Immersive Environments, Augmented Realities, and Virtual Worlds: Assessing Future Trends in Education Steven D’Agustino Fordham University, New York Managing Director: Editorial Director: Book Production Manager: Publishing Systems Analyst: Development Editor: Assistant Acquisitions Editor: Typesetter: Cover Design: Lindsay Johnston Joel Gamon Jennifer Yoder Adrienne Freeland Myla Merkel Kayla Wolfe Erin O’Dea Jason Mull Published in the United States of America by Information Science Reference (an imprint of IGI Global) 701 E. Chocolate Avenue Hershey PA 17033 Tel: 717-533-8845 Fax: 717-533-8661 E-mail: [email protected] Web site: http://www.igi-global.com Copyright © 2013 by IGI Global. All rights reserved. No part of this publication may be reproduced, stored or distributed in any form or by any means, electronic or mechanical, including photocopying, without written permission from the publisher. Product or company names used in this set are for identification purposes only. Inclusion of the names of the products or companies does not indicate a claim of ownership by IGI Global of the trademark or registered trademark. Library of Congress Cataloging-in-Publication Data Immersive environments, augmented realities, and virtual worlds: assessing future trends in education / Steven D’Agustino, editor. p. cm. Includes bibliographical references and index. Summary: “This book presents current research and performance of trends in education, examining cyber behavior and the use of virtual worlds, immersive technologies and augmented realities to improve teaching and enhancing learning”--Provided by publisher. ISBN 978-1-4666-2670-6 (hardcover) -- ISBN 978-1-4666-2701-7 (ebook) -- ISBN 978-1-4666-2732-1 (print & perpetual access) 1. Virtual reality in education. 2. Educational technology. I. D’Agustino, Steven, 1965LB1044.87.I33 2013 371.33--dc23 2012031913 British Cataloguing in Publication Data A Cataloguing in Publication record for this book is available from the British Library. All work contributed to this book is new, previously-unpublished material. The views expressed in this book are those of the authors, but not necessarily of the publisher. Immersive Environments, Augmented Realities, and Virtual Worlds: Assessing Future Trends in Education Steven D’Agustino Fordham University, New York Managing Director: Editorial Director: Book Production Manager: Publishing Systems Analyst: Development Editor: Assistant Acquisitions Editor: Typesetter: Cover Design: Lindsay Johnston Joel Gamon Jennifer Yoder Adrienne Freeland Myla Merkel Kayla Wolfe Erin O’Dea Jason Mull Published in the United States of America by Information Science Reference (an imprint of IGI Global) 701 E. Chocolate Avenue Hershey PA 17033 Tel: 717-533-8845 Fax: 717-533-8661 E-mail: [email protected] Web site: http://www.igi-global.com Copyright © 2013 by IGI Global. All rights reserved. No part of this publication may be reproduced, stored or distributed in any form or by any means, electronic or mechanical, including photocopying, without written permission from the publisher. Product or company names used in this set are for identification purposes only. Inclusion of the names of the products or companies does not indicate a claim of ownership by IGI Global of the trademark or registered trademark. Library of Congress Cataloging-in-Publication Data Immersive environments, augmented realities, and virtual worlds: assessing future trends in education / Steven D’Agustino, editor. p. cm. Includes bibliographical references and index. Summary: “This book presents current research and performance of trends in education, examining cyber behavior and the use of virtual worlds, immersive technologies and augmented realities to improve teaching and enhancing learning”--Provided by publisher. ISBN 978-1-4666-2670-6 (hardcover) -- ISBN 978-1-4666-2701-7 (ebook) -- ISBN 978-1-4666-2732-1 (print & perpetual access) 1. Virtual reality in education. 2. Educational technology. I. D’Agustino, Steven, 1965LB1044.87.I33 2013 371.33--dc23 2012031913 British Cataloguing in Publication Data A Cataloguing in Publication record for this book is available from the British Library. All work contributed to this book is new, previously-unpublished material. The views expressed in this book are those of the authors, but not necessarily of the publisher. 78 Chapter 5 Learn in Your Avatar: A Teacher’s Story on Integrating Virtual Worlds in Teaching and Learning Mimma Sayuti Mat Khalid University of Malaya, Malaysia Raja Maznah Raja Hussain University of Malaya, Malaysia ABSTRACT A Malaysian Smart School document has vividly described components that will make up future classrooms in 2020. Nonetheless, such components can currently be implemented using Virtual Worlds (VW), specifically Multi-User Virtual Environment (MUVE). Integrating virtual worlds effectively in teaching and learning can be very daunting, especially when the tool requires a steep learning curve on the part of the teacher. This chapter aims to describe a teacher’s journey of integrating Virtual Worlds or MUVEs in her teaching and learning, both for adult learners and Malaysian secondary school. The technology integration is based on continuous self-reflection of TPACK (Technological, Pedagogical and Content Knowledge) framework. The description will include the strategies used in learning to learn; learning to teach in virtual worlds; and also lessons learned during the learning process of using the technology. THE IDEAL VISION: MALAYSIAN FUTURE CLASSROOM By 2020, teaching and learning scenarios could be very much different from the one we have today… Students would learn in a community-led process (involving parents, teachers, university lecturers, professionals, industry members who actually make up the community) and would have access to the best teachers and the best educational material anywhere in the country…The learning environments would be formed through a programme of interconnected networks that increases communication, connectivity, shared, and experiential learning…Virtual reality teaching and learning experiences would become common through tele-immersion. Using tele-immersion, three-dimensional virtual images of the teacher DOI: 10.4018/978-1-4666-2670-6.ch005 Copyright © 2013, IGI Global. Copying or distributing in print or electronic forms without written permission of IGI Global is prohibited. Learn in Your Avatar could be projected to a student’s home. The teacher and student could meet and interact online in real time (Smart School Roadmap, 2005, pp. 52-56). The concept of future classroom described in the Fourth Wave of Malaysian Smart School implementation can currently be enacted through the use of existing Virtual Worlds (VWs) in teaching and learning. The following illustration in Figure 1 shows how a teaching and learning session takes place in a virtual world. As illustrated in Figure 1, teaching and learning activities can be carried out in the VW as virtual learning spaces where 3D avatars can be present in 3D replicas of real places (e.g. Activeworld, Second Life, OpenSimulator/OpenSim), or 3D fictional places built by other avatars. In virtual worlds, avatars can walk, run, fly or teleport to different replicas of countries or places in the virtual worlds. Avatars can virtually be present together to complete tasks or outcomes. In this scenario, a session of building virtual objects in the virtual world was taking place among a few avatars—two learners, the teacher, and an invited technology expert. DEFINING VIRTUAL WORLDS (VW) Virtual Worlds (VW) refer to “A synchronous, persistent network of people, represented as avatars, facilitated by networked computers” (Bell, 2008). These 3D worlds are continuously gaining popularity as entertainment tools. By September 2010, virtual world users around the world has reached to one billion, with the majority of users comprises of kids and tweens age 10-15 years old (Kzero Report, 2010). Many educational institutions and Special Interest Groups (SIG) choose to use VW, specifically MUVE (Multi User Virtual Environment), or also termed as ‘open virtual world’ as supplements to existing face-to-face classrooms. In MUVEs like Second Life and OpenSim, individuals enter a virtual space/context in their avatars; interact with digital objects, communicate with other avatars or intelligent agents; and take part in scenarios that are similar to real world (Dietrtle, 2009). Aldrich (2009) differentiates VW from gaming and simulation 3D virtual environment; thus, social VW depends on the user to create content for its environment. Virtual worlds, as variants of virtual reality, are claimed to offer many educational affordances. O’Driscoll (2007) listed seven learning possibilities of using VW in teaching and learning: a)The Sense of Self; b) The Death of Distance; c) The Power of Presence; d) The Sense of Space; e)The Capability to Co-Create; f) The Pervasiveness of Practice; and g) The Enrichment of Experience. These possibilities make VW as a powerful tool for teaching and learning as in the specific virtual space regardless of different geographical areas, learners are able to be virtually present, collaborate, and engaged to rich learning content. Educational institutions are also increasingly using virtual worlds for professional developments for teachers and as supplement to classroom practices. Similarly, in the field of distance education, there is an increasing trend of using VW and MUVEs, for both formal and informal learning (Smith & Zane, 2009). TPACK (TECHNOLOGICAL, PEDAGOGICAL, AND CONTENT KNOWLEDGE) OF TEACHERS To start using virtual world in my teaching and learning, as a teacher, I need to evaluate my existing knowledge on technology, pedagogy, and content. TPCK (Technology, Pedagogy, and Content Knowledge) is a theory of teachers’ knowledge (Mishra & Koehler, 2006) and consists of domains that need to be considered by teachers to effectively integrate technology in classrooms. TPACK can impact the teaching and learning strategies and the approaches in which teachers choose to facilitate learning. A teacher should aim to achieve the triad, 79 Learn in Your Avatar Figure 1. Malaysian future classroom can be enacted using virtual worlds Figure 2. Self-reflection of TPACK strategies applied in integrating virtual worlds into teaching and learning 80 Learn in Your Avatar or what Thomson and Mishra (2007-2008) later called as “Total PACKage.” It is insufficient for teachers to understand the individual domains on its own. The challenge is to balance the domains as to promote effective learning using technologies. Reflecting upon my TPACK (refer to Figure 2), in the process of adopting virtual worlds in my teaching and learning, I found that a lot of time is spent on exploring and mastering VW as a learner. The level of learning to use VW depends on the latter’s complexity. The technology can be based on text or rich multimedia ranging from 2D multimedia (e.g. Whyville) to 3D multimedia (e.g. World of Kaneva). There are VW that can be embedded in a website (e.g. Smallworlds and the defunct Metaplace), and there are VWs that provide options for high and low broadband capabilities (e.g. Club Cooee). The most popular yet challenging VW to use in education is Second Life (SL). To use SL in teaching and learning, teachers first need to familiarize themselves with the virtual world environment, then only will they be able to maximize the impact of using the tool in classrooms. Most Virtual Worlds are not meant for education, as such, to create virtual learning environment that uses this technology, considerations of relevant pedagogy strategies are vital. The main focus of a classroom practice is to make learning happen effectively and not simply using VW for the sake of using the tool. In addition to TPACK, it is also important to consider the essential conditions when integrating technology effectively in teaching and learning (Roblyer & Doering, 2010). For the past two years, I have been testing several VWs, both free and paid, to be used with two types of learners: a group of pre-service teachers of Teaching English as a Second Language (TESL); and a group of 13 years old learners for Information and Communication Technology Literacy (ICTL) programme. Selection of VWs to be used in both groups are based on the age limit, safety considerations, content area to be learned and most importantly, the facilities available in the institutions the participants are studying. The result is that different VWs (Figure 3) are used to help the learners in using the tools for their learning. As a teacher and learner, I frequent Second Life since the VW provides spaces for educational organizations to hold workshops, conferences, and meetings. In ReactionGrid, I have been personally coached by the ReactionGrid Team to learn and develop the tool for my classroom use. Additional VWs were used to train the pre-service teachers. The reason was that there were 80 pre-service teachers learning to use VW but there were only 40 computers available for them to use Second Life. To familiarize the preservice teachers with VWs, I adopted three other VWs that could be accessed with low bandwidth Internet, and low specification of computers. In this way, the pre-service teachers would be able to use the tool out of classroom time, simultaneously, be critical of the VWs pedagogical affordances. For the young secondary school learners, the priority was to select VWs that are safe for the users. Thus, VWs which were educational and under Parental Guide (PG) categories were used in my classrooms. Figure 3. Experiencing with various VWs requires considerations of context and learners’ needs 81 Learn in Your Avatar There have been many times when I have to re-consider the matching of my other two knowledge domains to technology knowledge domain. The main reason is because most of these virtual worlds developed are not meant for education purposes. Even though there are more educational virtual worlds created for teaching and learning, I still need to consider the pedagogical and content knowledge domain that can be relevant to the Malaysian context. LESSONS LEARNED In the process of establishing the triad of TPACK, there are a few lessons learned. Firstly, utilizing peer-learning in Community of Practice (CoP) in VWs help me to prepare my TPACK; secondly, making changes in adopting VWs in teaching and learning based on technology availability; and finally, exploring different approaches in integrating VW that focus on pedagogy. Utilizing Peer-Learning in Community of Practice (CoP) of Virtual Worlds To facilitate learning to use virtual worlds, I participated in several Communities of Practice (CoP) or Special Interest Groups (SIG) since November 2008. There was a lack of local support for me to learn how to use VWs in my teaching and learning, so my first experience was to participate in a six-week online course of Teaching Language in a Virtual World 2009 (TLVW09). The aim of the course was to give exposure and help teachers around the world to use virtual worlds in second language teaching. My first class was an Introduction to Spanish Language, which was carried out in a virtual space created in SL to mirror a real Spanish Village. The avatar instructors use team-teaching approach in training the group of 82 language teachers to communicate in basic Spanish language. Every week, there would be a virtual class taking place in real time to learn different languages, and there were classes on how to use the SL tools (audio and chat tools) for teaching and learning. In 2010, I participated again in the same online course, together with 30 students who I was teaching. These TESL pre-service teachers became my virtual and face-to-face CoP. Being adventurous, my students experienced more learning than I did, and in return, I learned from them on how to use VW in teaching and learning by reading the reflections in their weekly blogs. Belonging to a CoP helps me not only to explore the affordances of VW but also allows me to build my own 3D objects in-world. I did not want to pay for private virtual space in SL as the virtual island can be expensive. So, I used to frequent International Society for Technology in Education (ISTE) island to learn more virtual world living skills and was able to ‘rez’ (create or build) objects temporarily in SL. ISTE has its own private island that is managed by its CoP. Being in the island gave me opportunities to participate in various virtual events there, both formal and informal. There are docents on the island who are on duty round the clock. The docents, comprise of teachers around the world in Real Life (RL), are virtual volunteers to help newcomers to virtual island. From one of my meetings with the avatar trainer, I learned about other virtual worlds that can be used for teenagers. This is due to the reason that the SL has two types of environment or grids. The main grid is meant for adult age 18 years old and above, and the Teen SL is for teenagers. It was from the monthly discussions that I gain knowledge about other SL-like VWs such as the open source platform for operating a virtual world (OpenSim) namely, ReactionGrid. Aside from the CoP available for using Reaction Grid VW, the grid host team provides full support for training the teachers to learn to use the technology. Learn in Your Avatar The Process of Selecting Virtual World: The Changes Made After a year and half experiencing and learning in virtual worlds, I learned that the more flexible and open a virtual world, the more affordances it can offer for various type of teaching and learning (like SL). However, such flexibility will also mean more effort in learning to use the virtual world. For professional development, there are many virtual spaces that hold formal and informal meetings for teachers who are interested to use the Web as teaching and learning tools. For instance, an island called Edunation in SL is created as meeting space for avatars comprising of language educators and Webheads (teachers and educators using Web 2.0 and Computer-Mediated Communication). Aside from the age limit problem, SL requires high technology capabilities of hardware. These issues have made me decide to resort to other virtual world. My next selection was to use Metaplace. It was a 2.5D virtual world that can easily be embedded into any website, which means it can run in a browser, unlike SL that needs a viewer, which has to be downloaded onto the desktop. This feature allows me to create a website and arrange the content according to learning outcomes. It is easier to design 2D as compared to 3D virtual learning environment. Unfortunately, after a year of paid virtual space, Metaplace ceased operation. As such, availability and stability of VW are other reasons to consider when selecting a virtual world for learning tool. The final consideration is to think of my learners. As I want to integrate virtual world which is similar to SL, I explored open source virtual world or OpenSim. The current trend of institutions, schools, and corporate organizations like Microsoft Inc. are to have virtual presence in private islands that are cheaper to buy; free to create content; and form private Communities of Practice. With new technologies, an avatar of these private islands can be ‘transported’ from one island to another island via hyperlinks or termed as HyperGrid. Being the owner of the virtual world, I can manage the membership of the virtual space. This would ensure the security and safety of my young learners. The Technology Gain: Different Approaches in Integrating Virtual Worlds into 2D Virtual Learning Environments To integrate VWs into teaching and learning, I have to consider how it can meet the curriculum requirements; what kind of learning activities that it can promote; and most importantly how to measure learning when using VWs. Since most of VWs are not meant for education, I integrated these tools into my 2D virtual classrooms. I have been using social network application like Ning and Grouply as the main virtual classroom. The purposes were mainly to facilitate the process of learning to use VWs, and to assess learners’ performances. After exploring various virtual worlds, I found that most virtual worlds can be integrated to virtual learning environments through 6 approaches (Figure 4). These approaches will depend on the instructional goals and the instructional strategies adopted. Most of the VWs I used functions as additional virtual classrooms for my learners. The first approach is to link a 2D learning environment to a VW. This can be done by inserting the URL address of the virtual world. Second Life uses SLurl that provides direct teleport links to locations in its world (Figure 4). This approach facilitated my pre-service teachers cum learners in learning how to create virtual learning environment using VW. Besides, similar to my learning experiences with VWs, the website was used for class management purposes, such as making announcements of virtual meetings in SL. Interactions took place in both the website and VW. Learners were assessed from both virtual spaces 83 Learn in Your Avatar Figure 4. Linking VW to existing website/learning management system as they blogged about their experiences in learning in SL. In SL, chat logs were saved as part of learners’ assessments. Second, is to link from virtual world to relevant websites (Figure 5). Most virtual worlds are developed not meant for education purposes like Gaia, as such, some VW do not have features that can accommodate classroom activities like reading and writing, or assessing learners’ performances. Therefore, a teacher will need to provide the URL Figure 5. Linking virtual world to website 84 address from the VW to the 2D learning environment or resources. Learners will have to leave the VW environment to a 2D environment to be able to read or write. The main reason of making this VW as the main learning platform for the class was for motivation purposes. Gaia, like many other game-like VWs, has its own currency. This currency can serve as reward system for learners as they perform required tasks and achieve goals set for the learning. Learn in Your Avatar Figure 6. Embedding website in virtual world The third approach is to use a virtual world that enables learners to view 2D learning environments or website within the VW environment (Figure 6). VW like Second Life and OpenSim have this capability. Avatar profile can be checked; or a website can be read without having to leave the virtual world environment. However, this type of VW needs higher hardware requirement and sufficient broadband capabilities. I was unable to use this approach throughout the learning process due to these two reasons. The fourth approach is to embed VW into any 2D learning environment or website (Figure 7). Within the given virtual space where the VW is embedded, avatars will be able to move around the VW, simultaneously, the person can read, Figure 7. Embedding virtual world in a website 85 Learn in Your Avatar Figure 8. Enriching a website using virtual world write, and edit on the 2D learning environment or website. Interactions can be in real time in the VW. It will be like reading a textbook while interacting with the content, the teacher, and other learners. Instances of VW for this approach are Small Worlds and the defunct Metaplace. However, not many VWs have this capability. Figure 9. Transforming a website into a virtual world 86 The fifth approach is to use VW as part of a learning tool for a 2D learning environment (Figure 7). Typical to this is VWs in the form of 3D webchat like Club Cooee and IMVU. These VWs do not require high specification of hardware; as such, they are more accessible. Learners can create content though with limitations. I have been using this approach if I would like to be co- Learn in Your Avatar present and carry out online group activities such as virtual discussions with my learners. Chat logs can be saved as part of learners’ assessments (see Figure 8). Finally, is the approach of turning any 2D learning environment or websites to a 3D virtual learning space (Figure 9). In this approach, an avatar will be able to walk around and perform tasks in the transformed 2D website. For now, the known tool is ExitReality. However, I found that navigating in a transformed 2D virtual environment is challenging, because the objects in the 3D learning can be messy. I have used a few of these six approaches in my classes for the TESL pre-service teachers and secondary school learners. The knowledge of these approaches can facilitate integration of VWs into teaching and learning according to hardware capabilities; and in making instructional design decisions when developing virtual learning spaces. What I learned is that for my adult learners all these approaches can be applicable. However, for my young learners, I used approaches 1 to 3 since I have to be cautious of which VWs to use. I resorted to using a private VW for the young learners to ensure safe learning environments. CONCLUSION: THE JOURNEY CONTINUES… Despite having spent more than two years experimenting and experiencing learning events in virtual worlds, I am still in the process of balancing the three domains of teacher’s knowledge. A lot of time is focused on understanding and making design decisions on how to integrate VW in teaching and learning effectively. Virtual Worlds can provide many learning affordances for teachers to use in their classrooms. However, it is important to use VW not for the sake of using the tool, but to think of how the tool can facilitate learning. To achieve a balance of the three knowledge domains is challenging. However, actively participating in CoPs that discuss best practices of VW integration can help me to continuously improve my teaching and learning practices. REFERENCES Aldrich, C. (2009). Virtual worlds,simulaltions, and games for education: A unifying view. Innovate, 5(5). Retrieved January 11, 2011 from http://www.innovateonline.info/pdf/vol5_issue5/ Virtual_Worlds,_Simulations,_and_Games_for_ Education-__A_Unifying_View.pdf Bell, M. (2008). Toward a definition of “virtual worlds”. Journal of Virtual Worlds Research, 1(1). Diertle, E., & Clarke, J. (2008). 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Social learning theory in second life. MERLOT Journal of Online Learning and Teaching, 5(2). 88 Thompson, A., & Mishra, P. (2008). Breaking news: TPCK becomes TPACK! Journal of Computing in Teacher Education, 24(2). Retrieved October 29, 2010 at http://punya.educ. msu.edu/publications/journal_articles/jcteeditorial-24-2-038.pdf
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