Beruflich Dokumente
Kultur Dokumente
ETEC 511
Abstract
The emergence of technology as a construct for learning has begun to raise questions of which
technology tools are the most appropriate for a technology saturated world. Where students have
access to informational technology at their fingertips, it can be difficult to determine the best
course of action in educating them in technology without losing social interactions between
peers. Technology immersion into education gives students the opportunity to experience life-
like events, in remote or rural communities, where social interaction between diverse community
members may be limited. In considering the design strategies necessary for online education,
approach by having peers collaborate on a social level to problem-solve and learn from one-
another. This essay will examine the Social Constructivist Theory as it relates to Educational
Technology, and evaluate the implementation and effectiveness of virtual worlds in education,
using several case studies, demonstrating the benefits of enhancing their social constructs and
experiences through the manipulation of virtual worlds. The essay will also take into account
Introduction
The emergence of technology as a construct for learning has begun to raise questions of
which technology tools are the most appropriate for a technology saturated world. Where
determine the best course of action in educating them in technology without losing social
interactions between peers. Immersion into education has long been known to be an effective
design for students to participate in a comprehensive, realistic and social environment, such as
different, with the use of immersive virtual worlds, giving students the opportunity to experience
life-like events from behind the safety of a screen, in remote or rural communities, where social
interaction between diverse community members may be limited. When education is taken out of
the classroom, and placed in an online environment, such as Distance Education or simulated
environments, the Educational Design must be considered in great depth as to the effectiveness
of the activities being delivered. In order to maintain a degree of learning that is authentic to the
learners involved, social constructs must be respected and opportunities presented to allow for
social interaction. By examining current pedagogical approaches and the Social Constructivist
virtual experiences, arguing that immersive virtual worlds provide authentic learning
opportunities for students in a distance education, by collaborating with peers on a social level to
With the emergence of new technologies often comes a shift in how information is being
taught, shared and accessed. According to Stacey Kluge and Liz Riley (2008), as technology
changes, education must follow, with teachers having to “rethink the what, where, when and how
students learn”. Rather than a model of a teacher as a “sage on a stage”, as Kluge and Riley
discuss, “educators need to move to a more pluralistic and entrepreneurial approach to learning,
where students take a much more active and independent role” (2008). Therefore, in order to
delve further into an inquiry-based education, having curricular content be less of the focus from
core competencies, where students demonstrate skills in communication, critical and creative
thinking, and social abilities rather than knowledge, immersive technologies provide
opportunities for students to engage in fun and creative ways. Many studies have been conducted
J. Mortlock 4
at the higher education level, exploring opportunities for Health and Medical education (Boulos,
Kamel, Hetheringtin & Wheeler, 2007), as well as multiple perspective learning engagements
(Dede, 2009) and building on communal social constructs (Girvan & Savage, 2010; Hew &
Cheung, 2010; Savin-Baden, 2010). Currently, pedagogy within the immersive virtual world of
education points to social and community driven constructs, allowing learners to become a part
of a greater community whose level of understanding intensifies when learning is shared across
all members.
Social Constructivist Theory ties learning to a communal effort to build on one’s own
the social constructivist approach has been beneficial to seeing advancements in facilitating the
implementation of such technologies as well as the growth experienced by its users. Warburton’s
in-depth examination of Second Life multi-user virtual world platform concluded that the
technical, immersive and social components of the virtual environment allowed affordances in
how teachers approach new content through an online lens (2009). The social aspects of the
game provide opportunities for learners to engage with one another, similarly to how they might
interact with the real world, demonstrating a situated learning environment with high levels of
setting, several studies have been conducted using different platforms for students to engage in.
Second Life is a “mature and popular multi-user virtual world platform” (Warburton, 2009) that
allows users to interact in a simulated, life-like environment from the comfort of their home. The
attractiveness of the game to users is the accessibility of an unstructured 3-D space from which
the avatars of themselves can move around and interact. From a Medical Education perspective,
Second Life provides the opportunity to perform complex medical procedures without the risk of
injury or death to its patients (Boulos, Kamel, Hetherington & Wheeler, 2007).
Active Worlds is another virtual world platform being used in Distance Education both
opportunities.
Finally, CAVE, a virtual reality platform designed for elementary-aged children as part of
children) was used to investigate how children might be able to take part in shared learning by
engaging in the same physical space as well as remotely with other children from different
“The NICE project provides an engaging setting where children construct and cultivate
simple virtual ecosystems, collaborate via networks with other remotely-located children,
and create stories from their interactions in the real and virtual world.” (1999).
As technology becomes more and more accessible within the classroom as well as at home,
children and adults alike are given greater opportunities to experience learning from platforms
that simulate real-life, while remaining in rural or remote areas of the world.
J. Mortlock 6
Through each of the studies outlined above, the goal of implementing new effective
practices for education in an online, virtually immersive environment was achieved. Each of the
participants in the studies engaged socially with each other, building on their prior knowledge
and understanding, to create new experiences and participate in various activities. Girvan and
Savage prove these learning improvements through their participants’ chat logs, learning
Immersive Interfaces (2009) that true affordances to this new style of teaching are seen. Dede’s
study examined the virtual immersive experience of learners in how they relate to the suspension
of disbelief. The greater the suspension of disbelief, the quicker and more effective a learner was
able to build on his or her prior knowledge and create new understanding in a world where
physical interaction was at a minimum. Dede discovered that in order to create the level of
suspension of disbelief necessary, the design strategies needed to combine “actional, symbolic,
and sensory factors” to make the participant feel as though they were “inside” the world (Dede,
2009).
Similarly, the NICE project aimed to achieve true immersion through interaction, giving
students a set of goggles from which to visualize their new surroundings (Roussos et al., 1999).
By using technology to simulate a real environment, participants were more actively engaged
with others in the shared environment, interacting socially with peers from diverse backgrounds,
allowing for multiple perspective taking, situated learning through realistic and relevant tasks,
As well as through the design strategies already mentioned, learning also becomes most
meaningful when the tasks are “self-directed and accomplished through constructivist activities”
J. Mortlock 7
(Roussos, 1999). By allowing the participants in a virtual world to interact with the world in such
a way as to have to problem solve through relevant tasks with their peers, to construct
meaningful, personal artefacts, students maintain a fascination with the content they are learning
and maintain a level of engagement necessary for the formation of long-term learning
connections.
Future Considerations
Virtual worlds can be an effective learning engagement, due to the accessibility across its
technologies. With that in mind, virtual world environments are also “generalized rather than
contextual”, as Kluge and Riley point out, “which allows virtual worlds to be applicable to
In the classroom, authentic learning experiences are often difficult to achieve, resulting
virtual environment, participants may interact with their peers in a second or additional language,
with users located in a different area of the world. From there, students can begin to discuss,
strategize and even implement, in their additional language, ideas towards a communal goal. For
students engaging in virtual online environments, the possibilities for learning engagements are
endless.
requires further consideration of the goals of the learning engagements, the intent behind
activities, and the appropriateness for the platform chosen. For the instructors of the NICE
J. Mortlock 8
project, their goals were compounded by combining an exploration and understanding of the
complexities of the ecosystem with a story-telling social aspect. The CAVE platform provided
the necessary social affordances through ‘genie’ guides as well as the 3-D interactive world on a
fantasy island (Roussos, 1999). Children’s knowledge was scaffolded through the careful
planning of activities within the world, just as a teacher might plan the activities for a field trip.
As educators move forward in their teachings, authentic activities for scaffolded and
constructivist learning can be achieved through the immersion in online virtual environments.
Conclusion
social constructivist theory and evaluating the implementation practices and effectiveness of
design strategies across platforms, learners in many disciplines benefit from using immersive
technology environments to enhancing their social constructs and learning experience through
the manipulation of virtual worlds. Second Life, Action Worlds, and CAVE are all virtual world
platforms that offer highly engaging, 3-D unstructured worlds that connect users from around the
world. With the proper implementation and structuring of relevant learning experiences from the
part of the educator, learners participating in these online virtual worlds can effectively immerse
environment, various disciplines can benefit from increased learner engagement and interactivity
between peers to achieve common goals. These online immersive experiences allow educators to
teach students using learner-centered pedagogies, engaging students in innovative ways, and
broadening a student’s experiential interaction within a larger community of diverse learners and
J. Mortlock 9
thinkers. Unlike learners in a traditional school setting, immersive virtual world learners build on
the collaborative and reflective aspects of learning that are so paramount to propelling their
education further.
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