Virtual Worlds and Web 2.0
My last blog post was about Virtual Worlds and Game-based
learning but I think that I should have first posted a more formal introduction
to virtual worlds. After reading more, I think that the only thing that would
disqualify a Virtual World from being a Web 2.0 tool is the fact that they use
simulation and sensorial stimuli. So in theory, if Web 2.0 tools utilized VR
technology, there would be no reason to differentiate them. Does this sound ok
to you all? Has anyone heard of the term 'Web 2.0 gaming'? I thought that it was interesting to read more about role-play as
an effective learning strategy and I am now thinking that this strategy could
be quite effective in the Web 2.0 world as well.
Here is a brief introduction to Virtual Worlds and the potential benefits they have in the learning world:
A virtual world is a computer based simulated environment in
which learners are able to create avatars and interact with one another.
Virtual worlds give learners the opportunity to actively collaborate in a
non-threatening, open, simulated environment. Learners can carry out tasks
within virtual worlds that could not be possible in the real world. Virtual
worlds steer away from traditional learning strategies – they are creative and
enticing and they use constructivist principles to engage the learners. Below
are four elements found in virtual worlds that can be used for enhancing
learning:
1. Role-play – In a virtual world, instructors
will have the opportunity to assign various roles to the avatars within the
online world. Learners will receive the opportunity to strategize, test
hypotheses, and solve problems in a collaborative manner and the different
roles will give the learners different perspectives. Reflective journals that
document the various role playing experiences help learners connect their
thought, feelings, and actions that are associated with learning activities.
Putting oneself in another’s shoes facilitates learning in the cognitive domain
as well as the affective domain.
2. Collaboration – In a virtual world, learners
interact with one another and actively communicate with one another – they
share information, synthesize information, and create information. These acts
give the learners a deeper understanding of the learning content. Warburton
(2009) claims that the community presence builds a sense of belonging and
purpose within the learners. Virtual worlds encourage and facilitate
socializing and help build communities of practice. Duncan et al. (2012) found
that the top use for virtual worlds in education was for collaborative
simulation activities (46.2%). The second biggest use was for collaborative
constructional learning activities (24%).
3. Immersion or ‘learning by doing’ - Warburton
(2009) expressed that when immersed in the foreign virtual world, learners are
exposed to visuals and audio and actually become a part of the virtual
environment itself. This helps grasps the learner’s attention and can make the
entire learning experience come alive. This feeling of presence in and between
peers evokes the feeling of authentic real world interactions and helps
facilitate learning. Virtual worlds elicit genuine emotions from students and
this affective factor is advantageous to learning outcomes.
4. Simulation and Sensorial stimuli - Francis
Dwyer (2010) postulates that Edgar Dale’s Cone of Learning is hard at work when
the learners are experiencing direct ‘purposeful’ learning. After two weeks of
learning, the human brain typically remembers 10% of the materials read, 20% of
the information that is heard, but 90% of the actual tasks that have been done
or simulated. Activities that are not possible in reality become possible
within a virtual world – this factor can be extremely useful in many different
learning situations.
What do you all think? Can Web 2.0 technologies be combined with virtual worlds and game-based learning? Should they?
Dwyer, F. (2010). Edgar dale's cone of experience: A
quasi-experimental analysis. International Journal of Instructional
Media, 37(4), 431.
Warburton, S. (2009). Second life in higher education:
Assessing the potential for and the barriers to deploying virtual worlds in
learning and teaching. British Journal of Educational
Technology, 40(3), 414-426. doi:10.1111/j.1467-8535.2009.00952.x
Great post!
ReplyDeleteWeb 2.0, virtual worlds, and game based learning is a thing. Already! It completely makes sense to go there. Game learning theory uses natural motivations and develops learning to work in tandem with social networks. Game style thinking breaks free of the memorization and monotony of classrooms to dive into more higher order thinking with competitive and complex social play. A system like this provides on time instruction in a simulated real world environment with peer involvement. Education like this provided a completely digital arena would give the learner the low-cost practice with high returns from simulated experiences. The four elements you listed role play, collaboration, immersion, and simulation definitely help to enhance learning in virtual worlds. Of course, it comes with disadvantages like expensive hardware and the uncontrollable urge to stay in virtual reality forever.
If you haven’t and you like this kind of stuff read “Ready Player One,” by Ernest Cline. Especially, if you’re a child of the 80’s. Great pop culture gaming references and a interesting look into a future where learning does happen in virtual worlds.
Thank you for sharing those practice with us. The virtual world definitely will be the trend in Instructional Design. Educators are all developing new activities and curriculum to make it an effective learning tool. Gamification can be the most promising application even some of educators criticize it..
ReplyDeleteVirtual worlds are totally a thing in web 2.0! Even communities can form in the smallest of game communities or the biggest of them all (WoW for example). The CDC even used the case of a virtual community as a mock example for disease spread in real life! Seriously, the CDC wrote an article on how a plague in WoW could be looked at in an instructional way, the same a real life attack would be through carriers and major populations!
ReplyDeleteVirtual worlds and gaming also create forums and communities that can help find common causes, like destringing a genetic code in a game! (That has happened too!) or finding planets one might not normally see! It is such a cool thing!