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Immersion Adoption: Design Principles for Self-Guided Learning
in Virtual Learning Environments
Matthew R. Peters and Mary Beth Rosson
College of Information Sciences & Technology
Pennsylvania State University
University Park, PA 16802
{mpeters, mrosson} @ ist.psu
Abstract
Virtual Learning Environments, or VLEs, can offer
a number of unique affordances for learning computa-
tional concepts. This paper offers three design princi-
ples for VLEs: adoption safety, immersion identity, and
constructability; as well as a discussion of their im-
plementation in one potential VLE: Second Life.
1. Introduction
Methods of instruction in computing and informa-
tion science (CIS) have been debated and developed
for decades, yielding a rich body of knowledge on how
to best help students learn technology concepts and
skills. CIS presents unique challenges to learning,
combining the cognitive barriers to second language
learning (i.e., programming languages are not natural
languages and do not match the structure of a learner’s
primary language [1]) with the barriers to learning
mathematics (primarily the difficulty in understanding
underlying principles that govern behavior). CIS learn-
ing also requires logical problem-solving skills, design
planning, and significant learner motivation.
2. Virtual learning environments
Guzdial [3] and others have argued that CIS should
be taught in the context in which the concepts would
eventually be deployed. Guzdial likens it to the advan-
tage of teaching Forestry in a forest instead of a class-
room. Virtual learning environments (VLEs) present
an opportunity to simulate “real world” learning con-
texts for a range of learning objectives; in this sense, a
VLE might be used to simulate some of the in-situ
learning experiences described by Falk and Dierking in
studies of museum-based science learning [2].
One VLE – the immersive environment Second
Life (SL) – is of particular interest, partly because it
has become so popular due to free membership and a
fully customizable architecture. It boasts tens of thou-
sands of active users, and currently hosts a number of
VLE studies.
Because SL applications are open to everyone, us-
ers have many options to explore beyond the confines
of specific educational objectives. This creates rich
opportunities for self-guided learning as described by
Hmelo and Guzdial [3]. In an environment where
learners are motivated to return and explore on their
own time, free choice learning can happen if ade-
quately structured opportunities are in place.
The appropriation of such environments for educa-
tional purposes also introduces research opportunities
for self-guided education that have yet to be fully ex-
plored. While VLEs offer many unique instructional
affordances, they also raise many limitations and de-
sign implications. We next consider several critical
design principles that should be deployed in a VLE for
successful appropriation in an educational context.
3. Design principles in VLEs
As an example, we discuss our exploration of Sec-
ond Life (SL) (http://secondlife.com) as a VLE that
supports the three design principles we present. The
potential of Second Life with respect to these design
principles, coupled with their large population of users,
SL a viable VLE.
3.1 Adoption safety in Second Life
Adoption safety lets users learn to use an environ-
ment in a way that is not intimidating or threatening to
them, eventually leading to comfortable adoption and
use of the environment at large. Adoption safety can
manifest itself in many ways.
In SL, adoption safety may be ensured in any num-
ber of ways. By default, new users navigate “Orienta-
tion Island” where they complete tasks that teach them
to control their avatar’s movement, modify appearance,
and communicate with others. Users cannot explore the
rest of SL until completing all tasks on Orientation
Island. Experienced users are not able to return to Ori-
Eighth IEEE International Conference on Advanced Learning Technologies
978-0-7695-3167-0/08 $25.00 © 2008 IEEE
DOI 10.1109/ICALT.2008.318
487
entation Island, so new users should not experience
any intimidation by them.
SL allows users to specify areas as private, giving
researchers and instructors the opportunity to create a
contained section of the world in which only new
adopters can operate; the restrictions on that area can
be modified over time. SL is designed to be “social”,
allowing new members to collaborate on tasks and to
gauge reasonable success rates and expectations from
each other while removing the need to explore alone. It
is also designed to be platform-independent, which
means that learners who encounter SL in one setting
(e.g., a Macintosh lab) can also go on to use it in a very
different everyday setting (e.g., home PC platform).
3.2 Immersion identity
Immersion identity has direct implications for the
amount of energy a learner will direct to exploring the
VLE to accomplish instructional tasks, whether self-
guided or structured. Immersion identity also influ-
ences feelings of control and ownership in virtual
learning scenarios, making it more likely that learners
will place importance on their own learning, and feel a
sense of obligation or desire to perform in the VLE.
SL offers significant avatar customization and a
wide selection of actions, from talking to flying. The
richness of interaction in SL demonstrates great poten-
tial for immersion identity. The environment also al-
lows users to modify their avatar’s appearance and
behaviors using a graphical user interface, or via the
Linden Scripting Language (a derivative of Java). This
multi-method avatar customization means that re-
searchers or educators may incorporate identity devel-
opment as tasks to meet instructional goals in the VLE.
3.3 Constructability
A precept of VLEs that learners are in a simulated
world that allows them to act on the world in various
ways. Learners’ understanding grows as they see evi-
dence of how their actions affect the world. Virtual
worlds are governed by rules–when users change a rule
for an object, they can see how it affects just that ob-
ject, demonstrating the boundary of the class, as well
as how rules are defined for classes. To be successful
in constructability, a VLE should provide learners as
many different ways to manipulate the environment
but also not overwhelm them. Actions in the world can
fall into many categories (e.g., building new objects,
writing new rules, changing existing rules).
SL offers multiple opportunities for constructabil-
ity. Learners can build new objects, change or break
objects (making them behave in unexpected ways) and
are able to see the effects of their actions on the envi-
ronment immediately.
The constructability of Second Life is also robust
enough to support paired or even group building ac-
tivities. Using variations in editing permission, multi-
ple learners can work on disparate segments of a larger
project and assemble it later, or multiple users can
work on the same object. For example, three users
could design a car, with one person responsible for
making the wheels and tires, and two constructing the
frame of the vehicle. All three participants could then
add the wheels to the vehicle and create a body for it,
with each learner writing specific script to govern the
properties and actions of the collection of objects mak-
ing up the car. The car can be finished and made avail-
able to everyone as a single object.
4. Conclusions
With the extensive challenges of teaching and learn-
ing computational concepts, multiple methods of in-
struction must continue to be practiced and developed.
Building on Guzdial’s assessment of teaching in con-
text, VLEs appear to be a rich resource for exploration
in instructional research, while also presenting a vari-
ety of constraints and potential complications. We
argue that the design principles of adoption safety,
immersion identity, and constructability may help
VLEs to be more successful in providing a meaningful,
self-guided or structured educational experience for
interested learners. Our work with SL demonstrates
how these principles might be realized in a specific
VLE and we are continuing to explore SL as an infra-
structure for rich self-guided learning experiences.
5. Acknowledgements
This work was supported by The National Science
Foundation, CCF-0405612. We thank Anastassia Iou-
jinina for her help in building SL materials.
6. References
[1] Bialystok, E. (1990). The structure of age: in search of
barriers to second language acquisition. Second Lan-
guage Research, 13 (2), 116-137.
[2] Falk, J., & Dierking, L. (2002). Lessons Without Limit:
How Free-Choice Learning is Transforming Education.
Walnut Creek, CA: Altamira Press.
[3] Hmelo, C.E., & Guzdial, M. (1996). Of black and glass
boxes: Scaffolding for doing and learning. Proceedings
of the 1996 International Conference on the Learning
Sciences, (pp. 128-134).
488

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peters2008.pdf

  • 1. Immersion Adoption: Design Principles for Self-Guided Learning in Virtual Learning Environments Matthew R. Peters and Mary Beth Rosson College of Information Sciences & Technology Pennsylvania State University University Park, PA 16802 {mpeters, mrosson} @ ist.psu Abstract Virtual Learning Environments, or VLEs, can offer a number of unique affordances for learning computa- tional concepts. This paper offers three design princi- ples for VLEs: adoption safety, immersion identity, and constructability; as well as a discussion of their im- plementation in one potential VLE: Second Life. 1. Introduction Methods of instruction in computing and informa- tion science (CIS) have been debated and developed for decades, yielding a rich body of knowledge on how to best help students learn technology concepts and skills. CIS presents unique challenges to learning, combining the cognitive barriers to second language learning (i.e., programming languages are not natural languages and do not match the structure of a learner’s primary language [1]) with the barriers to learning mathematics (primarily the difficulty in understanding underlying principles that govern behavior). CIS learn- ing also requires logical problem-solving skills, design planning, and significant learner motivation. 2. Virtual learning environments Guzdial [3] and others have argued that CIS should be taught in the context in which the concepts would eventually be deployed. Guzdial likens it to the advan- tage of teaching Forestry in a forest instead of a class- room. Virtual learning environments (VLEs) present an opportunity to simulate “real world” learning con- texts for a range of learning objectives; in this sense, a VLE might be used to simulate some of the in-situ learning experiences described by Falk and Dierking in studies of museum-based science learning [2]. One VLE – the immersive environment Second Life (SL) – is of particular interest, partly because it has become so popular due to free membership and a fully customizable architecture. It boasts tens of thou- sands of active users, and currently hosts a number of VLE studies. Because SL applications are open to everyone, us- ers have many options to explore beyond the confines of specific educational objectives. This creates rich opportunities for self-guided learning as described by Hmelo and Guzdial [3]. In an environment where learners are motivated to return and explore on their own time, free choice learning can happen if ade- quately structured opportunities are in place. The appropriation of such environments for educa- tional purposes also introduces research opportunities for self-guided education that have yet to be fully ex- plored. While VLEs offer many unique instructional affordances, they also raise many limitations and de- sign implications. We next consider several critical design principles that should be deployed in a VLE for successful appropriation in an educational context. 3. Design principles in VLEs As an example, we discuss our exploration of Sec- ond Life (SL) (http://secondlife.com) as a VLE that supports the three design principles we present. The potential of Second Life with respect to these design principles, coupled with their large population of users, SL a viable VLE. 3.1 Adoption safety in Second Life Adoption safety lets users learn to use an environ- ment in a way that is not intimidating or threatening to them, eventually leading to comfortable adoption and use of the environment at large. Adoption safety can manifest itself in many ways. In SL, adoption safety may be ensured in any num- ber of ways. By default, new users navigate “Orienta- tion Island” where they complete tasks that teach them to control their avatar’s movement, modify appearance, and communicate with others. Users cannot explore the rest of SL until completing all tasks on Orientation Island. Experienced users are not able to return to Ori- Eighth IEEE International Conference on Advanced Learning Technologies 978-0-7695-3167-0/08 $25.00 © 2008 IEEE DOI 10.1109/ICALT.2008.318 487
  • 2. entation Island, so new users should not experience any intimidation by them. SL allows users to specify areas as private, giving researchers and instructors the opportunity to create a contained section of the world in which only new adopters can operate; the restrictions on that area can be modified over time. SL is designed to be “social”, allowing new members to collaborate on tasks and to gauge reasonable success rates and expectations from each other while removing the need to explore alone. It is also designed to be platform-independent, which means that learners who encounter SL in one setting (e.g., a Macintosh lab) can also go on to use it in a very different everyday setting (e.g., home PC platform). 3.2 Immersion identity Immersion identity has direct implications for the amount of energy a learner will direct to exploring the VLE to accomplish instructional tasks, whether self- guided or structured. Immersion identity also influ- ences feelings of control and ownership in virtual learning scenarios, making it more likely that learners will place importance on their own learning, and feel a sense of obligation or desire to perform in the VLE. SL offers significant avatar customization and a wide selection of actions, from talking to flying. The richness of interaction in SL demonstrates great poten- tial for immersion identity. The environment also al- lows users to modify their avatar’s appearance and behaviors using a graphical user interface, or via the Linden Scripting Language (a derivative of Java). This multi-method avatar customization means that re- searchers or educators may incorporate identity devel- opment as tasks to meet instructional goals in the VLE. 3.3 Constructability A precept of VLEs that learners are in a simulated world that allows them to act on the world in various ways. Learners’ understanding grows as they see evi- dence of how their actions affect the world. Virtual worlds are governed by rules–when users change a rule for an object, they can see how it affects just that ob- ject, demonstrating the boundary of the class, as well as how rules are defined for classes. To be successful in constructability, a VLE should provide learners as many different ways to manipulate the environment but also not overwhelm them. Actions in the world can fall into many categories (e.g., building new objects, writing new rules, changing existing rules). SL offers multiple opportunities for constructabil- ity. Learners can build new objects, change or break objects (making them behave in unexpected ways) and are able to see the effects of their actions on the envi- ronment immediately. The constructability of Second Life is also robust enough to support paired or even group building ac- tivities. Using variations in editing permission, multi- ple learners can work on disparate segments of a larger project and assemble it later, or multiple users can work on the same object. For example, three users could design a car, with one person responsible for making the wheels and tires, and two constructing the frame of the vehicle. All three participants could then add the wheels to the vehicle and create a body for it, with each learner writing specific script to govern the properties and actions of the collection of objects mak- ing up the car. The car can be finished and made avail- able to everyone as a single object. 4. Conclusions With the extensive challenges of teaching and learn- ing computational concepts, multiple methods of in- struction must continue to be practiced and developed. Building on Guzdial’s assessment of teaching in con- text, VLEs appear to be a rich resource for exploration in instructional research, while also presenting a vari- ety of constraints and potential complications. We argue that the design principles of adoption safety, immersion identity, and constructability may help VLEs to be more successful in providing a meaningful, self-guided or structured educational experience for interested learners. Our work with SL demonstrates how these principles might be realized in a specific VLE and we are continuing to explore SL as an infra- structure for rich self-guided learning experiences. 5. Acknowledgements This work was supported by The National Science Foundation, CCF-0405612. We thank Anastassia Iou- jinina for her help in building SL materials. 6. References [1] Bialystok, E. (1990). The structure of age: in search of barriers to second language acquisition. Second Lan- guage Research, 13 (2), 116-137. [2] Falk, J., & Dierking, L. (2002). Lessons Without Limit: How Free-Choice Learning is Transforming Education. Walnut Creek, CA: Altamira Press. [3] Hmelo, C.E., & Guzdial, M. (1996). Of black and glass boxes: Scaffolding for doing and learning. Proceedings of the 1996 International Conference on the Learning Sciences, (pp. 128-134). 488