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Featured researches published by Leslie Jarmon.


Computers in Education | 2009

Virtual world teaching, experiential learning, and assessment: An interdisciplinary communication course in Second Life

Leslie Jarmon; Tomoko Traphagan; Michael Mayrath; Avani Trivedi

While many reports espouse the potential impact that 3-D virtual worlds are expected to have on teaching and learning in higher education in a few years, there are few empirical studies that inform instructional design and learning assessment in virtual worlds. This study explores the nature and process of learning in Second Life in a graduate interdisciplinary communication course in fall 2007. Literature suggests that 3-D virtual worlds can be well suited for experiential learning environments. In this study, the actual instructional effectiveness of Second Life as an experiential learning environment for interdisciplinary communication is empirically examined using mixed research methods of journal content analysis, surveys, focus group, and virtual world snapshots and video.


Educational Media International | 2008

Understanding project‐based learning in Second Life with a pedagogy, training, and assessment trio

Leslie Jarmon; Tomoko Traphagan; Michael Mayrath

This paper presents an empirical study of how Second Life (SL) was utilized for a highly successful project‐based graduate interdisciplinary communication course. Researchers found that an integrated threefold approach emphasizing project‐based pedagogy, technical training and support, and assessment/research was effective in cultivating and understanding learning in SL. Based on research findings, a project‐based application of SL that fully accommodates student experiential learning is recommended. It is suggested that teachers who are new To Whom It May Concern: SL and are preparing to “take the plunge” adopt a systematic team approach to integrate this trio of components. The students participating in this study formed an interdisciplinary team for their required SL project in which they chose to initiate a collaboration with the Basic Initiative and a group of architecture students to create a virtual presence for two green, sustainable, urban housing designs called the Alley Flats. Preliminary survey results suggest that the use of SL substantially enhanced the quality and experiences of student learning. Specific areas for improvement in future use are also identified. Comprendre l’Apprentissage basé sur les projets dans le cadre de Second Life avec le trio Pédagogie‐Formation et Evaluation. Le présent article présente une étude empirique sur la façon dont Second Life (SL) a été utilisé dans le cadre d’un cours de communication interdisciplinaire avancé fondé sur la réalisation de projets, cours qui a connu un grand succès. Les chercheurs ont trouvé qu’une approche intégrée en trois points, mettant l’accent sur la pédagogie des projets, la formation et le soutien techniques et l’évaluation/recherche se révélait efficace pour cultiver et comprendre l’apprentissage dans le cadre de SL. Les résultats de la recherche conduisent à recommander une application de Second Life fondée sur les projets, application qui prend pleinement en compte l’apprentissage des étudiants par l’expérience. On suggère que les professeurs qui sont nouveaux dans SL et qui se préparent à “faire le plongeon”, adoptent de façon systématique un mode d’approche en équipe, ceci pour intégrer ce trio de composantes. Les étudiants qui ont participé à cette étude formaient une équipe interdisciplinaire pour le projet SL qu’ils devaient réaliser et dans ce cadre, ils ont choisi de mettre en route une collaboration avec “The Basic Initiative” et un groupe d’étudiants d’architecture dans le but de créer une présence virtuelle pour concevoir deux projets d’habitat urbain vert et gérable appelés les Appartements de l’Allée. Une enquête préliminaire permet de penser que l’utilisation de SL a fortement amélioré le vécu et la qualité de l’apprentissage chez les étudiants. On a également identifié des zones spécifiques pour les améliorations à apporter pour des usages futurs. Verstehen Projektbasierten Lernens in Second Life im Kontext von Pädagogik, Training und Beurteilung Mit diesem Beitrag wird eine empirische Studie präsentiert, die berichtet wie Second Life (SL) sehr erfolgreich in einem projektorientierten und interdisziplinären Kommunikationskurs für Studenten genutzt worden ist. Unsere Untersuchung ergab, dass ein integrierter dreistufiger Ansatz – projektbasierte Pädagogik, technische Ausbildung und Unterstützung, sowie Beurteilung – zum besseren Verständnis über das Lernen mit Hilfe von SL führte. Auf Grundlage von Forschungsbergebnissen wird empfohlen, dass einer projektbasierten Ausarbeitung wird auf Erfahrung beruhendes Lernen zur Anwendung von SL empfohlen. Es wird geraten, dass Lehrer, die noch keine Erfahrung mit SL haben, einen systematischen Teamansatz übernehmen, um diese drei Bestandteile zu integrieren. Die Studenten, die an dieser Studie teilnahmen, bildeten ein interdisziplinäres Team, damit ihr angestrebtes SL Projekt, worin sie eine Kollaboration mit der Grundinitiative und einer Gruppe von Architekturstudenten initiieren wollten, eine virtuelle Gegenwart für zwei “the Alley Flats” genannte grüne, nachhaltige, städtische Unterbringungspläne schaffe. In vorläufigen Umfrageergebnissen wird festgestellt, dass die Verwendung von SL die Qualität der Arbeit und die Möglichkeit der Erfahrungen der Studenten zu lernen, beträchtlich verbesserte. Bestimmte Bereiche zur Verbesserung zukünftiger Verwendungen wurden ebenfalls identifiziert. Comprender el aprendizaje basado en proyectos dentro de Second Life con el trio Pedagogía, Formación/Evaluación. Este artículo presenta un estudio empírico sobre la manera en que Second Life fue utilizado para un curso de comunicación avanzado, interdisciplinario y altamente exitoso basado en proyectos. Los investigadores han descubierto que un abordaje integrado triple con énfsis en la pedagogía basada en proyectos, en la formación y el soporte técnico y en evaluación/investigación, resultaba efectivo para cultivar y comprender el aprendizaje en SL. Basandose en los resultados de la investigación, se recomienda una aplicación de Second Life basada en proyectos integrando completamente la experiencia de aprendizaje por parte de los estudiantes. Nuestra sugestión es que los profesores que son nuevos en SL y listos a zambullirse, adopten una metodología de trabajo en equipo para integrar este trio de componentes. Los estudiantes que participaron en este proyecto formaban equipos interdisciplinarios para sus proyectos SL y decidieron de iniciar una colaboración con “The Basic Initiative” y un grupo de estudiantes de arquitectura de modo a crear una presencia virtual para dos diseños de viviendas urbanas verdes y sostenibles llamadas Los Apartamentos de la Alameda. Los resultados de las encuestas preliminarias indican que el uso de SL realzó fuertemente la calidad y la vivencia del aprendizaje estudiantil. Se identificó también sectores específicos para futuras mejoras.


Journal of Educational Computing Research | 2010

TEACHING WITH VIRTUAL WORLDS: FACTORS TO CONSIDER FOR INSTRUCTIONAL USE OF SECOND LIFE* †

M. Mayrath; Tomoko Traphagan; Leslie Jarmon; Avani Trivedi; Paul Resta

Substantial evidence now supports pedagogical applications of virtual worlds; however, most research supporting virtual worlds for education has been conducted using researcher-developed Multi-User Virtual Environments (MUVE). Second Life (SL) is a MUVE that has been adopted by a large number of academic institutions; however, little research has systematically investigated the potential of using SL for higher education. A 2–year pilot study was conducted that included seven SL activities and a mixed-methods evaluation of the SLs affordances, challenges, and limitations. Three SL integration factors emerged, each with sub-factors: pedagogical (relevance, complexity of required SL skills, use of SL affordances); contextual (student prior gaming experience, activity duration, frequency of events); and logistical (SL usability, training, technical support, computer issues). A framework for creating SL instructional activities is presented using the factors.


Educational Media International | 2011

A Statewide University System (16 Campuses) Creates Collaborative Learning Communities in Second Life

Lynn Jones Eaton; Mario Guerra; Stephanie B. Corliss; Leslie Jarmon

For the first time in history, an entire statewide public institution of higher education is extending all of its 16 campuses into the online virtual world of Second Life and is creating one of the largest virtual collaborative learning communities in the world. There are three levels of assessment and research for this initial‐entry project: (1) at the System level; (2) at the individual campus level; and (3) at the course level. Questions to be addressed include: How can educators use virtual worlds to create large‐scale learning communities? How do virtual worlds enhance collaborative and interdisciplinary learning? How are 16 geo‐spatially separated campuses collaborating in virtual worlds? What have been major obstacles? How will this project continue to grow and evolve? The creation of the Systems virtual collaborative learning community of students, faculty, researchers, and administrators has begun to allow participants to learn, share, collaborate, and grow alongside one another. The ethic of the model is generosity.


Journal of the Research Center for Educational Technology | 2009

The Educators Coop Experience in Second Life: A Model for Collaboration

Leslie Jarmon; Joe Sanchez


Archive | 2009

Pedagogy and Learning in the Virtual World of Second Life

Leslie Jarmon


The Journal of Virtual Worlds Research | 2009

An Ecology of Embodied Interaction: Pedagogy and homo virtualis

Leslie Jarmon


The Journal of Virtual Worlds Research | 2009

Introduction: Pedagogy, Education and Innovation in Virtual Worlds

Leslie Jarmon; Kenneth Yang Teck Lim; B. Stephen Carpenter


International Journal of Virtual and Personal Learning Environments | 2010

An Interdisciplinary Design Project in Second Life: Creating a Virtual Marine Science Learning Environment

Riley Triggs; Leslie Jarmon; Tracy A. Villareal


International Journal of Virtual and Personal Learning Environments | 2010

Homo Virtualis: Virtual Worlds, Learning, and an Ecology of Embodied Interaction

Leslie Jarmon

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Elizabeth Keating

University of Texas at Austin

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Joe Sanchez

University of Texas at Austin

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Tomoko Traphagan

University of Texas at Austin

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Michael Mayrath

University of Texas at Austin

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Avani Trivedi

University of Texas at Austin

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Jorge Peña

University of Texas at Austin

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Lynn Jones Eaton

University of Texas at Austin

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Mario Guerra

University of Texas at Austin

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