Abstract. This article proposes an evaluation methodology for supporting the development of specified learning activities in virtual worlds, based upon inductive methods and augmented by the four dimensional framework [4]. The study undertaken aimed to test the efficacy of the evaluation methodology and to evaluate the broader uses of Second Life for supporting lifelong learners in their educational choices and career decisions. The paper presents the findings of the study and argues that virtual worlds are reorganising how we relate to the design and delivery of learning. This is opening up a transition in learning predicated upon the notion of learning as made up of immersive experiences rather than sets of knowledge to be transferred between tutor and learner. The challenge for tutors remains in the design and delivery of these activities and experience and the approach advocated here builds upon an incremental testing and evaluation of virtual world learning experiences.
Keywords. Evaluation methodologies, virtual worlds, serious games
I. BACKGROUNDThe wide reporting of Second Life has helped to highlight the wider use of immersive worlds for supporting a range of human activities and interactions, presenting a wealth of new opportunities for enriching how we learn, how we work and how we play (e.g.[1]). In this way, Second Life, in common with other virtual world applications, has opened up the potential for users and learners, teachers and trainers, policy makers and decision-makers to easily collaborate together in immersive 3D environments. Through the presence of the user as an avatar in the immersive space, the user can readily feel a sense of control within the immersive environments and more easily engage with the experiences as they unfold. The breadth of applications of virtual worlds, and their relatively swift emergence, have made this a challenging area for researchers and tutors. The work being undertaken at the UK-based Serious Games Institute (SGI) has been exploring ways to utilise the technology, and has been attempting to develop methodologies, frameworks and metrics to allow tutors and other user groups to more readily engage with the virtual worlds. However, the area is fragmented and literature is dispersed around a range of disciplines, and this makes the field challenging for those involved within it. This study undertaken as part of the JISCfunded MyPlan project (www.lkl.ac.uk/research/myplan) led by the London Knowledge Lab (www.lkl.ac.uk) is seeking to develop a set of methodologies and perspectives that may allow for greater cross-disciplinary engagement, but this process needs to be collaborative, taking on board a range of disciplinary methods and perspectives.Underpinning this approach towards producing crossdisciplinary approaches to the emerging field of serious games and virtual worlds, the SGI has been 978-0-7695-3588-3/09 $25.00