Virtual worlds (VWs) are providing welcome opportunities for the development of innovative curricula for tertiary educators. These environments potentially allow them to give their students authentic learning experiences that resemble real life tasks and scenarios. In addition, virtual worlds are extremely useful when training students to perform tasks that are too expensive or dangerous to perform in real life (Adams, Klowden, & Hannaford, 2001). Well-designed simulations implemented in these environments can provide risk-averse and cost-effective simulations of authentic contexts that can facilitate optimal learning, especially when enhanced with the capability for tactile precision and haptic feedback.
This chapter, while acknowledging the enormous potential of virtual worlds for higher education, will investigate the range of challenges also associated with implementing these environments into curricula. These include the use of appropriate pedagogical models and the large learning curve for novice users. The chapter will conclude with a discussion of how these challenges can be mitigated, taking into account the latest technical developments in virtual worlds and associated hardware.
Virtual Worlds in Education: Coming of the Third WaveHelen Farley
The Gartner Hype Cycle has placed virtual worlds on the climb up the Slope of Enlightenment. While some authors in the past have made much of the educational use of virtual worlds languishing in the Trough of Disillusionment, there has been a community of authors, designers and educators working to further understanding of the imitations and affordances of such technologies. It is time to pool this knowledge, experience, tools and practice to solidify best practice, focus research on development of specific elements and forge ahead to shape the third wave of educational virtual worlds. This paper attempts to outline this information and practice while offering solutions for further development.
Rhetoric and reality: critical perspectives on education in a 3D virtual worldHelen Farley
The emergence of any new educational technology is often accompanied by inflated expectations about its potential for transforming pedagogical practice and improving student learning outcomes. A critique of the rhetoric accompanying the evolution of 3D virtual world education
reveals a similar pattern, with the initial hype based more on rhetoric than research demonstrating the extent to which rhetoric matches reality. Addressed are the perceived gaps in the literature through a critique of the rhetoric evident throughout the evolution of the application of virtual worlds in education and the reality based on the reported experiences of experts in the field of educational technology, who are all members of the Australian and New Zealand Virtual Worlds Working Group. The experiences reported highlight a range of effective virtual world collaborative and communicative teaching experiences conducted in members’ institutions.
Perspectives vary from those whose reality is the actuation of the initial rhetoric in the early years of virtual world education, to those whose reality is fraught with challenges that belie the rhetoric. Although there are concerns over institutional resistance, restrictions, and outdated processes on the one-hand, and excitement over the rapid emergence of innovation on the other, the prevailing reality seems to be that virtual world education is both persistent and sustainable. Explored are critical perspectives on the rhetoric and reality on the educational uptake and use of virtual worlds in higher education, providing an overview of the current and future directions for learning in virtual worlds.
Barriers and Enablers to the Use of Virtual Worlds in Higher Education: An Ex...Helen Farley
Three-dimensional (3D) virtual worlds have been used for more than a decade in higher education for teaching
and learning. Since the 1980s, academics began using virtual worlds as an exciting and innovative new
technology to provide their students with new learning experiences that were difficult to provide any other way.
But since that time, virtual worlds have failed to maintain their popularity as learning spaces; many builds
falling into disuse and many disappearing altogether. The aim of this article is not only to determine why virtual
worlds have not become a mainstream teaching tool, but to ascertain why they have even failed to maintain their
popularity. In order to do this, the research team surveyed over 200 academics about the barriers and enablers to
the use and perceived affordances of virtual worlds in teaching and learning. These responses are examined in
relation to academics’ past, present and future use, experience and knowledge of virtual world environments.
The Development of Virtual World Tools to Enhance Learning and Real World Dec...Helen Farley
In farming, the outcome of critical decisions to enhance productivity and profitability, and so ensure the viability of farming enterprises, is often influenced by seasonal conditions and weather events over the growing season. This paper reports on a project that uses cutting-edge advances in digital technologies, and their application in
learning environments, to develop and evaluate a web-based virtual ‘discussion-support’ system for improved climate risk management in Australian sugar farming systems. Customized scripted video clips (machinima) are created in the Second Life virtual world environment. The videos use contextualized settings and lifelike avatar actors to model conversations about climate risk and key farm operational decisions relevant to the real-world lives and practices of sugarcane farmers. The tools generate new cognitive schema for farmers to access and provide stimuli for discussions around how to incorporate an understanding of climate risk into operational decision-making. They also have potential to provide cost-effective agricultural extension that simulates real world face-to-face extension services, but is accessible anytime anywhere.
Virtual Worlds in Education: Coming of the Third WaveHelen Farley
The Gartner Hype Cycle has placed virtual worlds on the climb up the Slope of Enlightenment. While some authors in the past have made much of the educational use of virtual worlds languishing in the Trough of Disillusionment, there has been a community of authors, designers and educators working to further understanding of the imitations and affordances of such technologies. It is time to pool this knowledge, experience, tools and practice to solidify best practice, focus research on development of specific elements and forge ahead to shape the third wave of educational virtual worlds. This paper attempts to outline this information and practice while offering solutions for further development.
Rhetoric and reality: critical perspectives on education in a 3D virtual worldHelen Farley
The emergence of any new educational technology is often accompanied by inflated expectations about its potential for transforming pedagogical practice and improving student learning outcomes. A critique of the rhetoric accompanying the evolution of 3D virtual world education
reveals a similar pattern, with the initial hype based more on rhetoric than research demonstrating the extent to which rhetoric matches reality. Addressed are the perceived gaps in the literature through a critique of the rhetoric evident throughout the evolution of the application of virtual worlds in education and the reality based on the reported experiences of experts in the field of educational technology, who are all members of the Australian and New Zealand Virtual Worlds Working Group. The experiences reported highlight a range of effective virtual world collaborative and communicative teaching experiences conducted in members’ institutions.
Perspectives vary from those whose reality is the actuation of the initial rhetoric in the early years of virtual world education, to those whose reality is fraught with challenges that belie the rhetoric. Although there are concerns over institutional resistance, restrictions, and outdated processes on the one-hand, and excitement over the rapid emergence of innovation on the other, the prevailing reality seems to be that virtual world education is both persistent and sustainable. Explored are critical perspectives on the rhetoric and reality on the educational uptake and use of virtual worlds in higher education, providing an overview of the current and future directions for learning in virtual worlds.
Barriers and Enablers to the Use of Virtual Worlds in Higher Education: An Ex...Helen Farley
Three-dimensional (3D) virtual worlds have been used for more than a decade in higher education for teaching
and learning. Since the 1980s, academics began using virtual worlds as an exciting and innovative new
technology to provide their students with new learning experiences that were difficult to provide any other way.
But since that time, virtual worlds have failed to maintain their popularity as learning spaces; many builds
falling into disuse and many disappearing altogether. The aim of this article is not only to determine why virtual
worlds have not become a mainstream teaching tool, but to ascertain why they have even failed to maintain their
popularity. In order to do this, the research team surveyed over 200 academics about the barriers and enablers to
the use and perceived affordances of virtual worlds in teaching and learning. These responses are examined in
relation to academics’ past, present and future use, experience and knowledge of virtual world environments.
The Development of Virtual World Tools to Enhance Learning and Real World Dec...Helen Farley
In farming, the outcome of critical decisions to enhance productivity and profitability, and so ensure the viability of farming enterprises, is often influenced by seasonal conditions and weather events over the growing season. This paper reports on a project that uses cutting-edge advances in digital technologies, and their application in
learning environments, to develop and evaluate a web-based virtual ‘discussion-support’ system for improved climate risk management in Australian sugar farming systems. Customized scripted video clips (machinima) are created in the Second Life virtual world environment. The videos use contextualized settings and lifelike avatar actors to model conversations about climate risk and key farm operational decisions relevant to the real-world lives and practices of sugarcane farmers. The tools generate new cognitive schema for farmers to access and provide stimuli for discussions around how to incorporate an understanding of climate risk into operational decision-making. They also have potential to provide cost-effective agricultural extension that simulates real world face-to-face extension services, but is accessible anytime anywhere.
A learning community for teens on a virtual island - The Schome Park Teen Sec...eLearning Papers
Authors: Julia Gillen, Peter Twining, Rebecca Ferguson, Oliver W Butters, Gill Clough, Mark Gaved, Anna Peachey, Dan Seamans, Kieron Sheehy.
Virtual 3D worlds such as Second Life and online gaming environments are attracting educationalists' interest. This paper reports upon the first European Teen Second Life educational project for 13-17 year olds: the Schome Park
This paper was published on pp 319-323 of
XXXIV FAAPI Conference Proceedings: teachers in action; making the latest trends work in the classroom. Bahía Blanca: Federación Argentina de Asociaciones de Profesores de Inglés, 2009. ISBN: 978-987-98045-1-3
International Journal of Engineering and Science Invention (IJESI)inventionjournals
International Journal of Engineering and Science Invention (IJESI) is an international journal intended for professionals and researchers in all fields of computer science and electronics. IJESI publishes research articles and reviews within the whole field Engineering Science and Technology, new teaching methods, assessment, validation and the impact of new technologies and it will continue to provide information on the latest trends and developments in this ever-expanding subject. The publications of papers are selected through double peer reviewed to ensure originality, relevance, and readability. The articles published in our journal can be accessed online
Ya en el siglo XVII había que poner las cosas en su sitio...,cierto tipo de comportamientos parecenser de siempre..., habrá que terminar de superarlos.
Jyväskylän kirjastolla 6.10.2015 pidetty SeniorSurf-päivän esittelyluento. Luennolla lähestytään tietolaitteiden käyttöä kolmesta suunnasta: 1)käyttötarkoitus, 2) laitteet sekä 3) oppiminen.
A learning community for teens on a virtual island - The Schome Park Teen Sec...eLearning Papers
Authors: Julia Gillen, Peter Twining, Rebecca Ferguson, Oliver W Butters, Gill Clough, Mark Gaved, Anna Peachey, Dan Seamans, Kieron Sheehy.
Virtual 3D worlds such as Second Life and online gaming environments are attracting educationalists' interest. This paper reports upon the first European Teen Second Life educational project for 13-17 year olds: the Schome Park
This paper was published on pp 319-323 of
XXXIV FAAPI Conference Proceedings: teachers in action; making the latest trends work in the classroom. Bahía Blanca: Federación Argentina de Asociaciones de Profesores de Inglés, 2009. ISBN: 978-987-98045-1-3
International Journal of Engineering and Science Invention (IJESI)inventionjournals
International Journal of Engineering and Science Invention (IJESI) is an international journal intended for professionals and researchers in all fields of computer science and electronics. IJESI publishes research articles and reviews within the whole field Engineering Science and Technology, new teaching methods, assessment, validation and the impact of new technologies and it will continue to provide information on the latest trends and developments in this ever-expanding subject. The publications of papers are selected through double peer reviewed to ensure originality, relevance, and readability. The articles published in our journal can be accessed online
Ya en el siglo XVII había que poner las cosas en su sitio...,cierto tipo de comportamientos parecenser de siempre..., habrá que terminar de superarlos.
Jyväskylän kirjastolla 6.10.2015 pidetty SeniorSurf-päivän esittelyluento. Luennolla lähestytään tietolaitteiden käyttöä kolmesta suunnasta: 1)käyttötarkoitus, 2) laitteet sekä 3) oppiminen.
My chapter in John Lea's edited book for Open University Press, Enhancing Teaching and Learning in HE, reproduced with kind permission of the publishers (thank you).
Chapter 1 of "Open Learning Cultures. A Guide to Quality, Evaluation and Asse...Ulf-Daniel Ehlers
THis book aims to provide three things:
- Details the influence of collaborative web-based technology on learning environments and learning behavior
- Provides educators, teachers, lecturers and students with a practical guide to developing customized quality concepts in open learning environments
- Includes guidelines, templates and use cases to facilitate the practical implementation of the methods presentedPresents a concept of quality control and assessments as an integral part of learning processes
VLEs: A Metaphorical History from Sharks to Limpet. Farrelly , Costello & Donloneraser Juan José Calderón
VLEs: A Metaphorical History from Sharks to Limpets. Tom Farrelly*, Eamon Costello† and Enda Donlon. En journal of interactive media in education.
In this paper we chart the history of selected metaphors that have been used to describe Virtual Learn-ing Environments (VLEs) over the last 15 years. Martin Weller famously claimed in 2007 that “the VLE is dead”. This provocation positioned the VLE as an object of history, forcing us to consider its past, present and future. This notion of historical mapping is important as many educational technologies that failed to deliver on their promises can be easily forgotten
Re Live Paper Addison And OharefinalversionAddison4
This is the Paper that accompanied the slides on "How Can Massive Multi-user Virtual Environments and Virtual Role Play Enhance Traditional Teaching Practice". This was some of my earliest work.
THE CASE FOR MIXED REALITY TO IMPROVEPERFORMANCEStuart W.docxmamanda2
THE CASE FOR MIXED REALITY TO IMPROVE
PERFORMANCE
Stuart W. Volkow Alex C. Howland, PhD
The world of work is rapidly changing. Now, more than ever, the need for continuous workforce training
is needed. While there are many benefits to social and experiential offerings of face-to-face training,
distance learning is typically more practical in today’s society. Unfortunately, current distance-learning
technologies lack the immersion necessary for learning 21st-century skills. Virtual reality and
augmented reality (i.e., mixed realities) can be more effective for training and learning than traditional
flat-screen media.
THE FUTURE OF WORK AND THE
OPPORTUNITY OF MIXED REALITIES TO
IMPROVE PERFORMANCE
Robots, automation, and artificial intelligence are rapidly
changing the face of the American workforce. As more
and more jobs are filled by machines, experts agree that
the education marketplace will need to change to keep up
with the growing and widespread need for worker retrain-
ing (Pew Research Center Internet & Technology, 2017).
While there are benefits to the social and experiential
learning experiences that can be offered in a face-to-face
setting, distance learning is often an affordable and flexible
way to provide that training.
Unfortunately, most eLearning and webinar platforms
only offer participants a passive experience (e.g., watch-
ing videos, listening to a lecture). With corporate edu-
cation, including employee orientation, onboarding, and
skill building, passive learning is the norm, consisting
largely of sitting down and consuming pre-packaged con-
tent in bulk that’s presented formally by an educator
(Hinchcliffe, 2017). Such offerings do not help develop the
vital skills needed in today’s increasingly global and dis-
tributed economy, such as teaming, communication, lead-
ership, and cultural intelligence. They also do not immerse
learners into the context of the learning and provide the
ability for learners to practice in a safe environment. As
a result, many learners develop feelings of isolation, dis-
connectedness, and frustration, often associated with poor
retention rates and low return on investment (Willging &
Johnson, 2009).
Mixed-reality technologies (i.e., virtual reality and aug-
mented reality) provide solutions to these problems by
allowing people to come together in an active simulated
environment that allows them to see and interact with fel-
low participants and the simulated environment, regard-
less of geographic location. Such technologies have the po-
tential to dramatically transform education, training, and
human performance. The aim of this article is to provide
an overview of mixed realities (MR), to discuss theories as-
sociated with how the technologies can provide value for
performance, and to provide specific examples of effective
early-use cases.
Introduction to Mixed Realities
Well told, any story can be immersive. From spoken word
to literature, film, and television, imagination work.
Beyond standards: reimagining acoustic design in prisonsHelen Farley
Drawing insights from the emerging field of sensory criminology, this paper delves into the distinctive
acoustic requirements within prisons, shedding light on the differences that exist between the acoustic
needs of incarcerated individuals and those outside the prison walls. The study emphasizes the crucial role
acoustics play in the daily experiences of both incarcerated individuals and corrections staff. Those in
prison rely on acoustics for communication and information gathering, while corrections staff use auditory
cues to assess the prevailing tension within the prison environment. The intricate dynamics of prison
cultures, often overlooked by acousticians, are brought to the forefront through the lens of sensory
criminology. This paper advocates for a multidisciplinary approach, suggesting that acousticians
collaborate with complementary disciplines to design spaces that encourage positive communication and
simultaneously address the risks associated with undesirable social dynamics. By integrating insights from
sensory criminology, acousticians can create purposeful designs that benefit both incarcerated individuals
and corrections staff, ensuring a well-informed and effective acoustic environment.
Introducing technology for learning in prisons: meeting challenges and realis...Helen Farley
Individuals responsible for the management and administration of prisons often show a willingness to adopt innovative technologies for operational efficiency. However, in cases where a choice must be made between prioritizing security measures and the rehabilitation of people in prison, the former tends to take precedence, sometimes at the expense of the latter. The emergence of COVID-19 lockdowns, which confined individuals to their cells for extended periods and disrupted educational programs, has prompted jurisdictions to reevaluate the advantages of educational technology. Drawing from our involvement in these kinds of initiatives, we present key insights to enrich this ongoing dialogue.
More than employment: The benefits of education in correctionsHelen Farley
It is easy to focus on how education prepares learners for employment upon release from custody. Yet the benefits go far beyond this. This presentation examines some of the changes we see in prisoners engaged with education.
Using emerging digital technology for learning in prisonsHelen Farley
Universities and other education institutions are increasingly turning to technology for the delivery of their courses and programmes. But what happens when their learners are incarcerated?
This presentation looks at neurodiversity within corrections in New Zealand. Neurodiversity is often viewed negatively, yet it is often the hallmark of original and creative thinkers.
Introducing digital technologies into prisons: Issues and challengesHelen Farley
• Working with jurisdictions to introduce technologies: Sceptics and advocates
• Winning hearts and minds: Working with custodial
• Security considerations: Learning what can be dangerous
• Third party security certifications
• What can go wrong and how to prevent it
• The role of dynamic security
• Making it sustainable
The role of education in reducing recidivismHelen Farley
In juvenile justice, detainees are often suffering from multiple layers of disadvantage. This presentation presents a potential project to help address some of these issues and help keep people out of detention.
Evaluation of mobile teaching and learning projects, introductionHelen Farley
In the decade and a half since the beginning of the new millennium, mobile computing technologies have evolved rapidly, enabling increasingly sophisticated methods of communication and interaction. As a result of the incremental improvements in design, tendency towards reduced size, increased functionality, improvements in data storage capability, and the reliability and ubiquity of the networks that support them, mobile technologies are increasingly perceived as essential to the conduct of people’s everyday lives (Evans-Cowley, 2010).
Mobile learning initiatives in nursing educationHelen Farley
Mobile learning is a very exciting approach to learning that has the possibility of changing nursing education, providing learning to nurses when and where they need it and in a manner that will achieve positive learning outcomes. Coming from an apprenticeship model in the military, nurses have traditionally learnt by seeing and then doing. Mobile learning through means such as You Tube and augmented reality offer the best of this traditional way of learning combined with time and cost efficient means of technology use and greater theoretical knowledge. Reaching nurses in rural and isolated communities is also possible through these means. This is achieved through the use of SMS and online learning, that is able to be used at a time and place suitable for the nurse, enabling them to include learning within their lives in a way that suits them. Many isolated trials have occurred in nursing education over the years, starting with the use of PDA’s and although many have shown success there is not a great deal of research been conducted in the use of mobile education in nursing. Considering this research was conducted using a grounded theory approach that investigated nurse’s current use of mobile technology and their beliefs around mobile learning. The study also explored how and when nurses are undertaking continuing education, with the discovery of how they personally resource their learning. When looking at trials of mobile learning within nursing education, it is apparent from these trials and the study that nurses are ready for mobile learning and that mobile learning shows great potential as a method for education within the nursing profession.
Mobile learning in Southeast Asia: Opportunities and challengesHelen Farley
Mobile learning has been adopted to a varying extent across the countries of Southeast Asia. Though mobile learning initiatives in the UK, Europe, the United States and Australia are well-documented, much less in known is known about mobile learning initiatives in Southeast Asia. This region is culturally and economically diverse, containing both developed countries such as Singapore and developing countries including East Timor. This range of economic development means that the penetration of telecommunications technologies, including infrastructure to support mobile and internet networks, varies vastly and the extent to which this technology is used for learning, similarly varies. This chapter begins with an examination of the mobile device market penetration in the various countries of Southeast Asia and the particular demographics of those users. Internet censorship potentially will impact on mobile learning initiatives in some countries and this is examined briefly. The status of mobile learning in a cross-section of Southeast Asian countries will be examined, with a particular focus on government policies, critical infrastructure and notable mobile learning initiatives. The chapter concludes with a review of the enablers and barriers to mobile learning in Southeast Asia and a look at future directions.
Moving towards the effective evaluation of mobile learning initiatives in hig...Helen Farley
Mobile learning is viewed by many institutional leaders as the solution for a student cohort that is demanding an increasingly flexibility in study options. These students are fitting study around other aspects of their lives including work and caring responsibilities, or they are studying at a geographical location far removed from the university campus. With ubiquitous connectivity available in many parts of the world and with the incremental improvements in design and affordability of mobile devices, many students are using mobile technologies to access course materials and activities. Even so, there are relatively few formal mobile learning initiatives underway and even fewer evaluations of those initiatives. This is significant because without a rigorous evaluation of mobile learning, it is impossible to determine whether it provides a viable and cost-effective way of accessing courses for both the student and the institution. This chapter examines the broad groupings of uses for mobile devices for learning, before considering the evaluation frameworks that are currently in use. The characteristics, affordances and issues of these frameworks are briefly discussed. A project to develop a Mobile Learning Evaluation Framework is introduced, which will consider evaluation from four aspects: 1) Pedagogical (Learning); 2) Pedagogical (Teaching); 3) Technical; and 4) Organizational.
The healthcare industry is rapidly evolving in tandem with a demand for increased flexibility in the delivery of education in our fast-paced society. As a result, the passive reception of content by students, delivered by an expert from the front of the class, is becoming increasingly redundant. Students are now being taught, ubiquitous connectivity allowing widespread access to online materials (Collier, Gray, & Ahn, 2011). Programs such as nursing are often offered in an external, online delivery mode (Wright, 2013). Due to an increasingly aging population, healthcare is by far one of the fastest-growing industries, and graduate job seekers choosing to enter healthcare, will need to ensure they have developed sound digital literacies, particularly as they apply to professional communication. It is imperative that students develop and leverage emerging communication technologies as part of their portfolio prior to seeking employment (Clark, 2009; Hargittai & Litt, 2013).
Tarot is central to the philosophies of the New Age. If you look in any of the numerous popular books about tarot, you will read that ancient Egyptians encoded their secrets into these mysterious cards when they were threatened by brutal invaders. Yet others say that tarot were invented by the Gypsies, then thought to be Egyptians. Alas, neither of these theories are true!
This final volume of Religion, the Occult and the Paranormal is mostly concerned with how the supernatural is finding form in popular culture, in everyday life and among the youth with their apparently insatiable appetite for all that is different, macabre, alien or sitting outside of normal society. Film franchises based on paranormal themes are among the biggest grossing films of all time. The Harry Potter franchise appeals to both adults and children alike, as does the Lord of the Rings franchise. These movies are invariably released at holiday time so parents can take their children, buy them some themed merchandise and escort them to various dress-up events populated by hundreds of small Harry Potters and Hermione Grangers. Religious and supernatural ideas are integral to the appeal of these movies. Several chapters of this volume explore that unlikely relationship. The current also flows in the other direction with popular culture providing the stuff of emerging religions. Most are familiar with Jediism, drawing its inspiration from the Star Wars franchise and the noble ideals of the Jedi Knights.
The first volume of this series has equipped us with the methodological tools for examining the occult and paranormal. The second has shown us that these themes have been present since the earliest times. This third volume of the Religion, the Occult, and the Paranormal provides examples of some of the rich diversity of ideas, practices and groups engaged in various ways with these supernatural considerations. Occult practices and ideas around the paranormal are found within each of the major world religions, often in connection with the more mythical aspects of those traditions. Bibliomancy, or divination using books, thrives within many forms of Christianity, Islamic theology is resplendent with jinns that can intervene in everyday life, and no process is more mysterious than the divinatory practices that foretell the next Dalai Lama in the “Yellow Hat” school of Tibetan Buddhism. Some of the chapters presented herein will explore just some of those crevices in South Asian religions.
Freud’s Primal Horde: Fact or Fiction?Helen Farley
The existence of the 'primal horde' is central to Sigmund Freud's theories on the beginnings of totemism and incest taboo in humankind. In this paper we begin by considering Freud's theory and examining his sources namely J. J. Atkinson and in particular Charles Darwin. By Freud's own admission, the 'primal horde' had never been observed. We investigate the possibility that such a structure ever existed. We consider the evidence as sourced from Charles Darwin and examine the possibility that Darwin's words were misinterpreted. Freud's idea of the 'primal horde' was generally accepted in anthropological circles in the early twentieth century as evidenced by Geza Roheim's enthusiastic support. We review how this theory lost favour in later times by considering the opinion of William Schmidt.
Welcome to TechSoup New Member Orientation and Q&A (May 2024).pdfTechSoup
In this webinar you will learn how your organization can access TechSoup's wide variety of product discount and donation programs. From hardware to software, we'll give you a tour of the tools available to help your nonprofit with productivity, collaboration, financial management, donor tracking, security, and more.
Francesca Gottschalk - How can education support child empowerment.pptxEduSkills OECD
Francesca Gottschalk from the OECD’s Centre for Educational Research and Innovation presents at the Ask an Expert Webinar: How can education support child empowerment?
Read| The latest issue of The Challenger is here! We are thrilled to announce that our school paper has qualified for the NATIONAL SCHOOLS PRESS CONFERENCE (NSPC) 2024. Thank you for your unwavering support and trust. Dive into the stories that made us stand out!
Model Attribute Check Company Auto PropertyCeline George
In Odoo, the multi-company feature allows you to manage multiple companies within a single Odoo database instance. Each company can have its own configurations while still sharing common resources such as products, customers, and suppliers.
Embracing GenAI - A Strategic ImperativePeter Windle
Artificial Intelligence (AI) technologies such as Generative AI, Image Generators and Large Language Models have had a dramatic impact on teaching, learning and assessment over the past 18 months. The most immediate threat AI posed was to Academic Integrity with Higher Education Institutes (HEIs) focusing their efforts on combating the use of GenAI in assessment. Guidelines were developed for staff and students, policies put in place too. Innovative educators have forged paths in the use of Generative AI for teaching, learning and assessments leading to pockets of transformation springing up across HEIs, often with little or no top-down guidance, support or direction.
This Gasta posits a strategic approach to integrating AI into HEIs to prepare staff, students and the curriculum for an evolving world and workplace. We will highlight the advantages of working with these technologies beyond the realm of teaching, learning and assessment by considering prompt engineering skills, industry impact, curriculum changes, and the need for staff upskilling. In contrast, not engaging strategically with Generative AI poses risks, including falling behind peers, missed opportunities and failing to ensure our graduates remain employable. The rapid evolution of AI technologies necessitates a proactive and strategic approach if we are to remain relevant.
The French Revolution, which began in 1789, was a period of radical social and political upheaval in France. It marked the decline of absolute monarchies, the rise of secular and democratic republics, and the eventual rise of Napoleon Bonaparte. This revolutionary period is crucial in understanding the transition from feudalism to modernity in Europe.
For more information, visit-www.vavaclasses.com
Biological screening of herbal drugs: Introduction and Need for
Phyto-Pharmacological Screening, New Strategies for evaluating
Natural Products, In vitro evaluation techniques for Antioxidants, Antimicrobial and Anticancer drugs. In vivo evaluation techniques
for Anti-inflammatory, Antiulcer, Anticancer, Wound healing, Antidiabetic, Hepatoprotective, Cardio protective, Diuretics and
Antifertility, Toxicity studies as per OECD guidelines
Operation “Blue Star” is the only event in the history of Independent India where the state went into war with its own people. Even after about 40 years it is not clear if it was culmination of states anger over people of the region, a political game of power or start of dictatorial chapter in the democratic setup.
The people of Punjab felt alienated from main stream due to denial of their just demands during a long democratic struggle since independence. As it happen all over the word, it led to militant struggle with great loss of lives of military, police and civilian personnel. Killing of Indira Gandhi and massacre of innocent Sikhs in Delhi and other India cities was also associated with this movement.
June 3, 2024 Anti-Semitism Letter Sent to MIT President Kornbluth and MIT Cor...Levi Shapiro
Letter from the Congress of the United States regarding Anti-Semitism sent June 3rd to MIT President Sally Kornbluth, MIT Corp Chair, Mark Gorenberg
Dear Dr. Kornbluth and Mr. Gorenberg,
The US House of Representatives is deeply concerned by ongoing and pervasive acts of antisemitic
harassment and intimidation at the Massachusetts Institute of Technology (MIT). Failing to act decisively to ensure a safe learning environment for all students would be a grave dereliction of your responsibilities as President of MIT and Chair of the MIT Corporation.
This Congress will not stand idly by and allow an environment hostile to Jewish students to persist. The House believes that your institution is in violation of Title VI of the Civil Rights Act, and the inability or
unwillingness to rectify this violation through action requires accountability.
Postsecondary education is a unique opportunity for students to learn and have their ideas and beliefs challenged. However, universities receiving hundreds of millions of federal funds annually have denied
students that opportunity and have been hijacked to become venues for the promotion of terrorism, antisemitic harassment and intimidation, unlawful encampments, and in some cases, assaults and riots.
The House of Representatives will not countenance the use of federal funds to indoctrinate students into hateful, antisemitic, anti-American supporters of terrorism. Investigations into campus antisemitism by the Committee on Education and the Workforce and the Committee on Ways and Means have been expanded into a Congress-wide probe across all relevant jurisdictions to address this national crisis. The undersigned Committees will conduct oversight into the use of federal funds at MIT and its learning environment under authorities granted to each Committee.
• The Committee on Education and the Workforce has been investigating your institution since December 7, 2023. The Committee has broad jurisdiction over postsecondary education, including its compliance with Title VI of the Civil Rights Act, campus safety concerns over disruptions to the learning environment, and the awarding of federal student aid under the Higher Education Act.
• The Committee on Oversight and Accountability is investigating the sources of funding and other support flowing to groups espousing pro-Hamas propaganda and engaged in antisemitic harassment and intimidation of students. The Committee on Oversight and Accountability is the principal oversight committee of the US House of Representatives and has broad authority to investigate “any matter” at “any time” under House Rule X.
• The Committee on Ways and Means has been investigating several universities since November 15, 2023, when the Committee held a hearing entitled From Ivory Towers to Dark Corners: Investigating the Nexus Between Antisemitism, Tax-Exempt Universities, and Terror Financing. The Committee followed the hearing with letters to those institutions on January 10, 202
2024.06.01 Introducing a competency framework for languag learning materials ...Sandy Millin
http://sandymillin.wordpress.com/iateflwebinar2024
Published classroom materials form the basis of syllabuses, drive teacher professional development, and have a potentially huge influence on learners, teachers and education systems. All teachers also create their own materials, whether a few sentences on a blackboard, a highly-structured fully-realised online course, or anything in between. Despite this, the knowledge and skills needed to create effective language learning materials are rarely part of teacher training, and are mostly learnt by trial and error.
Knowledge and skills frameworks, generally called competency frameworks, for ELT teachers, trainers and managers have existed for a few years now. However, until I created one for my MA dissertation, there wasn’t one drawing together what we need to know and do to be able to effectively produce language learning materials.
This webinar will introduce you to my framework, highlighting the key competencies I identified from my research. It will also show how anybody involved in language teaching (any language, not just English!), teacher training, managing schools or developing language learning materials can benefit from using the framework.
Virtual Worlds in Higher Education: The Challenges, Expectations and Delivery
1. Chapter #
VIRTUAL WORLDS IN HIGHER EDUCATION
The challenges, expectations and delivery
AUTHOR(s) – Helen Farley
University of Southern Queensland, Australia. Email: helen.farley@usq.edu.au
Abstract: Virtual worlds (VWs) are providing welcome opportunities for the
development of innovative curricula for tertiary educators. These
environments potentially allow them to give their students authentic learning
experiences that resemble real life tasks and scenarios. In addition, virtual
worlds are extremely useful when training students to perform tasks that are
too expensive or dangerous to perform in real life (Adams, Klowden, &
Hannaford, 2001). Well-designed simulations implemented in these
environments can provide risk-averse and cost-effective simulations of
authentic contexts that can facilitate optimal learning, especially when
enhanced with the capability for tactile precision and haptic feedback.
This chapter, while acknowledging the enormous potential of virtual worlds
for higher education, will investigate the range of challenges also associated
with implementing these environments into curricula. These include the use of
appropriate pedagogical models and the large learning curve for novice users.
The chapter will conclude with a discussion of how these challenges can be
mitigated, taking into account the latest technical developments in virtual
worlds and associated hardware.
Key words: virtual worlds, immersion, presence in virtual environments,
multi-user virtual environments (MUVEs)
2. 2 Chapter #
1. INTRODUCTION
As the demands on student and teacher time and resources increase and the
cohort of most universities grows ever more diverse, many tertiary
institutions are adopting more flexible ways to deliver their courses and
programs (see Ritzema and Harris, 2008, p. 110). Students are often working
full or part time, caring for elderly parents, young children or sick spouses,
living many hours from the nearest place of learning or simply choosing to
study at their own convenience in their own homes via distance education.
Though this mode of education boasts the considerable benefits of
convenience and accessibility, many challenges remain for students
including distorted motivation, perceived lack of feedback and teacher
contact, inability to access student support, alienation from peers and
feelings of isolation (Galusha, 2001). To redress these challenges, educators
need to leverage the full spectrum of affordances of new and emerging
technologies including those of virtual worlds (VWs) (Garrison, 2000; de
Freitas 2008: p. 31).
With the increasing access and capacity of computer hardware and the
seeming ubiquity of high-speed internet, virtual world environments are
becoming ever more accessible to educators and students. A lecturer’s
influence is no longer restricted to the geographical and physical confines of
his or her campus, community, or even country. And the shape of a
curriculum need not be restricted by the physical resources of a single
department, school or faculty. To all intents and purposes, if something can
be imagined, it can be created in a virtual world environment. VWs enable
educators to leverage those social connections and learning methodologies to
renovate basic approaches to both learning and communication. Historical,
generational, professional or gender gaps are rendered obsolete in a virtual
space where users cooperate to create knowledge and experiment with
identity. Users develop the skills to solve problems by creating and
modifying their own content. This intrinsic culture of participation, suffused
with pervasive learning, makes VWs dynamic and stimulating learning
environments (Ondrejka, 2008: p. 229). But in spite of the obvious potential
of VWs to address many of the issues around learning, the uptake of virtual
worlds in higher education has been piecemeal and haphazard.
3. #. Virtual worlds in higher education 3
2. THE POTENTIAL OF VIRTUAL WORLDS FOR
EDUCATORS
Virtual worlds, often called ‘Multi-user Virtual Environments (MUVEs), are
spaces where the most elaborate buildings can take shape within minutes or
hours, and models of complex biological systems can be designed with
fanatical attention to detail. A simulation of a single living cell can be
readily crafted with recreations of organelles, chemical messengers swirling
around the cytoplasm; and receptors sitting on the cell membrane awaiting
the hormones that will switch it off, switch it on or induce apoptosis (cell
death). A learner could push her avatar through the cell wall and inspect
these processes in real time; maybe alter every parameter to compare how
each action alters the cell’s responses. In another part of the virtual world,
nursing students could be treating a woman with a haemorrhage after a
difficult labour. Should she lie down or be encouraged to sit up? Is it too
soon to call for the doctor and how can her anxious husband be calmed down
(Honey, Connor, Veltman, Bodily, & Diener, 2011)? Virtual worlds have
been utilised successfully for education across the globe in the U.S. (Dickey
2010), the U.K. (Bignell 2011), Asia (Low, Khoo et al. 2011) and Australia
(Gregory, Lee et al. 2010). These case studies have all indicated that the
levels of student engagement achieved using virtual worlds can be higher
than those experienced in traditional learning environments and students are
able to think deeply about and retain the information gained there.
For educators, the potential of virtual worlds is staggering (Stevens,
Kruck et al. 2010). The rich diversity of educational contexts afforded by
these environments allows for multimodal communication between learners
and provides a variety of experiences to accommodate the full range of
learning styles (de Freitas 2008: p. 4). Neil Fleming identified four types: (a)
visual; (b) auditory; (c) reading/writing; and (d) kinaesthetic, tactile, or
exploratory, which when taken together form the acronym VARK (Fleming
& Baume, 2006: p. 6; Bonk & Zhang, 2006: p. 250). Those learners born
after the mid-1970s are often aware of their preferred style and expect that
their learning will be accordingly tailored to it (Bonk & Zhang, 2006: p.
250). Kinaesthetic learners are the most challenging to cater for and
authentic activities in 3D worlds may help to meet this need. Those activities
that compel students to move, sometimes requiring significant exertion, are
well-suited to students preferring this style of learning (Begel, Garcia, &
Wolfman, 2004: pp. 183-184). In this way physical activity transforms into
representative mental symbols which Jean Piaget called ‘sensori-motor
learning’ (Piaget, 1999: pp. 37-38). The recognition of the importance of
hands-on learning is evidenced by the rising prevalence of realistic and
complex simulations, interactive scenarios and commutative news stories
4. 4 Chapter #
(Bonk & Zhang, 2006: p. 251). There is little doubt that the social nature of
virtual worlds signifies a marked progression from those tools commonly in
use such as discussion boards. Virtual worlds can enable a broadening of
communication channels to include social and cultural conventions operating
in real life, and introduce new ones that at this time are unique to the
environment (Good, Howland, & Thackray, 2008).
Perhaps the most compelling reason for an educator to use a virtual world
environment is to train students to perform tasks that are too dangerous,
impractical or costly to perform in real life (Adams, Klowden, & Hannaford,
2001). Authentic, carefully designed simulations deployed in these
environments provide safe and inexpensive opportunities for authentic
experience that can enable optimal learning. An example that can readily be
understood would be learning to fly an aircraft in a flight simulator.
Simulator training, when undertaken in conjunction with training with an
aircraft, has been found to be significantly more effective than just training
with an aircraft (Hays, Jacobs, Prince, & Salas, 1992). Another pertinent
example would be learning complex surgical skills. In medical education,
the literature shows that a student learns best when he or she can
immediately see the consequences of his or her own actions (Gorman, Meier,
& Krummel, 1999). These sorts of scenarios can be recreated in a virtual
world at a fraction of the cost of the high-fidelity simulations currently used
in medical and nursing programs. The real cost of training chief residents in
the operating room was estimated to have run to some $USD 53 million
dollars in the US nearly fifteen years ago (Bridges & Diamond, 1999). In
today’s terms, given the increasing sophistication of medical knowledge,
equipment and advances in technology, the cost would be many times that
figure.
Almost since the very advent of virtual worlds in the 1990s, there has
been considerable hype around their purported affordances to facilitate
learning in a variety of discipline areas. Though at first glance, VWs look as
if they would provide an ideal environment for learning, in reality there are
several factors that need be considered in relation to these claims. As social
scientist Sherry Turkle cautions, even though new technologies provide
opportunities for being and learning, there is a risk that because the virtual is
deliberately compelling, we believe that we are achieving more than we
actually are. Though learning experiences in virtual worlds can be immersive
and engaging, they still may not be authentically educative for the user
(Turkle, 1995; Jackson & Laliotic, 2000). As emergent learning
environments, it is imperative that virtual worlds and the evolving
pedagogies arising within them need to be researched and rigorously
evaluated (Pereira 2010: pp. 95-96).
5. #. Virtual worlds in higher education 5
3. WHAT IS A VIRTUAL WORLD?
A virtual world (VW) is a three-dimensional virtual environment resembling
a physical space that exists on a computer, some external storage device or
server and is generally accessed via the internet (Pereira 2010): p. 94). It
allows participants to create a virtual identity which persists beyond the
initial session (Maher, 1999: p. 322; Ritzema & Harris, 2008: p. 110). The
term ‘virtual world’ was first coined by Chip Morningstar and F. Randall
Farmer in 1990 (see Morningstar & Farmer, 1991: p. 273; Castranova, 2001:
pp. 4-5).
Virtual worlds are populated by motional ‘avatars’; the term is derived
from Hinduism and used in that tradition’s mythology to denote the earthly
form adopted by a deity, usually Visnu (Leeming, 2001). In VWs, this term
denotes the representation of a character, controlled by an individual user.
Some users will have many avatars; these are generally called ‘alts’ (for
alternatives) which are used in different contexts or if a user wants to act
anonymously in the environment. The choice of avatar may or may not
reflect a player’s personality, gender or ethnicity. For example, a learner
may decide to assume a completely different identity which in itself may
constitute a significant learning experience, particularly important in role-
playing scenarios (Annetta, Klesath, & Holmes, 2008: p. 2). Role playing is
very common in virtual worlds as it is in Massively Multi-player Online
Role-playing Games (MMORPGs) such as World of Warcraft or Diablo III.
In addition, avatars are able to communicate with large groups of other
avatars via voice- or text-chat or asynchronously with podcasts or notecards
or communicate more intimately with a single avatar (using instant or direct
messaging). Avatars are able to interact with, create content in and modify
the virtual environment and are even able to interact beyond the confines of
the VW if objects are linked to web pages (Tashner, Riedl & Bronack, 2005:
p. 6). Though there are many similarities between VWs and MMORPGs,
what distinguishes the latter is the presence of an overarching narrative
theme or plot-driven storyline (Jennings and Collins 2008: p. 181;
Warburton 2009: p. 416). Though these can be built into a virtual world by a
single user or group of users, a narrative is not a necessary condition of its
existence or functioning.
In line with other technologies, VWs have matured rapidly in response to
user demand, developments in social networking applications and with
improved performance of computing hardware. Other factors have also
driven these changes including the emergence of new applications, a
changing economic environment and an increased familiarity with
comparable virtual environments such as those encountered in MMORPGs
such as Star Wars: The Old Republic or Runescape (Farley 2011).
6. 6 Chapter #
3.1 Second Life
Most research about education in virtual worlds focuses on the use of
Second Life (Warburton 2009: p. 417; Pereira 2010). Second Life has been
in the public perception since 2003 when it was publicly released by the San
Francisco-based Linden Lab. CEO Philip Rosedale was inspired by the 1992
cyberpunk novel Snow Crash which prominently featured a persistent,
ubiquitous metaverse where users could ‘digitize everything’ and collaborate
in a 3D environment that would be built by the users themselves (Jennings
and Collins 2008: p. 181; Hendaoui, Limayem et al. 2008: p. 88). Second
Life is the most mature and undoubtedly the most well-known VW probably
due to the intense media scrutiny it has attracted, but many others exist such
as Jibe, OpenSim, Active Worlds, Kitely, IMVU, Twinity and Blue Mars.
4. LEARNING IN VIRTUAL WORLDS
There is an increasing body of research directed towards learning in virtual
worlds (de Freitas 2008). Though virtual worlds are places where anything
can be built or designed and experienced, the sad reality is that most
educators using virtual worlds use the environment in much the same way
that they use physical spaces. Second Life is littered with lecture theatres,
classrooms, auditoriums with roofs in an environment where it does not rain
and there is no wind. Lecturers often stand at the front of the group of
avatars representing their class, showing a PowerPoint on a simulated
screen, and asking their students to raise a virtual hand in response to a
question. Students sit on rows of evenly spaced seats, facing the front.
Learning in virtual worlds is frequently didactic and this is a frequent
criticism of education in virtual world environments. Educators considering
using virtual worlds in their teaching will need to rethink their teaching
strategies to leverage the affordances of these unique environments. The
environment can support constructivist pedagogies whereby learners are
responsible for their own learning, linking old knowledge and skills to those
newly acquired. For example, simulation and gaming are very effective
strategies, provided they offer a high degree of interactivity. Recent work in
the area has shown how the whole of the brain is active when learners are
playing games as opposed to limited brain activity when learners are
learning in formal didactic ways, and this supports constructivist approaches
to learning (de Freitas 2008: p. 9). Gamified design facilitates user
immersion and hence presence; creating the conditions necessary to
engender the optimal learning state of flow (Farley 2011). The following
7. #. Virtual worlds in higher education 7
sections look at some types of learning that can leverage the affordances of
virtual worlds for learning.
4.1 Authentic learning invirtual worlds
With the advent of virtual world environments, educators heralded the
arrival of a technology that could facilitate authentic learning in a relatively
inexpensive and safe way. It was widely believed that participation could
decrease reaction times, improve hand-eye coordination and raise learners’
self-esteem (Pearson & Baily, 2007, p. 1). For some disciplines, the
educational affordances of a virtual environment such as Second Life are
obvious. Burgeoning architects could walk around a building of their own
design and business students could create, market and sell virtual goods in a
real life marketplace (Griffiths and de Freitas 2007: p. 75; Salmon, 2009, p.
529). Authentic learning in virtual world environments would allow the
student to assimilate the skills and beliefs about a particular discipline or
profession by placing the learner in the environment of the doer, (McClean,
Saini-Eidukat, Schwert, Slator, & White, 2001). This form of learning
typically focuses on real-world problems and their solutions through the use
of role-playing exercises, problem-based activities, case studies, and via
participation in virtual communities of practice.
Authentic learning promotes activities in which learners encounter
tangible learning contexts rather than abstracted knowledge such as with
scientific theory (Pimental, 1999). Instead, the learning environment
resembles some ‘real world’ application or discipline such as managing a
city, building a house, flying an airplane, setting a budget or solving a crime
(Lombardi, 2007; Kluge & Riley, 2008). Duffy & Jonassen (1991) proposed
that students should use tools to complete activities which are sufficiently
similar to those found in their future professional fields. This sort of
attention detail can be replicated in a virtual world such as Second Life. For
example, fully equipped virtual laboratories can enable students to ponder
and solve the tricky questions about genetics through applying appropriate
tests to selected genetic materials and then allowing them to see the
consequences of their testing immediately (see Rudman and Lavelle 2011).
The recreation of situations which let learners practice the competencies
required by the professional environments in which they will eventually be
working is of paramount importance (Savery & Duffy, 1995; Rosenbaum,
Klopfer, & Perry, 2007). In this way, learners will progress from novices to
experts with the ability to innovate, create and gain those other skills needed
for jobs of the future (Roussos, 1997; Mishra & Foster, 2007).
8. 8 Chapter #
4.1.1 Authentic learning using simulation in virtual worlds
Relatively low-cost, carefully designed simulations in virtual world
environments can facilitate authentic learning by reproducing the splendid
complexity of real-world systems. In these spaces, learners can experiment
by manipulating parameters or by participating inside the system and
observing outcomes (Rosenbaum, Klopfer, & Perry, 2007). Learners are an
intrinsic part of the constructed environment: each is more than a mere
observer; instead they are actively participating, challenging and testing the
parameters of the setting. The tasks the learners complete are authentic,
emerging from spontaneous interactions within the simulated environment,
rather than from predictable embedded prompts. Truly authentic tasks
engage students in their zone of proximal development through activities
that may be more difficult than students can handle individually, but which
are able to be resolved with support from peers or lecturers modelling the
appropriate strategies (Jones & Bronack, 2007, p. 96). Well-designed
simulations implemented in these environments can provide risk-averse and
cost-effective simulations of authentic contexts that can facilitate optimal
learning (Mason, 2007; Cram, Hedberg, Gosper, & Dick, 2011). Simulations
work because mirror neurons fire both when an individual acts and also
when an individual observes the action performed by another. In other
words, the individual’s neuron mirrors the behaviour of the other as if he or
she were the one performing the action. This may explain why visually rich
simulations with an emphasis upon visual data are such powerful learning
tools (Ramachandran 2000). In this way, the powerful nature of learning
from doing and learning with others is maximised in simulation (de Freitas
2008: pp. 9-10).
In order to succeed in these situations, the learner must work at a higher
cognitive level than the recognition and recall associated with traditional
didactic methods. Instead, the learner must immerse in the situation and
apply novel knowledge as well as old skills to meet the challenges set before
them. Instruction that exploits the techniques of simulation has a good
chance of capturing the learner’s attention for extended periods of time
(Rude-Parkins, Miller et al. 2005), facilitating the emergence of presence,
and subsequently flow. In addition, by making the experience directly
relevant, learners gain an emotional stake in the content, inducing their
brains to release those chemicals in the amygdala and hippocampus that are
necessary for memory formation (Aldrich, 2009, p. 6).
9. #. Virtual worlds in higher education 9
4.1.2 Difficulties with authentic learning in virtual worlds
Even though the potential of virtual worlds to act as venues for authentic
learning seems considerable, authentic learning conditions can be very
difficult to recreate (Griffin, 1995). More recently, a number of authors
while acknowledging the claims made around the potential efficacy as
Second Life as a venue for education and more specifically authentic
learning, also point to the lack of empirical evidence to support those claims
(Good, et al., 2008; Vrellis, Papachristos, Natsis, & Mikropoulos, 2010;
Mahon, Bryant, Brown, & Miran, 2010).
The difficulty with this sort of learning in virtual worlds is in making it
sufficiently ‘messy’. Authentic learning opportunities involve ill-defined
problems and real life context (Kluge & Riley, 2008). Recreations of
professional and disciplinary contexts may be missing those cues that would
lend them authenticity; moving beyond a simple visual recreation of a
hospital ward or lawyer’s office. Barton, McKellar and Maharg concur,
stating that any attempt to replicate reality in virtual worlds can only fail:
reality is too complex, random, uncertain, and immediate and cannot be
reconstructed in a simplistic way. In the real world, the necessary clues to
solve a problem are rarely laid out and signposted as such yet in virtual
world scenarios this is frequently the case. For example, an artificial
intelligent agent or ‘bot’ can only respond in limited ways to a nursing
student taking a clinical history in a virtual world. All of the students’
questions and the bot’s responses must be anticipated and planned for. A bot
couldn’t respond if asked a question that it was not programmed to answer.
If the student questions fall outside those the bot recognises, it will ask for
the question to be repeated in another way (Amundsen, 2011). The range of
responses of the bot is limited by the way it is programmed. In real life, a
person been questioned in this way would most likely have some sort of
response to any question, however inappropriate.
In this domain, the difference between well-structured and ill-structured
problems becomes important. Usually, in virtual worlds the former
predominate and these sorts of problems have absolutely correct and
knowable solutions (Kitchener, 1983; Cram, et al., 2011). Unfortunately,
there is little evidence that the ability to solve well-structured problems leads
to the emergence of expertise in the learner (Schraw, Dunkle, & Bendixen,
1995). Consequently, those problems that are most useful for authentic
learning in virtual worlds are ill-defined problems may have conflicting
assumptions, evidence, and opinion that may lead to different solutions
(Kitchener, 1983). In other words, to teach a student how to solve ill-defined
problems they must be engaged in solving complex problems that require
deductive and inductive reasoning (Reeves & Reeves, 2008). Though these
10. 10 Chapter #
problems can be mitigated in virtual worlds, it requires very careful planning
which may prove to be too time and resource intensive to make it feasible.
However, if the time is spent, the environment can be augmented and
adapted over time, and reused in different contexts and with different
cohorts. The potential for adaptation and reuse may make authentic learning
in virtual worlds an economically feasible exercise.
4.2 Gamificationinvirtual worlds
Gamification has been found by educators and learning designers to
greatly improve student motivation and engagement (Pereira 2010: p. 95;
Lee and Hammer 2011). Gamification, or the incorporation of game
elements into non-game settings, engage and challenge the learner in a very
direct and personal way. In order to succeed in these situations, the learner
must work at a higher cognitive level than the recognition and recall
associated with traditional didactic methods (Farley 2011). Instead, the
learner must immerse in the situation and apply novel knowledge as well as
skills learned previously to meet the challenges set before them.
Though not all games and simulations are instructional, instruction that
exploits the techniques of gaming and simulation has a good chance of
capturing the learner’s attention for extended periods of time (Rude-Parkins,
Miller et al. 2005). Central to the idea of gaming and simulation is the
concept of ‘interactivity’, which is defined as ‘the extent to which users can
participate in modifying the form and content of a mediated environment in
real time’ (Steuer, 1992, p. 84). The act of directly manipulating a virtual
object produces clearer mental images and greatly improves information
processing in comparison to information acquired passively, irrespective of
the user's goal. Interactivity in learning is considered to be a necessary and
fundamental mechanism for knowledge acquisition and the development of
both cognitive and physical skills (Barker 1990).
There are a number of gaming elements that can be incorporated into
virtual worlds. The non-linear progression of goals enables learners to
choose their own way through the environment, following their own
inclinations and interests. It can be time consuming to build in these sorts of
choices but it might be as simple as allowing students to begin their journey
through an activity at any point such that they will work their way through
all loci before the end of the session. Another element adapted form gaming
is what is called the ‘flow channel’ which is when challenges become
increasingly difficult leading up to a major battle. The equivalent for
learning would be the gradual ramping up of the difficulty of tasks leading to
an assessment. In contrast to gaming however, learners must be given the
11. #. Virtual worlds in higher education 11
opportunity to consolidate their skills before taking the assessment (Raymer,
2011). The maximum learning is leveraged from gaming in virtual
environments when it is combined with frequent feedback. This can readily
be programmed into the environment such that when a task is successfully
completed, there is some form of acknowledgement automatically generated
by the game. This might take the form of a bot praising the learner or the
gifting of a ‘reward’ such as some prized object or new outfit together with
the appropriate notification (Raymer, 2011).
By incorporating interactive games in learning activities, educators are
able to keep students engaged with potentially difficult tasks and provide
multiple routes to success, allowing students to choose their own sub-goals
within the larger task (Lee & Hammer, 2011). These techniques provide
students with clear, actionable tasks and immediate rewards instead of vague
long-term benefits. In the best-designed games, the reward for solving a
problem is a harder problem (Gee 2008). By making the development of a
new identity playful and by rewarding it appropriately, students are
encouraged to think differently about their potential learning and what that
learning might mean for them. As a result, combining immersion in realistic
3D environments with gamification has the potential to provide an optimal
learning environment that enables learners to maximise the acquisition of
skills and knowledge (Farley, 2011) and transform student perspectives on
learning (Lee & Hammer, 2011).
4.3 The creationof a community of learners in a virtual
world
For an increasingly mobile cohort studying flexibly, one of the main
complaints is that they feel isolated from their lecturers and peers in
traditional online settings mediated through an institutional learning
management system (LMS) or virtual classroom application. Given the
ability of virtual worlds to facilitate synchronous communication through
colocation in a virtual space, it should be possible for carefully designed
activities to be able to alleviate these feelings of isolation by allowing both
learners and teachers to meet in real time to form a learning community.
This sort of meeting would engender ‘social presence’ in users, the ability to
project themselves emotionally and socially (Pereira 2010: p. 94). If other
people in that environment acknowledge one’s presence, it offers further
affirmation that one actually ‘exists’ in that environment. Social presence
results from communicating with others in any of a variety of ways
including using voice or text chat, using gestures, or by otherwise interacting
with those in the environment, (Sadowski & Stanney, 2002, p. 795).
12. 12 Chapter #
In order to facilitate engagement with a program, course or activity in a
virtual world environment, it is necessary to generate immersion. Immersion
has been defined as the ‘the subjective impression that one is participating in
a comprehensive, realistic experience’ (Witmer & Singer, 1998), and is seen
as a necessary condition for ‘presence’, the emergent psychological sense of
actually being present in the virtual environment (Franceschi, et al., 2008, p.
5). Engagement refers to the focus of a user’s attention on the task at hand,
and given sufficient involvement and mental clarity can lead to the optimal
learning state of ‘flow’. This term was first used by Mihaly Csikszentmihalyi
(1990) and refers to a mental state that athletes equate with ‘being in the
zone’ (Aldrich, 2009, p. 5). Allowing for the substantial demands on the
time of both learners and teachers, and acknowledging that not all
participants will share a single time zone, synchronous meetings in a virtual
world can be challenging to arrange. Though given the dangers of social
isolation in distance learning, some effort should be made towards
scheduling some synchronous activities even though asynchronous activities
are easier to arrange. In addition, learners that have met in the physical world
will become socially present sooner as compared to those who haven’t had
that opportunity and so if possible, physical introductions should be made.
Educators should be aware of the potential issues arising when some learners
have met while others have not. This situation may lead to the formation of a
clique which may be difficult for a remote learner to penetrate. Last, the use
of voice chat can further heighten social presence. One way to minimise
voice chat issues is by planning ‘voice tutorials’ whereby learners test their
internet connection, hardware and mastery of the software before they
engage in learning activities (Farley 2011).
There are a number of ways that social presence can be leveraged in
virtual worlds. These environments can act as meeting places for students
that are geographically dispersed. They can also act as spaces where
different cohorts can meet, for example off-campus and on-campus students
can come together to talk about a common course or program. Guest
lecturers or speakers that are in another place can meet with a class in-world
and the prime example of this would be the in-world conference.
4.3.1 Conferences in virtual worlds
Instead of delegates travelling across the world, they can sit at their desk
and participate in conferences in the virtual world. VWs provide an
inexpensive platform for communication and collaboration among
geographically-dispersed participants. In 2008, Imperial College London and
Nature Publishing Group hosted a conference in Second Life with the aim of
13. #. Virtual worlds in higher education 13
reducing the carbon footprint associated with international conferences and
the travel they engender for delegates (Wadley 2011: p. 5). In 2011, this
concept was taken even further with the Encke Virtual University
Collaboration which was hosted jointly by the Australian Digital Futures
Institute at the University of Southern Queensland and Southern Cross
University which was attended by postgraduate students researching virtual
worlds, lecturers teaching or wanting to teach in virtual worlds, and other
curious onlookers. The collaboration began with a traditional two-day
conference with presenters from around the globe. This was followed by a
series of meeting between delegates with similar interests with a view to
working together on a number of projects coming from discussions around
the conference sessions. These meetings were followed by a series of
workshops and social events over a number of months. This kind of
extended engagement with a cohort of conference attendees would not
normally possible in traditional conference settings. With the convenience of
virtual worlds, this becomes feasible allowing for extended collaboration
long after an event has finished (Farley 2011). Delegates were from a range
of countries including the US, Japan, Hong Kong, New Zealand and
Australia and though they didn’t share a physical space or even a time zone,
they were able to meet, communicate and collaborate in a way not possible
in the physical world.
4.3.2 Role-playing
Role-playing is another way of leveraging the social presence that a
virtual world environment can engender. An avatar can change his or her
entire appearance just by dragging a folder across the screen. Gender can
change, as can height, age, outfit, culture, occupation or religion
(Ducheneaut, Yee et al. 2006: p. 294; Wadley 2011: p. 114). This makes
virtual worlds an optimal venue for roleplaying. Real world spaces can be
simulated to enable re-enactments of scenarios in a safe environment (de
Freitas 2008: p. 5). This was the rationale behind the UQ Religion Bazaar
project. This Second Life island, owned by the University of Queensland,
boasted a number of religious buildings including a Zen Buddhist temple, a
mosque, a church, a Hindu temple dedicated to Krsna, an Orthodox
synagogue and a pagan grove. In teams of about five, students would role-
play parts of religious rituals and then explain to the rest of the class the
significance of what they were doing. The avatars of the students would
wear appropriate attire that was made available to them and use the
appropriate artefacts or implements. In this way students experimented with
identity and religion, challenging their own preconceptions and beliefs
14. 14 Chapter #
(Farley 2011). Learners can take on a certain perspective by being someone
with that perspective. This perspective shifting allows understanding through
situational experience (Chen 2009: p. 49). This activity replaced a
requirement for students to go to real-life religious spaces to observe rituals.
The new virtual world activity was much more time and cost-effective and
removed the ethical dilemmas surrounding observing practitioners during
worship. Most importantly, students reported that the activity gave them a
very personal insight into a particular religion and encouraged them to
reflect upon it from a different perspective (Farley 2011).
4.4 Some further examples of learning invirtual worlds
In discussing learning in virtual worlds, we are talking about a wide range of
professions, disciplines and associated activities. A quick survey of the
literature reveals examples of fire fighting and evacuation training (Buono,
Cortese, Lionetti, Minoia, & Simeone, 2008), commerce education (Schiller,
2009); community nursing (Schmidt & Stewart, 2010) and the acquisition of
pre-clinical skills for dental students (Phillips & Berge, 2009) all happening
in Second Life. Some disciplines such as psychological counselling are
heavily reliant upon developing effective verbal communication skills. Yet
others require the acquisition of practical, physical skills such as veterinary
surgery or plastic pipe laying for road construction. Given the diversity of
skills that need to be acquired across all disciplines, it is not possible to say
with any degree of confidence, that virtual worlds provide suitable
environments for learning across all disciplines or for all activities.
Some discipline areas seem well-suited to using virtual worlds for
authentic learning. The immersive quality of VWs engenders a compelling
feeling of ‘being there’, which allows for more authentic social
communication for language students (Pereira 2010: p. 94). For example, a
virtual world may offer support for languages other than English. In many
virtual worlds, there are communities where English is rarely used. Indeed,
Second Life has its own areas predominantly populated by native speakers of
a variety of languages—and many groups exist in world which take
advantage of this opportunity for authentic language learning (Cooke-
Plagwitz, 2008). Many of these language-based sims offer contextually rich
environments reflective of various cultures and countries. These virtual
spaces hold many possibilities for authentic communication between
language learners and native speakers of a target language (Dickey, 1999). In
Second Life, residents of virtual Paris and virtual Morocco primarily speak
French and native Italian speakers wander through the streets of a virtual
Milan, pausing outside the famous Teatro della Scala.
15. #. Virtual worlds in higher education 15
Asking someone for directions in Second Life is a real act of
communication. The spatial environment is such that the act of
communication becomes real. By way of contrast, in the classroom a learner
merely pretends to be lost and then pretends to follow the directions once
they are offered (Deutschmann & Panichi, 2009; Jauregi, et al., 2011). There
is no opportunity to learn through genuine misunderstanding as the learner is
not required to follow those directions in any verifiable way. Users can
interact using a diversity of norms of social interaction and learners can have
the opportunity to experience life-like social interaction while at the same
time engaging in meaningful learning activities (Thorne, 2008).
Communication exchanges in-world are often context-triggered and as
unpredictable as real communication is (Jauregi, et al., 2011). Howard
Vickers who runs the online language school, Avatar English, has used this
capacity for contextual communication with his students. He has adapted
Bernie Dodge’s original WebQuest model (Dodge, 2007) to the 3-D virtual
environment with his SurReal Quest (Vickers, 2007). By exploiting the
communicative features specific to Second Life, Vickers sends his students
on information quests throughout Second Life which require them to interact
with native speakers of the target language in addition to pursuing traditional
internet research. Students are ultimately required to present their
information in an audio or video podcast. This combination of web-based
research and virtual social interaction allows learners to practice their
language skills in a pedagogically significant manner (Vickers, 2007). This
authentic aspect of communication in Second Life is one of the greatest
benefits of using it for language education (Deutschmann & Panichi, 2009,
p. 38).
Even though the potential for foreign language learning in virtual worlds
is promising, educators must remain cognisant of the fact that many non-
verbal cues will be missing from interactions in these environments. Though
it is becoming progressively easier to move through and communicate both
verbally and non-verbally in a virtual world as the client-side software is
developed, many cues are missing including facial expressions, subtle body
movements and those culture-specific hand gestures that may accompany
speech. Potentially, the variables needed for effective language learning
could be lost (Jackson & Laliotic, 2000). Some of these issues will
ultimately be overcome with the incorporation of motion capture
technologies such as the Microsoft Kinect. Avatar Kinect is a multi-player
online game accessible via the Xbox 360 with the Microsoft Kinect sensor.
The motion capture capabilities of the sensor enable the facial expressions
and gestures of the users to be captured. Currently, a limited number of
environments are available via Avatar Kinect but it is conceivable that the
Kinect technology could be adapted for use in other virtual environments
16. 16 Chapter #
such as Second Life. This seems especially likely given that a version of the
Kinect sensor with the capability of integrating with a desktop or laptop PC
was released in February 2012 (Eisler, 2012).
5. LIMITATIONS OF VIRTUAL WORLDS FOR
LEARNING
Though it has been recognised since the very first appearance of virtual
world technologies that they hold enormous potential for education, there are
still considerable challenges in using them for some contexts and for some
sorts of learning.
5.1 Not all learning is created equal
Some skills are very difficult to acquire in a virtual world. For example, it
will be very difficult to learn physical or practical skills such as surgery
without an appropriate user interface. In Second Life, there are many
recreations of hospitals including operating theatres (see Patel et al., 2012).
The instruments are laid out apparently ready for use. What these
environments generally lack are natural user interfaces so that the actions of
the user resemble those of his or her avatar. This degree of precision in
movement would be necessary to enable the acquisition of surgical skills. It
would also be very difficult to teach surgery without replicating the feel of a
scalpel meeting flesh via haptic means, which remains very prohibitively
expensive and technically difficult (Hayward, Astley, Cruz-Hernandez,
Grant, & Robles-De-La-Torre, 2004; Luursema, Verwey, Kommers, &
Annema, 2006; Farley & Steel, 2009). Haptic clues provide information
about weight, surface structure, size, flexibility and shape (Luursema et al.,
2008). Even though there are considerable difficulties in bringing this degree
of realism to a virtual world, there are examples of it being done successfully
in single-user virtual reality environments (see Schreuder, Oei, Maas,
Borleffs, & Schijven, 2011). The teaching of Minimally Invasive Surgery
(MIS) is particularly suitable for this style of instruction, and though these
simulations are not taking place in virtual worlds, it is not difficult to
imagine that this will be the case in the near future. A number of projects are
already exploring the potential of haptic feedback in these environments
(Warburton, 2009). Virtual worlds can act as authentic environments for
problem-solving but not necessarily authentic for developing practical skills
(McClean, et al., 2001).
17. #. Virtual worlds in higher education 17
5.2 Compromised immersion
In order to promote student engagement with a program, course or activity in
a virtual environment, it is necessary to generate immersion. Immersion has
been defined as the ‘the subjective impression that one is participating in a
comprehensive, realistic experience’ (Witmer & Singer, 1998), and is seen
as a necessary condition for ‘presence’, the psychological sense of actually
being in the virtual environment (Franceschi, et al., 2008, p. 5). Engagement
refers to the focus of a user’s attention on the task at hand, and given
sufficient involvement and mental clarity can lead to the optimal learning
state of ‘flow’. A virtual world environment that produces a greater sense of
sensory immersion will produce a greater feeling of presence (Witmer &
Singer, 1998, p. 228). Various technologies facilitate sensory immersion,
thereby locating the experience in three-dimensional space. These
technologies may provide visual stimulation. More complex virtual
environments also provide stereoscopic sound and haptic feedback, applying
vibrations and forces to the participant (Dede, 2009, p. 66). It has been
shown that the more sensory information provided by the virtual
environment, the higher the sense of presence (Franceschi, Lee, & Hinds,
2008, p. 6) and that as more sensory modalities are stimulated presence is
similarly increased (Steuer, 1992). If a simulation is more authentically
realistic, the more emotions are stimulated in response to tasks and events
within that environment. Students are more likely to experience tension, fear
or frustration leading to a more authentic emotional environment. This has
long being recognised as a factor facilitating authentic learning (Smith,
1987).
If the learner experience is compromised through lag due to insufficient
bandwidth, poor technical skills, steep learning curve and so on, then the
cognitive load of that learner will dramatically increase (Pollock, Chandler
& Sweller, 2002). This can be designed around but usually isn’t. For
authentic learning to occur, the complexity in a scenario must be due to the
ambiguous context inherent in the activity rather than because of the user
interface or unreliability of the technology. Extraneous cognitive load
pertains to unduly loading learners with unnecessary information, such as
spending extra time trying to learn how to navigate through the unfamiliar
learning environment, diverting the focus of attention away from the direct
object of learning (Pollock, Chandler, & Sweller, 2002).
These factors may create sufficient distraction in the physical
environment to decrease the feeling of presence in the virtual world.
Enabling more natural movement would overcome these kinds of issues and
extend both the inclusiveness and capability of these environments for
education and training. Propelled by the lucrative consumer market, gaming
18. 18 Chapter #
developers are at the forefront in the quest to radically change the way users
interact with 3D immersive spaces. Speed, responsiveness and dimensional
motion are generally not facilitated by most user interfaces, diminishing the
participant’s experience (Champy, 2007). The provision of haptic feedback
further enhances the immersive experience, leading to heightened
believability through interaction with 3D objects (Butler & Neave, 2008).
For university educators, being able to incorporate these attributes into
Massively Multiplayer Online Role-playing Games (MMORPGs) such as
World of Warcraft or into virtual worlds such as Second Life would give
their students the opportunity for authentic learning experiences that
resemble real life tasks and scenarios (Farley & Steel, 2009).
6. CONCLUSION
Virtual world environments to have great potential to enhance the quality of
student engagement, engender social presence and provide authentic learning
opportunities for students studying in a range of disciplines and professions.
Even so, careful planning is required to ensure that the environment is
suitably complex and interactive. This may be achieved using gamification
or simulation techniques. There are also other factors which may hinder
immersion, presence and flow including difficulties with the environment
caused by such factors as a complex user interface, counterintuitive controls
and lag caused by insufficient bandwidth. Even so, these factors directly
related to the environment will necessarily disappear with time given the
commercial user demand for intuitive interfaces and the large amount of
competition appearing in the virtual world marketplace.
The ways in which we interact with VWs is set to change. The lines
between virtual worlds, MMORPGs and social networking are blurring
significantly (de Freitas 2008: p. 8) and this can be seen with the popularity
of Facebook applications such as Cloud Party. This is an app embedded
within Facebook that acts as a portal to a virtual world where users can chat
and socialise (Essid 2012). Learners use these kinds of applications daily and
consequently have different expectations about how education may be
delivered to them. Educators will need to explore these tools to find out the
optimum ways that they may be used for learning (de Freitas 2008: p. 8).
Already a number of iPhone and iPad apps are available to allow limited
access to VWs including Pocket Metaverse and AnsheX Client to access
Second Life, a Blues Mars app can access that VW, and IMVU2Go, Hide
and Seek by IMVU, and IMVU Chat to access that social space popular with
teens. As yet, because iPhones and iPad are not compatible with Flash, the
interactions are limited and don’t offer the full VW experience. The range is
19. #. Virtual worlds in higher education 19
even more limited with Android devices however there is an app called
Mobile Grid Client which offers limited interaction within Second Life. It
can be reasonably expected that given time, a greater range of apps will
become available on both platforms that will allow greater interactivity
within VWs. The Microsoft Kinect flags some changes in the way we will
physically interact with VWs. Already the Kinect has been hacked to allow
hands-free interaction with Second Life, The Nintendo Wii Balance Board
was similarly hacked to allow hands free movement in the virtual
environment (Farley 2011).
With changes to the Second Life pricing structure which saw the abolition
of the 50 per cent education discount, increasingly simplified user interface
and registration, the emergence of new hosting models as with Kitely and
Cloud Party,and the increased range of devices able to access virtual worlds,
it seems likely that VWs will gain more traction within higher education,
educators keen to exploit the unique affordances these environments deliver
(Farley 2011). The opportunities for educators in virtual worlds, lie in
increasing learner empowerment over their own learning activities and
assignments undertaken in these environments, through providing the learner
control over their avatar, facilitating personalised learning pathways and
providing more opportunities for learner reflection (de Freitas 2008: p. 31).
Some four years ago when education in virtual worlds was first gaining
traction, Adel Hendaoui and his colleagues outlined some questions that they
believed needed to be asked:
• Will e-learning evolve to vlearning (virtual world learning)?
• How does learning in virtual worlds compare to e-learning and face-to-
face learning?
• How can we design a virtual world classroom to promote effective
learning?
• How do lecturers’ roles change in virtual world classrooms?
• What are the effective ways to assess learning in a VW?
• How does the instructor’s avatar — its design and appearance — impact a
student’s attention and motivation?
• What factors motivate teachers to adopt and continue to use VW as a
teaching environment? (Hendaoui, Limayem et al. 2008: p. 90).
Largely these questions remain unanswered and virtual worlds can a place
of discovery and wonder: anything that can be imagined, can be created. But
they are also places fraught with danger. The most significant hazard is that
we as educators will continue to do as we have always done in physical
spaces: using new tools to teach in old ways; failing to plan for new cohorts,
contexts and the changing workplace. This fails to leverage the considerable
affordances of the environment to provide rich, engaging and student centred
learning. Incorporating teaching into virtual worlds requires considerable
20. 20 Chapter #
planning, resources in terms of time and money, and commitment to win
over the sceptics but it is worth the effort.
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AUTHOR INFORMATION
Dr Helen S. Farley
Australian Digital Futures Institute
University of Southern Queensland
Toowoomba Q 4350
Telephone number: +617 4631 1738
Email address: helen.farley@usq.edu.au
Website:
http://apps.usq.edu.au/StaffSearch/default.aspx?staffsearchaction=showdetai
ls&staffsearchrecordid=3362
Helen Farley is a Senior Lecturer (Digital Futures) at the Australian Digital
Futures Institute at the University of Southern Queensland, working there
since 2010. Prior to that, she was a Research Fellow at the Centre for
Educational Innovation and Technology, and a Lecturer (Learning
Technologies) at the Teaching and Educational Development Institute at the
University of Queensland. Helen has published extensively on educational
technologies, particularly immersion and presence in virtual worlds,
authentic movement in 3D virtual environments and the use of gaming
consoles for learning.