of Business.

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Presentation transcript:

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 –Drama increases attention –Retention fostered by practice –Active learning –Scaffolded practice increases transfer Engagement elements –Thematic –Balanced challenge –Relevant linkages to reality –Choices of action –Direct manipulation –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

1 st 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

2 nd 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 1 st course: Navigate in Second Life 2 nd course: Build" business in Eco-Village

Second Life Activities for 1 st course First half Set up account Create avatar Second half Training Presentation to community

Second Life Activities in 2 nd course Design business layout Buy fixtures, equipment Furnish business Presentation to the community Tour of the business

Business Plan Implementation in 2 nd Life

Tours and Training in 2 nd Life Students new to 2 nd 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 2 nd Life at the entrance to Eco-Village

THE SECOND LIFE EXPERIENCE Karen Fritch To join Second Life, go to - Joining is freehttp://secondlife.com/ To get to Eco-Village:

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