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              Virtual worlds for learning
Our experience of    the World Wide Web is       blogs, which enable students to maintain
changing rapidly. What was once essentially a    their own learning journals; wikis, in which
publishing medium, allowing content to be        learners collaborate to create content; social
shared online for passive consumption, has       networking, which facilitates contact building
evolved into a highly interactive environment,   and community; and virtual worlds, which allow
to which users contribute and in which they      learners to interact in alternative 3D spaces.
communicate and collaborate with each            Each of these opportunities has the potential
other much more than they simply consume.        not only to transform education and training
The ‘read-only’ web is now the ‘read-write’      but to bamboozle even the most open-minded
web, Web 2.0 rather than 1.0. And from           and eager of learning professionals. This article
these developments    are arising a host    of   attempts to demystify and contextualise just one
new   opportunities for learning experiences:    of these opportunities, that of virtual worlds.




Advance, © Saffron Interactive 2007                                                                1
According to Wikipedia, a virtual world is a
                                                         Elements of the                        virtual
‘computer-based simulated environment’ which
                                                         learning experience
users   ‘inhabit and interact with via avatars.’
Don’t be put off by the terminology, because the
idea is actually quite simple. You’ve undoubtedly
seen ‘computer-based simulated environments’
before, because they have formed the basis for
the majority of video games for the past ten
years. You can distinguish virtual worlds from
other computer-based simulated environments
because the graphics are in 3D – just like modern
cartoon films such as Toy Story. But unlike these
cartoon film graphics, the 3D images in virtual           A virtual world provides a platform upon which
worlds are created on-the-fly by the computer, in         educational experiences can be constructed, but
response to user interaction. This takes a lot of        in itself is no more than an ‘alternative reality’,
processing power, but that is not a problem for the      which may or may not have any relevance to
modern PC or games machine – power is available          the user’s real-life world or indeed their learning
in bucket loads. The Wikipedia definition refines          interests. Even so, some educational benefits
the concept further by introducing the notion            are being claimed for virtual worlds in their own
of an avatar – ‘an internet user’s representation        right. For a start, the experience of navigating
of himself or herself’ – which the user employs          through a virtual world using an avatar is novel
to navigate the 3D world. An avatar may be               for many people, particularly those who are not
configured to look something like the user does           regular video game players. It is often described
in real life, or it may be a radical alternative – the   as immersive, implying that the user is likely to
virtual world doesn’t mind.                              be captivated by the experience and to engage
                                                         with it on a deeper level. And navigating through
                                                         the medium of an avatar provides the learner
                                                         with a feeling of being in control of the learning
                                                         process. These benefits are likely to be present
                                                         even if you are merely using a virtual world as a
                                                         sort of a gimmick – perhaps just to host a quiz or
                                                         provide access to standard 2D materials such as
                                                         video or documents.

                                                         Virtual worlds offer more powerful learning
                                                         opportunities when they are configured to
                                                         simulate some aspect of a real-world task.




2                                                               Advance, © Saffron Interactive 2007
Simulations provide a means for the learner to            Imagine a simulation in which engineers have to
practise a task without risk to themselves, to others     navigate a virtual oil rig to identify health and
or to expensive equipment. Consider the flight             safety hazards and how much more realistic
simulator, perhaps the classic example of the use of      than scanning photographs or watching a video
3D graphics for training purposes, which allows pilots    this is.
to practise their full repertoire of aerial manoeuvres
                                                          Virtual worlds can also be enhanced by elements
in an incredibly life-like virtual environment – so
                                                          of game play. The best games will engage and
lifelike, in fact, that many pilots need only minimal
                                                          motivate learners to a degree that is typically not
further training in the real aircraft to become totally
                                                          achievable using other approaches. Games can
proficient. For simulations to be credible they need
                                                          involve simulation (think of a business game, in
to be faithful to the real-world task, both physically
                                                          which a model of a business situation is explored
and functionally. Functional fidelity – the degree
                                                          competitively, or a 2D game, such as early
to which the simulation behaves like a real-world
                                                          versions of SimCity) and can use 3D graphics
process – does not require 3D graphics: an economics
                                                          (as with most modern video games, particularly
simulation, for example, could run quite happily in a
                                                          of the action variety) but can take many other
spreadsheet. Physical fidelity – the degree to which
                                                          forms as well. Don’t forget quiz games, text and
a simulation appears like a real-world process – will
                                                          2D graphical adventures, board games, mind
be considerably enhanced by a 3D virtual world,
                                                          games, Olympic Games! Games can be defined
assuming that this is closely modelled on real-life.




Advance, © Saffron Interactive 2007                                                                        3
as challenges, in which the player has to overcome obstacles (hazards, misfortune, competitors) in order to
achieve well-defined goals (scoring, solving, finding, beating) within defined constraints (time, ‘lives’, rules), but
without serious risk (of physical injury, of economic harm, of hurt pride). Games may be thought of as mere
play, but they are capable of raising the intensity of an activity to deliver an unforgettable learning experience.
‘Serious games’ are becoming seriously important.


Using virtual worlds for learning

Like e-learning in general, virtual worlds provide the basis for a wide variety of very different learning experiences.
These may employ the same basic 3D technology but have different characteristics which make them more or
less appropriate to meeting particular learning requirements. As the following table shows, 3D virtual worlds can
be employed in an asynchronous (self-paced) context or as platforms to support synchronous (live) learning,
much like the traditional and e-learning approaches which preceded them.




In both traditional and e-learning forms, self-paced learning offers enterprises many advantages over live learning
– it takes much less organisation, can be scheduled more easily around work priorities and provides the learner
with greater flexibility and control. Asynchronous activities set in virtual worlds enjoy the same benefits. Imagine
a customer service activity set in a virtual retail outlet; a problem-solving challenge for managers based in a
virtual office; a language learning exercise set in a virtual Spanish restaurant; an induction programme showing
how work was carried out when a company was first formed more than a hundred years ago.

However, as all teachers and trainers well know, asynchronous self-study is not enough. Live events are
immediate and energising. Collaborative activities facilitate the sharing of experiences and perceptions; they


4                                                                          Advance, © Saffron Interactive 2007
allow interpersonal real-world tasks to be             programme should not cost much more than a
simulated; they also generate a degree of peer         top-end 2D e-learning equivalent. Organisations
pressure/competition. Virtual worlds are rising to     that plan ahead can spread the cost by reusing
the challenge of providing these benefits. Tools        the same virtual worlds in a number of different
such as Forterra allow large numbers of users to       programmes.
interact in real time to play out critical scenarios
                                                       Perhaps the most famous example of a
such as fire, criminal or medical emergencies.
                                                       collaborative 3D environment is SecondLife,
Although it is certainly not a trivial task to         a virtual space which millions of computer
create a bespoke virtual world, the tools and          users around the world have sought to inhabit.
techniques originally developed for game               SecondLife is a virtual world in the purest sense,
design and military and aeronautical simulators        which ‘residents’ can extend, manipulate and
are increasingly being adapted for educational         exploit to their own needs. If SecondLife includes
and commercial use. Some of these exercises            game play it is because users have introduced it;
may be expensive to set up, but there is often         if it attempts to simulate some real-world place
no alternative real-world way for users to             or process, then this is of the users’ making.
obtain the same experience, and the costs              Residents can explore their world, meet other
pale into insignificance when offset against the        residents, socialise, participate in individual
advantages and increased likelihood of success.        and group activities, create and trade items and
Furthermore, with tools like Caspian Learning’s        services from one another. In the process, they
Thinking Worlds, a bespoke 3D training                 could learn something.




Advance, © Saffron Interactive 2007                                                                    5
Many organisations, including well-known corporations and educational institutions, have established a presence
in SecondLife - images of which you can see below - whether for promotional purposes or as a vehicle for hosting
seminars, meetings and workshops. In some cases, this amounts to little more than web conferencing in 3D,
complete with PowerPoint. In others, learners are set problem-solving challenges within the context of a custom-
built simulated environment, requiring them to interact both with each other and with content. Looking to explore
the potential for virtual worlds in learning, Saffron Interactive has established its own ‘island’ in SecondLife.
Expect to meet there with other e-learning enthusiasts sometime soon.

Virtual worlds are, of course, no panacea. What they do is provide the designer of learning experiences with yet
another set of choices. In some cases these make possible what was previously impractical; in others, they simply
enhance an experience that would otherwise have been less authentic, less engaging and less enjoyable. And
that’s not such a bad thing.




Copyright 2007, Linden Research, Inc. All Rights Reserved.




6                                                                      Advance, © Saffron Interactive 2007
This paper was commissioned exclusively for the Saffron100 Advance
                                      Programme. Learn more at www.saffroninteractive.com.

                                      Clive Shepherd is a consultant specialising in the application of tech-
                                      nology to education, training and employee communications. With
                                      more than twenty years of experience in this field, Clive is acknowl-
                                      edged as a thought leader in the UK in all aspects of e-Iearning.

                                      Clive developed his interest in interactive media at American Express
                                      in the early eighties, where he was Director, Training and Creative Ser-
                                      vices. He was co-founder of Epic Group plc, where he played leading
                                      roles in the management, creative and technical sides of the busi-
                                      ness.

                                      Since 1997, Clive has worked with a number of large public and private
                                      sector organisations on the application of the Internet and intranets to
                                      learning and employee communications. In his role as e-Learning Di-
                                      rector for The Training Foundation, Clive developed an accreditation
                                      programme for e-Iearning providers, standards for e-Iearning materials
                                      and training programmes for e-Iearning designers and online tutors.

                                      As well as consulting, Clive specialises in courses for educators, train-
                                      ers and HR professionals in all aspects of e-Iearning, from strategic
                                      management through to content development and e-tutoring. He also
                                      undertakes design and development work for e-learning and blended
                                      solutions through Above and Beyond Ltd.

                                      Clive has an MA from Lancaster University and is a Fellow of both the
                                      CIPD and the IITT. He is also a Member of the Chartered Manage-
                                      ment Institute. He is a regular contributor to technology publications
                                      and conferences, with two books and more than 70 articles published
                                      to date.

                                      You can contact Clive at:
                                      clives@fastrack-consulting.co.uk




Advance, © Saffron Interactive 2007                                                                           7
www.saffroninteractive.com




                                 Third Floor, Grays Inn House
                                       127 Clerkenwell Road
                                                       London
                                                     EC1R 5DB
                                             t: 020 7092 8900
ISNN: 1478-7641
© 2007 Saffron Interactive
                                             f: 020 7242 2757
All rights reserved          e: info@saffroninteractive.com

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Virtual Worlds For Learning Online

  • 1. 16 Virtual worlds for learning Our experience of the World Wide Web is blogs, which enable students to maintain changing rapidly. What was once essentially a their own learning journals; wikis, in which publishing medium, allowing content to be learners collaborate to create content; social shared online for passive consumption, has networking, which facilitates contact building evolved into a highly interactive environment, and community; and virtual worlds, which allow to which users contribute and in which they learners to interact in alternative 3D spaces. communicate and collaborate with each Each of these opportunities has the potential other much more than they simply consume. not only to transform education and training The ‘read-only’ web is now the ‘read-write’ but to bamboozle even the most open-minded web, Web 2.0 rather than 1.0. And from and eager of learning professionals. This article these developments are arising a host of attempts to demystify and contextualise just one new opportunities for learning experiences: of these opportunities, that of virtual worlds. Advance, © Saffron Interactive 2007 1
  • 2. According to Wikipedia, a virtual world is a Elements of the virtual ‘computer-based simulated environment’ which learning experience users ‘inhabit and interact with via avatars.’ Don’t be put off by the terminology, because the idea is actually quite simple. You’ve undoubtedly seen ‘computer-based simulated environments’ before, because they have formed the basis for the majority of video games for the past ten years. You can distinguish virtual worlds from other computer-based simulated environments because the graphics are in 3D – just like modern cartoon films such as Toy Story. But unlike these cartoon film graphics, the 3D images in virtual A virtual world provides a platform upon which worlds are created on-the-fly by the computer, in educational experiences can be constructed, but response to user interaction. This takes a lot of in itself is no more than an ‘alternative reality’, processing power, but that is not a problem for the which may or may not have any relevance to modern PC or games machine – power is available the user’s real-life world or indeed their learning in bucket loads. The Wikipedia definition refines interests. Even so, some educational benefits the concept further by introducing the notion are being claimed for virtual worlds in their own of an avatar – ‘an internet user’s representation right. For a start, the experience of navigating of himself or herself’ – which the user employs through a virtual world using an avatar is novel to navigate the 3D world. An avatar may be for many people, particularly those who are not configured to look something like the user does regular video game players. It is often described in real life, or it may be a radical alternative – the as immersive, implying that the user is likely to virtual world doesn’t mind. be captivated by the experience and to engage with it on a deeper level. And navigating through the medium of an avatar provides the learner with a feeling of being in control of the learning process. These benefits are likely to be present even if you are merely using a virtual world as a sort of a gimmick – perhaps just to host a quiz or provide access to standard 2D materials such as video or documents. Virtual worlds offer more powerful learning opportunities when they are configured to simulate some aspect of a real-world task. 2 Advance, © Saffron Interactive 2007
  • 3. Simulations provide a means for the learner to Imagine a simulation in which engineers have to practise a task without risk to themselves, to others navigate a virtual oil rig to identify health and or to expensive equipment. Consider the flight safety hazards and how much more realistic simulator, perhaps the classic example of the use of than scanning photographs or watching a video 3D graphics for training purposes, which allows pilots this is. to practise their full repertoire of aerial manoeuvres Virtual worlds can also be enhanced by elements in an incredibly life-like virtual environment – so of game play. The best games will engage and lifelike, in fact, that many pilots need only minimal motivate learners to a degree that is typically not further training in the real aircraft to become totally achievable using other approaches. Games can proficient. For simulations to be credible they need involve simulation (think of a business game, in to be faithful to the real-world task, both physically which a model of a business situation is explored and functionally. Functional fidelity – the degree competitively, or a 2D game, such as early to which the simulation behaves like a real-world versions of SimCity) and can use 3D graphics process – does not require 3D graphics: an economics (as with most modern video games, particularly simulation, for example, could run quite happily in a of the action variety) but can take many other spreadsheet. Physical fidelity – the degree to which forms as well. Don’t forget quiz games, text and a simulation appears like a real-world process – will 2D graphical adventures, board games, mind be considerably enhanced by a 3D virtual world, games, Olympic Games! Games can be defined assuming that this is closely modelled on real-life. Advance, © Saffron Interactive 2007 3
  • 4. as challenges, in which the player has to overcome obstacles (hazards, misfortune, competitors) in order to achieve well-defined goals (scoring, solving, finding, beating) within defined constraints (time, ‘lives’, rules), but without serious risk (of physical injury, of economic harm, of hurt pride). Games may be thought of as mere play, but they are capable of raising the intensity of an activity to deliver an unforgettable learning experience. ‘Serious games’ are becoming seriously important. Using virtual worlds for learning Like e-learning in general, virtual worlds provide the basis for a wide variety of very different learning experiences. These may employ the same basic 3D technology but have different characteristics which make them more or less appropriate to meeting particular learning requirements. As the following table shows, 3D virtual worlds can be employed in an asynchronous (self-paced) context or as platforms to support synchronous (live) learning, much like the traditional and e-learning approaches which preceded them. In both traditional and e-learning forms, self-paced learning offers enterprises many advantages over live learning – it takes much less organisation, can be scheduled more easily around work priorities and provides the learner with greater flexibility and control. Asynchronous activities set in virtual worlds enjoy the same benefits. Imagine a customer service activity set in a virtual retail outlet; a problem-solving challenge for managers based in a virtual office; a language learning exercise set in a virtual Spanish restaurant; an induction programme showing how work was carried out when a company was first formed more than a hundred years ago. However, as all teachers and trainers well know, asynchronous self-study is not enough. Live events are immediate and energising. Collaborative activities facilitate the sharing of experiences and perceptions; they 4 Advance, © Saffron Interactive 2007
  • 5. allow interpersonal real-world tasks to be programme should not cost much more than a simulated; they also generate a degree of peer top-end 2D e-learning equivalent. Organisations pressure/competition. Virtual worlds are rising to that plan ahead can spread the cost by reusing the challenge of providing these benefits. Tools the same virtual worlds in a number of different such as Forterra allow large numbers of users to programmes. interact in real time to play out critical scenarios Perhaps the most famous example of a such as fire, criminal or medical emergencies. collaborative 3D environment is SecondLife, Although it is certainly not a trivial task to a virtual space which millions of computer create a bespoke virtual world, the tools and users around the world have sought to inhabit. techniques originally developed for game SecondLife is a virtual world in the purest sense, design and military and aeronautical simulators which ‘residents’ can extend, manipulate and are increasingly being adapted for educational exploit to their own needs. If SecondLife includes and commercial use. Some of these exercises game play it is because users have introduced it; may be expensive to set up, but there is often if it attempts to simulate some real-world place no alternative real-world way for users to or process, then this is of the users’ making. obtain the same experience, and the costs Residents can explore their world, meet other pale into insignificance when offset against the residents, socialise, participate in individual advantages and increased likelihood of success. and group activities, create and trade items and Furthermore, with tools like Caspian Learning’s services from one another. In the process, they Thinking Worlds, a bespoke 3D training could learn something. Advance, © Saffron Interactive 2007 5
  • 6. Many organisations, including well-known corporations and educational institutions, have established a presence in SecondLife - images of which you can see below - whether for promotional purposes or as a vehicle for hosting seminars, meetings and workshops. In some cases, this amounts to little more than web conferencing in 3D, complete with PowerPoint. In others, learners are set problem-solving challenges within the context of a custom- built simulated environment, requiring them to interact both with each other and with content. Looking to explore the potential for virtual worlds in learning, Saffron Interactive has established its own ‘island’ in SecondLife. Expect to meet there with other e-learning enthusiasts sometime soon. Virtual worlds are, of course, no panacea. What they do is provide the designer of learning experiences with yet another set of choices. In some cases these make possible what was previously impractical; in others, they simply enhance an experience that would otherwise have been less authentic, less engaging and less enjoyable. And that’s not such a bad thing. Copyright 2007, Linden Research, Inc. All Rights Reserved. 6 Advance, © Saffron Interactive 2007
  • 7. This paper was commissioned exclusively for the Saffron100 Advance Programme. Learn more at www.saffroninteractive.com. Clive Shepherd is a consultant specialising in the application of tech- nology to education, training and employee communications. With more than twenty years of experience in this field, Clive is acknowl- edged as a thought leader in the UK in all aspects of e-Iearning. Clive developed his interest in interactive media at American Express in the early eighties, where he was Director, Training and Creative Ser- vices. He was co-founder of Epic Group plc, where he played leading roles in the management, creative and technical sides of the busi- ness. Since 1997, Clive has worked with a number of large public and private sector organisations on the application of the Internet and intranets to learning and employee communications. In his role as e-Learning Di- rector for The Training Foundation, Clive developed an accreditation programme for e-Iearning providers, standards for e-Iearning materials and training programmes for e-Iearning designers and online tutors. As well as consulting, Clive specialises in courses for educators, train- ers and HR professionals in all aspects of e-Iearning, from strategic management through to content development and e-tutoring. He also undertakes design and development work for e-learning and blended solutions through Above and Beyond Ltd. Clive has an MA from Lancaster University and is a Fellow of both the CIPD and the IITT. He is also a Member of the Chartered Manage- ment Institute. He is a regular contributor to technology publications and conferences, with two books and more than 70 articles published to date. You can contact Clive at: clives@fastrack-consulting.co.uk Advance, © Saffron Interactive 2007 7
  • 8. www.saffroninteractive.com Third Floor, Grays Inn House 127 Clerkenwell Road London EC1R 5DB t: 020 7092 8900 ISNN: 1478-7641 © 2007 Saffron Interactive f: 020 7242 2757 All rights reserved e: info@saffroninteractive.com