Alternative Reality Education


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This is a synthesis of the Chapter 9 of Curtis Bonk's book "The World is Open". The title is Alternative Reality learning and deals with the burgeoning popularity of the Second Life.

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Alternative Reality Education

  1. 1. Alternative Reality Learning How Virtual Reality can support Education?
  2. 2. Teaching aids Reality Virtual
  3. 3. Teaching aids???
  4. 4. Mobile Education
  5. 5. Mobile Education???
  6. 6. And the two views meet
  7. 7. If <ul><li>You have to learn to drive a car. </li></ul><ul><li>Would you </li></ul><ul><li>A) take verbal instructions from the instructor and then try it out alone without the instructor </li></ul><ul><li>Or </li></ul><ul><li>B) practice it on a simulator and then try it out alone without the instructor? </li></ul><ul><li>Remember this – A combination of both is not available. </li></ul><ul><li>So, make your choice: A) or B) </li></ul>
  8. 8. Today <ul><li>Most of the learning now consists of the three options </li></ul><ul><li>Learn from verbal instructions + </li></ul><ul><ul><ul><li>practice under guidance + </li></ul></ul></ul><ul><ul><ul><ul><li>Practice on our own </li></ul></ul></ul></ul>
  9. 9. Tomorrow <ul><li>Learn from verbal instructions + </li></ul><ul><ul><ul><li>practice under guidance + </li></ul></ul></ul><ul><ul><ul><ul><li>Practice on our own </li></ul></ul></ul></ul><ul><li>All the above on a virtual plane  Simulator. Then on to the real world. </li></ul>
  10. 10. Old wine in a new bottle? <ul><li>Hold on a sec. This sounds familiar </li></ul><ul><ul><ul><li>Learn from verbal instructions + </li></ul></ul></ul><ul><ul><ul><ul><li>practice under guidance + </li></ul></ul></ul></ul><ul><ul><ul><ul><ul><li>Practice on our own </li></ul></ul></ul></ul></ul><ul><li>All the above on a virtual plane. </li></ul><ul><li>Hey! this is computer based training. This is already there in education. So, what is new? </li></ul>
  11. 11. Alternative reality -Virtual Reality based systems <ul><li>” Virtual worlds, games, and stimulations exist on a continuum from real-life situations to augmented and virtual reality. </li></ul><ul><li>Once these can be developed on a scale Large enough to reduce the costs and technical requirements, the digital divide might he bridged so that more individuals could have the opportunity to participate in these virtual experiences, thereby affecting education and training around the planet. </li></ul><ul><li>For example, Skills for minimally invasive surgery, such as laparoscopic surgery, can be honed through playing video games. One study by Dr. James Clarence Rosser Jr. and his colleagues from Beth Israel Medical Center in Manhattan showed that surgeons who engaged in at least three hours of video game playing per week were 27 percent faster and made 37 percent fewer mistakes than those who did not play such games” </li></ul>
  12. 12. What’s up Doc! Adapted from
  13. 13. Harbingers for education <ul><li>Virtual reality is used in many fields now </li></ul><ul><li>Pilot training </li></ul><ul><li>Medical training </li></ul><ul><li>Fitness training </li></ul><ul><li>Driving </li></ul><ul><li>Competitive Sports </li></ul><ul><li>Business </li></ul><ul><li>…. </li></ul>
  14. 14. Advantages <ul><li>Cost savings </li></ul><ul><li>Improved efficiency </li></ul><ul><li>Increased effectiveness </li></ul><ul><li>… </li></ul>
  15. 15. Alternative reality learning <ul><li>“ It seems that everyone wants a dose of reality these days. We all crave to experience or do the real thing rather than listen to someone tell us about the supposed real thing. Most people realize that they perform best when learning by doing in the real world. Whenever possible and available, they want to do it now, rather than much later. </li></ul><ul><li>We have entered an age of alternative reality learning , in which real worlds are approximated or entirely new ones are created, as in simulations. Highly popular in business and educational settings, simulations provide learners with a model of reality and strategies and skills that they can later use when facing similar live situations.” </li></ul>
  16. 16. New paradigm in Virtual Reality – Get a second life <ul><li>Avatar or Second Life  “Millions of people are willing to take on a different persona, sometimes multiple ones, in order to experience alternative versions of reality that are different from what they tend to experience each day.” </li></ul>
  17. 17. Tools for Alternative reality <ul><li>Second Life </li></ul><ul><li>Kaneva </li></ul><ul><li>Small world </li></ul><ul><li> </li></ul><ul><li>… </li></ul><ul><li>Major Player : Second Life. </li></ul>
  18. 18. Second life success <ul><li>Commercial transactions </li></ul><ul><ul><li>Buying, selling, building </li></ul></ul><ul><li>Marketing </li></ul><ul><ul><li>Business promotion </li></ul></ul><ul><ul><li>Dell, IBM </li></ul></ul><ul><li>IBM’s view </li></ul><ul><ul><li>Second life is a tool for collaboration, visualization and social networking </li></ul></ul><ul><li>Activism </li></ul><ul><ul><li>Protests in second life </li></ul></ul><ul><li>Social Networking </li></ul><ul><ul><li>In companies, events etc. </li></ul></ul>
  19. 19. Second Life success Contd… <ul><li>Training </li></ul><ul><li>Education </li></ul><ul><ul><li>Harvard’s course offered for extension students </li></ul></ul><ul><li>Employee orientation and alumni updates </li></ul><ul><ul><li>Ohio University, San Jose State University </li></ul></ul><ul><li>Societal education </li></ul><ul><ul><li>University of Plymouth in United Kingdom – Safe sexual practices course </li></ul></ul>
  20. 20. Bottlenecks for education <ul><li>Rebecca Nesson – Computer Scientist, Doctoral Candidate, Harvard Law School Graduate and Co-facilitator of Second Life course in Harvard </li></ul><ul><li>“ We are now at a point at which it is possible to imagine making the content of higher education available widely and in high quality. </li></ul><ul><li>However, availability of content is not enough. For education to be elevated, rich conversations between students and instructors need to occur around that content. </li></ul><ul><li>Limited access continues to impair visions of what is possible. </li></ul><ul><ul><li>Lack of computers and software to lack of sufficient Internet access and bandwidth, to challenges posed by language barriers and lack of literacy. </li></ul></ul><ul><li>Even if these various access harriers are removed, serious questions related to effective education will remain.“ </li></ul>
  21. 21. Second Life environments <ul><li>Visual and Interactive Instructional platforms </li></ul><ul><li>Writing and Communication skills are needed </li></ul><ul><li>Flexible learning opportunities </li></ul><ul><li>Self exploration opportunities </li></ul><ul><li>Offers sense of community for learners </li></ul><ul><li>Offers scope for large scale surveys, testing and development of innovative simulations </li></ul><ul><li>Can spur ‘ unique instructional theory’ development which can in turn be applied for real world </li></ul>
  22. 22. Popular Courses in Second Life <ul><li>Visual </li></ul><ul><ul><li>History, geography, geology, aeronautics, automobile design, anthropology, and archeology </li></ul></ul><ul><ul><li>Civics classes in high school to display maps of political districts. </li></ul></ul><ul><li>Writing and communicating </li></ul><ul><ul><li>Journalism and field research </li></ul></ul>
  23. 23. Serious Gaming <ul><li>Serious Gaming - Explores the learning possibilities and results of playing games </li></ul><ul><ul><li>First Serious Gaming Institute - Coventry University, United Kingdom- 7 million pounds </li></ul></ul><ul><ul><ul><li>Partnership with CISCO and Giunti Labs to uniquely blend mobile and virtual world learning </li></ul></ul></ul><ul><ul><ul><li>Will enable the delivery of content to students based on user’s location and computing device used </li></ul></ul></ul><ul><ul><li>MacArthur Foundation’s Digital Media and Learning Initiative – 50 million $ </li></ul></ul><ul><ul><ul><li>Simulates and funds interdisciplinary research </li></ul></ul></ul><ul><ul><ul><li>Non profit organization called Global kids </li></ul></ul></ul><ul><ul><ul><ul><li>How teens use Second Life for social and educational purposes </li></ul></ul></ul></ul>
  24. 24. Serious Gaming Contd… <ul><li>“ These initiatives will help us understand how virtual life can change human capacity for collaboration, interaction and learning. </li></ul><ul><li>By understanding how younger generations of learners engage in learning, play, and socialization, as well as how they generally participate in life, projects funded by MacArthur such as Global Kids are helping cultivate future generations of successful learners.” </li></ul>
  25. 25. Massive Multiplayer Online Games <ul><li>Wireless Gaming is a boom market </li></ul><ul><li>Students perception of online games as a positive aspect of their lives </li></ul><ul><li>Massive popularity of the games raises questions like </li></ul><ul><ul><li>Can leadership in online games be transferred in to real life? </li></ul></ul><ul><ul><li>Can leadership be nurtured using online labs (as failure is more acceptable there) </li></ul></ul><ul><ul><li>Has implications on student’s learning in that students seek rich and more engaging educational experiences </li></ul></ul>
  26. 26. Open questions <ul><li>Will (/can/should) virtual worlds replace classrooms? </li></ul><ul><li>Can thoughts control virtual characters? </li></ul><ul><li>Can virtual worlds decrease need for population movement? </li></ul><ul><li>Can the advances in virtual world spur development in different areas? </li></ul><ul><li>Can virtual world research in one culture be transferred to another? </li></ul><ul><li>How authentic must the virtual world be for an educational payoff? </li></ul>
  27. 27. What have we learnt so far? <ul><li>Communication and entertainment technologies are rapidly becoming the new learning technologies </li></ul><ul><li>Virtual worlds are becoming all pervasive and applicable in a lot fields especially for learning </li></ul><ul><li>Virtual technologies offer significant advantages </li></ul><ul><li>Alternative Learning Technologies like second life are building a rabid fan base which is growing by leaps and bounds </li></ul><ul><li>Second life is applied in a range of diverse fields ranging from education, business to activism. </li></ul><ul><li>There is massive interest in alternative reality education from leaders in education, training, military, technology and business companies. </li></ul><ul><li>Alternative reality learning shows promise not just in the fields it is applied in, but in instruction design and understanding user behavior as well. </li></ul><ul><li>Alternative learning growth also raises some interesting questions for the future. </li></ul>
  28. 28. The Beginning???
  29. 29. Source <ul><li>Bonk, Curtis J.. World Is Open : How Web Technology Is Revolutionizing Education. Hoboken. NJ, USA: Jossey-Bass, 2009. Chapter 9 </li></ul>
  30. 30. My Sincere Thanks to <ul><li>Prof Ravi </li></ul><ul><li>Prof Zoraini </li></ul><ul><li>Prof Abtar </li></ul><ul><li>And </li></ul><ul><li>Prof Curtis Bonk </li></ul>
  31. 31. Presented By Dr.R.Shriram