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Design Cycle Usability Evaluations of an Intercultural Virtual Simulation Game for Collaborative Learning

Design Cycle Usability Evaluations of an Intercultural Virtual Simulation Game for Collaborative Learning
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Author(s): Elaine M. Raybourn (Sandia National Laboratories, USA)
Copyright: 2003
Pages: 21
Source title: Usability Evaluation of Online Learning Programs
Source Author(s)/Editor(s): Claude Ghaoui (Liverpool John Moores University, UK )
DOI: 10.4018/978-1-59140-105-6.ch012

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Abstract

The present chapter describes the design cycle employed to create a computer-mediated social-process simulation called the DomeCityMOO. Participants created cultural identities that reflected the power imbalances in society and noted how their power and cultural identity were negotiated though their communication with others. Usability evaluation methodologies employed include design ethnography, contextual inquiry, task analyses, prototyping, and quantitative evaluation. The results indicate that the intercultural problem-solving simulation (DomeCityMOO) designed for a multiuser virtual learning environment may make it easier for educators and learners to explore the essence of cultural identity awareness and intercultural relations skills expressed through one’s communication. To date, intercultural real-time simulations are only designed for face-to-face. The DomeCityMOO is the first computer-mediated intercultural, multiuser, real-time simulation designed specifically to address issues of power and identity. The design principles employed in the DomeCityMOO challenge the popular belief that aspects of tacit culture and intercultural awareness can only be taught successfully face-to-face.

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