cakes:learning technology blog

Learning Technology Development @ Edge Hill University

Archive for the 'Virtual Worlds and Games' Category

16
Jun
2010

Research into Virtual Worlds in Higher Education: The Cloudscape

by Peter Beaumont

Cloudworks is a kind of social network for educators, which enables people to create ‘cloudscapes’ – that is collections of links to resources (clouds) about particular topics. Clouds can be added to cloudscapes by anyone with an account and an included discussion tool encourages conversation around the resources.

I’ve been collating research on using 3D Virtual Worlds in Higher Education, and used Cloudworks to both make the list available and enable others to add to it. If you are interested in using Virtual Worlds like Second Life for learning and teaching, this list might be useful to you or you might like to develop the resource further.


If you’re not sure what we mean by 3D Virtual Worlds, have a look at the session notes for ‘The World of Virtual Worlds’ beginners guide session. This goes through definitions, examples, uses and contains lots and lots of links to resources.

07
May
2009

Students Hooked on Screens, Hooked on Reality

by Peter Beaumont

A simple demonstration of an augmented reality systemOri Inbar who writes on the Games Alfresco blog has released an engaging version of his ‘Augmented Reality Now‘ presentation.

Ori talks about something relevant to educators, asking how we can use augmented reality, i.e. taking the power of digital technologies and layering them on top of the real world, to get students to engage with reality when it seems that some are more engaged with fantasy (TV, games, etc).

Augmented Reality Today: WARM ‘09 from Ori Inbar on Vimeo.

I’d argue that much time spent online is already augmenting reality, as it is building on existing face-to-face relationships by playing games or talking together. Ori puts forward the idea that augmented reality, could be used to draw a ‘digital native’ generation out into the sunlight again. Students who are hooked on screens, now seeing reality better through the screens, out in the real world. Not sure how true that idea is, but while watching the video it feels like an inspiring vision.

Ori also touches on how games designers have, through decades of trial and error, developed a deep understanding of what motivates people and makes them happy. Mark LeBlanc’s ‘8 Kinds of Fun‘ is mentioned. How could these be applied to education, to motivate learners? Not forgetting that ultimate device to motivate gamers – Rewards. As Bill Fawcett mentions in ‘The Battle for Azeroth‘, World of Warcraft players have the opportunity for constant rewards in the game, most of which mean something important to your character’s powers, and which encourage you to just play a little longer. Again, and again.

But while games can bring about learning, learning isn’t a game. An obvious difference between these games and education is that education is a much deeper and more complex undertaking. You wrestle with deep learning, and it changes you as you wrestle with it. Therefore giving ‘experience points’, for say, reading books would be silly and damaging to students’ understanding of learning. Giving students formative feedback on quizzes, and scores as personal motivation might go a certain way towards them being able to regularly think about and track their development.

[Image by antjeverena]

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20
Apr
2009

Virtual Worlds in Education: Journals

by Peter Beaumont

image of avatars at a presentation in a virtual worldFor those interested in using virtual worlds in education, there are 3 ’special issues’ of journals looking at specifically that. These are a good starting point to survey what work is going on in this area.

If you know of any other good resources that you’d like to share, why not leave a comment below.

[Image by Peter Beaumont]

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15
Apr
2009

Virtual Gaming Worlds and Learning

by Peter Beaumont

One of the interesting thing about looking at using games in education is learning from the game designers. They know how to keep a player motivated to play the game, and to keep learning the complex rules and possibilities. This is especially noticable in a MMORPG like World of Warcraft where players talk about playing the game for 2-3000 hours.

I have a couple of questions that I’d like to explore. Firstly is there anything that educators can learn from game designers relating to motivation and learning, to feed into designing learning experiences? And secondly how can games (either out of the box, specifically created or altered for purpose) be used as a valuable part of a course or module?

To begin thinking about the first question, have a look at Jane McGonigal’s talk at the Web 2.0 Summit from 2007. She talks about how, compared to games, reality is ‘broken’ and she asks how we can make reality work more like games. Games come with a clear goal and clear pathways to achieving that goal, and they give you good feedback on your actions. Most importantly though, games are designed to make you happy. Some attempts to capture these ideas for non-traditional gaming uses are Chore Wars (join my party!), Seriosity (to help an organisation deal with too much email), The Nethernet, and Cruel 2 B Kind.

To help start answering the second question we could listen to David Gibson at the recent Virtual Worlds Best Practices in Education Conference in which he talked about putting together a synthesis of ideas to help plan, implement and assess serious games. He tries to combine ideas from Prenky (2001) [EHU Library E-book Link - see page 52 for the list that is mentioned in the talk] about how the new ‘Games Generation’ thinks differently, with appropriate learning theory, an activity theory framework and Mislevy’s assessment model.

If you want to explore these things further you might also want to look at:

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09
Mar
2009

Thoughts on the Future of Virtual Worlds

by Peter Beaumont

Virtual worlds like Second Life offer certain possibilities for teaching and learning, however issues like hardware requirements currently act as barriers to a wide uptake. Hopefully these issues, won’t be a barrier for much longer and the possibilities will both become greater and more widely explored.

This beautiful video by Bruce Branit imagines one way in which virtual worlds could look and change our lives in the future.


World Builder from Bruce Branit on Vimeo.

Daden aimed to ask questions such as “How important will Virtual Worlds become?” in their “far reaching and provocative” 2007 Virtual Worlds roadmap (PDF). This monograph looks forward 100 years, and during the next 10 years they are expecting a massive increase in users and a move away from the model of isolated virtual worlds, running in seperate clients. In that timescale they also expect that virtual worlds may come to contain things like animation close to what we see in high end video games, better links with the real world (augmented reality), and automatic language translation.

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25
Feb
2009

Monkeys, Birds and Spirits: Differences in How We Experience Second Life

by Peter Beaumont

Jeremy Kemp suggests that there could be a certain development in the way people use Second Life over time. From this it follows that we need to think about which of these groups our own uses might be in, so that we can design for them better.

His idea is that we start of as monkeys, liking a replication of the real world environment. We walk our avatar around the world, walking through doors and up stairs. He also uses the word verisimilitude, which is very impressive. It means that when you build for these users, you should replicate real life to make them feel comfortable.

We then tend to grow into birds. We fly to where we want to go, using atriums rather than stairs. We move and land with comfort and grace. This group of people require phantom barriers. If you use walls and ceilings they should allow you to pass through them, but really you probably just need some sort of landmark. It doesn’t rain in Second Life.

Finally we become spirits, seperate in many ways from our avatar bodies. We teleport to where we want to go, even if it isn’t far. Rather than move to see something we use the camera controls to change our view. He suggests that for these experienced users we design for an out-of-body experience. Lots of objects replicating the real world environment are just getting in the way of these users’ experiences.

See the slide-show embedded below for his slides. The ones that I’ve been talking about here are 14, 15 and 16, but he has other interesting things worth thinking about.

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17
Nov
2008

Using Virtual Worlds in Higher Education

by Peter Beaumont

As I’m focussing my SOLSTICE Fellowship project on using Virtual Worlds in Higher Education, I decided to put together an overview of the possibilities and challenges relating to using them.

For my purposes, ‘Virtual Worlds’ includes 3D social spaces like Second Life, simulation environments (like Google Earth might be used as part of) and gaming environments like World of Warcraft. Metaverse Roadmap’s overview especially their diagram of where Virtual Worlds, Mirror Worlds, Lifelogging and Augmented Reality fit together, looks like a useful tool to help me keep a focus.

Much research has already been done and made publically available. For a visual overview of virtual worlds in general Kzero have produced diagrams which do a great job of helping us to visualise the overwhelming variety and number of non-gaming virtual worlds that are being developed. For the 3rd Quarter of 2008 they have a diagram that shows the age group that use the environments, the number of subscribers and when each was released. They also have one that shows the type of the environment, and the age group that use it.

Other interesting starting points include JISC’s new scoping study, Serious Virtual Worlds which links to relevant research. The Second Life in Education wiki is a extensive collection of links to the ways that educators are using that particular environment.

After looking at some of the research and activities going on, there are several general areas and questions that I think might be worth looking at.

1. Online Synchronous Discussion.

The Openhabitat project included a cohort of Philosophy students using Second Life for group discussion and David White’s excellent presentation about Openhabitat includes information about this. Listening to this presentation got me thinking about how online interaction differs in a Virtual World, compared to the basic Chat tools that we use now. Is anything useful added to the experience by using Virtual Worlds? As the technology develops how will these experiences and the value of using the environments for online discussion change?

2. Learning to Navigate and Create.

Some Virtual Worlds allow you to build complex environments and simulations. Pretty much any project going on in Second Life will require some building, and projects like the PREVIEW project will require more complex scripting. If we are going to create environments for Edge Hill courses, it would be useful to the planning process to know what skills, processes and time are required to build environments, of various levels of complexity, in different Virtual Worlds. Also what time and skills would the student require to use each environment?

3. The Future.

a. It seems like the initial rush by businesses to set up in Second Life has slowed down. What are businesses in general likely to be doing next in the area of Virtual Worlds? Can we help prepare students for any uses of Virtual Worlds that they may come across in their working lives or future lives outside of work?

b. Currently, according to Kzero’s data, the most subscribed to Virtual Worlds are aimed at children. This suggests that, over the next 5 to 10 years we might be expecting people who have grown up using virtual worlds. What might virtual worlds look like then, and how can we best prepare for their possible mainstream use?

12
Sep
2008

Moving Back off the Web: From Virtual Reality to Alternate Reality

by Peter Beaumont

World Without Oil Logo

A lot has been said over the years regarding using games/Online Games to aid the learning of complex topics and skills. For example using Civilization III to help children develop an understanding of historial development of civilisations, or using Lord of the Rings online to aid understanding of narrative and it’s development in different media.

Jane McGonigal spoke at the New Yorker conference about alternate reality/pervasive games, which can use the connecting power of the web to create Massively Multiplayer (Offline) Games. These are in some ways similar to role playing simulations that I’ve seen used in the past, but the emphasis is taken off role play – you play yourself in an imagined alternate reality. Looking at the example she spoke of, the game World Without Oil, it is difficult not to be impressed by the potential educational value.

In World Without Oil, instead of players playing an online game set in a virtual environment, they changed their own lives for 32 days, as they would have to if there was an oil shortage. This could be done without being based online but the fact it was, brought together 1800 people who were interested in doing this, added extra value. For example there are the videos that people made to develop this alternate reality, blogs where they shared experiences and ideas, and even personal interaction where people worked together to modify cars to run on biofuel.

Where would it be appropriate to get our students involved in things like this? Is there scholarly value in them? Do they have a place in Higher Education?

[link]

25
Jul
2008

iTunesU: Worlds of Wordcraft at Vanderbilt

by Peter Beaumont


I’ve been exploring iTunesU a bit more recently, since British Universities started appearing on there, to see what resources institutions are releasing.

The course that I’ve enjoyed looking at most has been Worlds of Wordcraft that ran at Vanderbilt. This is a first year English module exploring narrative and how it changes moving from novels, to movies or to games.

The technology used to support this course feels so well integrated into the course. Their video ‘Narrative forms in the Digital Classroom‘ explains it well, but from the point of view of looking at these materials after the course has run through the class blog and the recordings available via iTunesU, the wide variety of technologies used, feel like they are being used as an important and relevant part of the course.

Looking at iTunesU, I was wondering what use it could be to us at Edge Hill University. Basically it’s wouldn’t supply us with anything that we don’t already have, as it is just hosting videos and linking to your course blog or web site. I could see it being used for marketing (i.e. look we’re using iTunesU), and if management saw that as a positive thing, it could bring the neccesary investment needed to record more teaching sessions.

27
Feb
2008

Second Life: SciLands Solar System Tour

by Peter Beaumont

Second Life Logo

There are a lot of educators using Second Life and looking at possible ways that this and other similar environments might be used to improve teaching and learning.

While not every use is really suited for the 3D environment occasionally there is across something that uses the strengths of the space well. SciLands is a mini-continent devoted to science and technology, and one of the things it contains is the Solar System Tour which aims to demonstrate the massive distances in space – something that isn’t easy to do in 2D.

If you’re new to Second Life you can sign up for free, read ‘The Unofficial Complete Fool’s Guide to Second Life‘ and subscribe to the SL Educators mailing list. To look at other educational uses of SL watch ‘Educational Uses of Second Life‘.

I’m in the process of trying to calculate what sort of costs occur (time and money) to both Edge Hill staff and students when creating and accessing various resources and learning experiences in this environment and other similar ones. This will help us make decisions about what we can try to achieve if people want to use the technology.

14
Dec
2007

The Ecology of Games

by Peter Beaumont


The John D. and Catherine T. MacArthur Foundation have released their series of books about Digital Media and Learning. Not only that but they’ve made them available to download free for those of us with little disposable income :)

The one I was interested in was “The Ecology of Games: Connecting Youth, Games, and Learning“, which contains a variety of articles which together are “pointing toward a more sophisticated understanding of the myriad ways in which gaming could and should matter to those considering the future of learning.”

If you are seriously interested in using games, especially digital games in teaching and learning, this is a very valuable collection of writings by experts in their field.

I’d also recommend James Paul Gee’s book “What Video Games Have to Teach Us About Learning and Literacy” as an introduction to get you thinking about the topic. There are some copies in Edge Hill’s Library and a revised edition out in April.

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