Real Learning in Virtual Worlds
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Mark Childs, Warwick Institute of Education/Learning & Development Centre Multi-User Virtual Environments (MUVEs) are computer-generated worlds represented in 2D or 3D to which users connect over the Internet. Users choose a computer-generated character, called an avatar, to represent themselves within this environment and can then move this avatar around the world. Other users do the same from other locations, and then interact with each other within this environment. A list on the Virtual Worlds Review website (2007) lists 28 current MUVEs. This article focuses on the use of Second Life in learning and teaching, since this is the environment used in the projects with which the author has been involved, however the principle of virtual presence and how this supports interaction, applies to MUVEs in general. Most also allow the adding of user-generated material, which is another reason why MUVEs have been adopted in learning and teaching. Second Life is a MUVE developed by Linden Labs and consists of two continents and many small islands (figure 1). It was launched in 2003 at the time of writing (November 2007), has over 10 million people registered with it of whom 1.5 million are active. Land can be bought on the continent, or for more privacy (and more prestige) an island can be bought. Currency consists of Linden dollars, which can be exchanged for US dollars (the exchange rate is about 300 Linden dollars to a US dollar. Users (called “residents”) can create their own objects within the space. These are built from adding together many basic geometric shapes (known as prims – short for primitives). An active economy exists buying and selling these objects, both inworld (in shopping malls) and through websites such as slexchange (http://uncensored.slexchange.com/)
Fig 1. A map of Second Life. http://www.secondlife.com/ The shift from these environments from being purely social networking platforms to being a means to conduct educational activities has already started. Around 100 higher education institutions already have a space within Second Life; estimates vary (see Collins [2007] and the SimTeach wiki [2007]). The question then arises, why? What are the advantages of connecting students together using a visual representation of space and participants, rather than a purely text-based environment?One of the answers is the capacity to embed three-dimensional objects within the space. These objects can be explored by movement through and around. Some of these three-dimensional recreations include:
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| “The percentages were surprisingly consistent across different audiences and different virtual experiences. … About one fourth of the population is so strongly situated in the real world and their real body that they have a difficult time becoming involved in a virtual world.” (Heeter, 1995; 200). |
If this indeed holds to be true across all virtual experiences, then we may find a substantial proportion of our students, and our colleagues, are disadvantaged by using virtual worlds as a medium in which to learn. Hand-in-hand with providing a new learning experience, we may also be creating a new set of disadvantaged students, even though these participants are being disadvantaged by a disability that could not have existed twenty years ago.
If so, it is important to identify this, as there are a growing number of educational uses to which the environment is being put. These fall broadly into the categories of either augmentation or immersion (Bennetson, 2006). Augmentation can be by providing a greater sense of presence of the other participants in a meeting or (in the case of education) a lecture. For example, figure 13 shows a discussion taking place between the author located at his home (in real life), and students located at King’s College, London (in real life), but all located at the author’s home in Second Life.

Fig 13. Students interacting with the author is his virtual living room.
The enhancement can also be through the provision of simulations that convey some educational value, for example the recreation of buildings of an archaeological interest (e.g. figure 14).

Immersionist activities are those in which the learning is through the opportunity the pseudonymity of Second Life, together with the ability to change ones appearance and enter into a fictitious world, gives users. By immersing themselves in the world, and becoming someone else, participants can roleplay effectively, or experiment with identity. An example is the work of Lee and Hoadley (2007) in which students took on avatars of different races and genders in order to experience at first hand racism and sexism.
By designing either augmentation or immersion learning activities, and exploring the application of Second Life and other MUVEs further, these first steps into this new learning and teaching technology may lead to new experiences, and more novel approaches to education.
The experience of learning within virtual worlds, and the differences between learners that may have an effect on these experiences, is part of an ongoing research study at the Warwick Institute of Education. There are many other factors, besides virtual presence and embodiment, that the environment supports, and many other traits of students besides embodiment tendencies that influence the experience than there is space to discuss here. These are summarised at the research website at http://go.warwick.ac.uk/ep-edrfap/ . Further information is available from edrfap@warwick.ac.uk or look out for Gann McGann inworld at Second Life at his Second Life home by following this link http://slurl.com/secondlife/madhupak/104/170/81/
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Citation for this Article
Childs, M. (2007) Real Learning in Virtual Worlds. Warwick Interactions Journal 30 (2). Available online at: http://www2.warwick.ac.uk/services/ldc/resource/interactions/current/abchilds/childs.
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