quinta-feira, 24 de abril de 2014

Learning in virtual worlds

Large scale education in virtual worlds is an emerging phenomenon. The subject has been discussed in the literature for almost two decades but there is little agreement on how to design an effective virtual environment for learning (Cobb and Fraser, 2005). Many of the existing research projects have taken a social constructivist approach to learning in virtual worlds (e.g., Dede, et al., 2003; Dickey, 2005a; 2005b; Bronnack, et al., 2006). Social constructivist learning looks at the students as “constructors and producers of personal knowledge” (Jonassen, 1996). Knowledge, from a social constructivist perspective, is more of a social activity than an individual cognitive process. The students do not just listen and receive information to create knowledge, but they actively seek information, to build their own knowledge in collaboration with others.
Bronnack, et al. (2006) wrote that “virtual worlds … are uniquely situated to serve as rich environments for engaging students in meaningful communities of practice”. The fact that distributed learning provides more opportunities for engagement and means for interaction with more individuals have been proved to be beneficial to the learning experiences of students (Gilman, et al., 2007; Dickey, 2005a; Riedl, et al., 2005; Dede, et al., 2003). Distributed learning basically means using multiple tools to support learning. These tools in turn give students various ways to participate with students finding those ways that suit them best.
Dede, et al. (2003) studied students learning experiences with both asynchronous and synchronous interactive media. Asynchronous online systems allow participants to interact with each other without all participants online at the same time. In contrast, synchronous systems require everyone to participate at the same time. Examples of asynchronous online systems are blogs, wikis and discussion forums. Some synchronous systems include chat rooms and video conferences. In Dede, et al. (2003), students reported that their distributed learning experience positively affected their participation, engaging them in class–related material. In addition, the use of synchronous media helped students to get to better know and interact with their classmates. Most of the 30 respondents in Dede, et al. felt that something would be missing if their learning environment was only virtual. However less than half of the respondents chose face–to–face education as their first choice of learning. Dede, et al. (2003) summarizes their results by noting that “the full range of students’ learning styles is undercut when interaction is limited to classroom settings rather than distributed across multiple media”. Bronack, et al. (2006) studied the communication between students and teachers and among students and discovered that interaction was easier when using different interactive media.
Jones, et al. (2005) examined how the immersive nature of virtual worlds might affect students’ attitudes towards these learning environments. According to Jones, et al., virtual worlds have the potential to bring the experience of distance education closer to face–to–face education. Jones, et al. noted that each time students logged into their virtual world, they scattered about in the environment to explore it. There was some difficulty in getting all students to the same virtual place at the same time.
Delwiche (2006) studied the use of Everquest and Second Life in two separate courses and found that the learning curve for Everquest was quite steep. He recommends that accessibility should be a deciding factor when choosing which MUVE to use in education. Other important factors are the genre of the MUVE and its extensibility. Students in Delwiche’s courses wrote a course blog describing their experiences. Blog entries revealed that students thought that the course had been informative and enjoyable and that the students learned something. According to Delwiche’s own assessment, the students had produced good quality research during the course. From the students’ blog entries and from a survey conducted after the courses, Delwiche could conclude that virtual worlds are most effective when they are used as “a bridge between overlapping communities of practice”situated both in the physical and virtual worlds, but not completely in either.
Mayrath, et al. (2007) shared their experience of using Second Life in education and gave an extensive list of best practices for instructional activities. They emphasized the importance of careful planning and preparation of courses in Second Life as well as the need for on–going evaluation. Mayrath, et al. wrote that “course learning goals and students’ needs should be considered first and foremost when adopting new technology”. New technology should not be used just because it’s new and available.
Nummenmaa (2007) studied emotions in a Web-based learning environment. She discovered that interactions on the Web have an emotional aspect that is derived from social interactions. Nummenmaa categorized the varied behavior of students into three categories depending on their activity. These partially overlapping categories are: 1) collaborative visible; 2) non–collaborative invisible activities; and, 3) lurking. The emotions of students affected their level of activity and participation, suggesting that more effort should be placed on students’ emotions in courses that occur in Web–based environments. Riva, et al. (2007) found that the feeling of presence was greater in more emotional virtual environments, suggesting the importance of design and appearance in these environments. Engaging virtual environments may have a positive effect on students’ emotions, which in turn affects students’ engagement and activity in courses (Nummenmaa, 2007).
Yellowlees and Cook (2006) demonstrated that the environment and structures of virtual worlds, such as Second Life, can be used efficiently to teach and simulate activities that otherwise would be very difficult to achieve in reality. Yellowlees and Cook built a house in Second Life where visitors could experience visual and auditory hallucinations of individuals with schizophrenia. Most (75 percent, n=549) visiting this virtual house remarked that the experience improved their understanding of schizophrenia.
Boulos, et al. (2007) provided an overview of the potential of Second Life in health education. They indicated that Second Life provides an environment where students can practice skills and make mistakes without serious consequences. The immersive nature of Second Life makes simulations very realistic. As a result, Boulos, et al. think that Second Life may be an ideal place for simulation and practice.

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The notion of distance

Distance education (Keegan, 1980) is becoming increasingly common in higher education. Various network–based methods are now used to complement classroom education to reduce the affects of distance, making it independent of time and physical location (Holmberg, 1995; Bates, 2005). Much effort has been placed in overcoming distance and studying its effects on learning outcomes and satisfaction. Comparative studies of classroom and distance education settings have largely found no significant differences in outcomes or satisfaction (Gorsky and Caspi, 2005). However physical and temporal distances remain significant practical variables, affecting the motivation to participate in distance education.
According to Paquette–Frenette (2006), physical presence serves primarily a pragmatic function. In her study, students preferred physical presence, because of perceived technical problems with remote connections. Another advantage of physical presence was the possibility to ask peers for explanations without interrupting the instructor. However, in this study, unequal participation created significant problems. When some students participate alone or in small groups at a distance while other students are physically located together with the instructor, emotional and social distance increases between the different groups.
In response Moore (1993) proposed that significant distance is not temporal or spatial but transactional. Moore argued that transactional distance is a function of three variables — dialogue, structure and learner autonomy. According to this model transactional distance is a continuum between dialogue and structure. More structure means less dialogue and vice versa. In spite of issues related to this notion of transactional distance, distance education is not solely dependent on physical distance (Dron, 2004; Gorsky and Caspi, 2005). Instead of considering distance as a single relational entity, another possible approach is to conceptualize it as a function of physical and human distances. Within the framework of Bandura’s (1986) social cognitive theory, human behavior is seen as an interaction of 1) personal factors (cognitive, affective and biological); 2) behavior; and, 3) environment. Hence distances can be seen as measures of proximity and remoteness of these three elements.
The Bandurian environment has an instrumental effect on the (direct or mediated) context of learning in the form of physical distance. It consists of elements from (physical) environmental and biological factors of interactivity based on human behavior. Similarly learning is affected by cognitive (Nooteboom, 2000; Duval, 2006) and emotional (i.e., affective; Hargreaves, 2001) distances between individuals as well as by social (Garrison, et al., 2000) distance, which reflects overall behavioral proximity. Swartz and Biggs (1999) have argued that computer–mediated learning runs risks of building up emotional distance, because personal expressions are limited by the lack of social abrasion to other means of nurturing social participation.

About the authors

Kim Holmberg is a researcher and lecturer at the Department of Information Studies, Åbo Akademi.
Isto Huvila, PhD, is a researcher and lecturer at the Department of Information Studies, Åbo Akademi.

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