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Presentation presents ideas and concepts for teaching in virtual worlds.
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Teaching in Virtual Worlds
By Karl M. KappCo-Author “Learning in 3D”Bloomsburg University
Agenda
• Is the use of 3D avatars appropriate?• What are the competencies for teaching in a virtual
world?• What are the facilitation competencies needed?• How does one conduct a virtual world class exercise? • What does a student need to know to be competent
in a virtual world class setting?• Can you show me an example of a 3D virtual world
learning experience?
3D Virtual World Sensibilities
The Sense of Self
The Death of Distance
The Power of Presence
The Sense of Space
The Capability to Co-Create
The Pervasiveness of Practice
The Enrichment of Experience
Source: Tony O’Driscoll and Karl Kapp. eLearning Guild 360° Report on Synchronous Learning, Essay titled “Escaping Flat Land.”
Sense of Self
Death of Distance
Power of Presence
iCommons Summit 2007 inSecond Life Event PicturesUsed under Creative Commons Licensehttp://www.fengshuichat.com/sitearm/icommons_summit_2007_in_second_life_event_pictures.htm
Sense of Space
Sense of Space
Co-Creation
Pervasiveness of Practice
Enrichment of Experience
Why be a Character at All?
Research indicates that human social models influence behavior,
beliefs and attitudes.
Bandura, A. 1986 Social foundations of thought and action: a social cognitive theory. Englewood Cliffs, NJ, USA: Prentice-Hall.
Avatar as Teacher
Research also indicates that learners perceive, interact socially with and are influenced by
anthropomorphic agents (avatars) even when their functionality and adaptability are limited.
Baylor, A. 2009 Promoting motivation with virtual agents and avatars: R ole of visual presence and appearance. Philosophical Transactions of the Royal B Society. 364, 3559–3565
An experience as an avatar can change a person's real life perceptions. In a study conducted by Yee and Bailenson (2006), it was found that negative stereotyping of the elderly was significantly reduced when participants were placed in avatars of old people compared with those participants placed in avatars of young people.
Yee, N. & Bailenson, J.N. (2006). Walk A Mile in Digital Shoes: The Impact of Embodied Perspective-Taking on TheReduction of Negative Stereotyping in Immersive Virtual Environments.. Proceedings of PRESENCE 2006: The 9th Annual International Workshop on Presence. August 24 – 26, Cleveland, Ohio, USA
If learners watch an avatar that looks like them exercising & losing
weight, they will subsequently exercise more in the real world as
compared to a control group.
Fox, J., Arena, D., & Bailenson, J.N. (2009). Virtual Reality: A survival guide for the social scientist. Journal of Media Psychology, 21 (3), 95-113.
Within 24 hours of watching an avatar like themselves run, learners were more
likely to run than watching an avatar not like them or watching an avatar like
them loitering .
Fox, J., Arena, D., & Bailenson, J.N. (2009). Virtual Reality: A survival guide for the social scientist. Journal of Media Psychology, 21 (3), 95-113.
People tend to conform to how their avatar appears regardless of how it is perceived by others. In one study by Yee and Bailenson (2007), participants with taller avatars behaved more confidently in a negotiation task than participants with shorter avatars; specifically, they were more willing to make unfair splits in negotiation tasks. In contrast, participants with shorter avatars were more willing to accept unfair offers than those who had taller avatars. Additionally, in subsequent research, Yee et. al. (2009) found that behavioral changes originating within a virtual environment can transfer to subsequent face-to-face interactions.
First Person View
Third Person View
CompetenciesFor Teaching in a
Virtual World
Awareness of Lag time
Establish 2 or more lines of
communication
Articulate back up plan to students
in advance
Don’t plan a session during system
maintenance or backup
Ask learners not to speak or type unless
given permission
Request learners lock door, turn off phone
Stand up and smile and remain calm
Delivery rate between 130 and 170 per minute
Be aware of how you speak
Include images on whiteboard activities
Anticipate technical
complications
Learn to Navigate your avatar
Don’t walk into or on top of walls, chairs, or desks
Avatars typically have names over their heads, turn on the feature that only shows the
avatar’s name when they are speaking
Maintain proper social distance between your avatar and
others
Learn to work the various camera angles
within the virtual world
Develop techniques for navigating between 2D and
3D interface elements
Memorize key gestures to use at appropriate times
Don’t use open VOIP Mode
Request learners speak their name when asking a question
or making a comment.
Develop a signal to make sure everyone is with you
Consider class flow before
helping a “lost” student
Allow time within the curriculum to allow students to customize their
avatar.
Have an
Orientation Session
before teaching
content
Instructional Competencies
Keep avatar’s appearance
similar to instructor:
**Tall**Attractive
Effective instructors demonstrate from the first
moment with a new group that they know how to handle the details of a 3D environment
Create a script or at least an outline of what you are going to
say
Plan movement of your avatar within the instructional environment
Plan elaborate gestures a head of time.
Develop activities to encourage learners to mover their avatars. Plan a new
activity every 10-15 minutes.
Leverage different types of interactions.
When students are in small groups, plan to stop by and visit
Use objects to guide learners to different locations when creating groups.
Redesign lecture materials into interactive exercisesUse 3D props to demonstrate concepts
and ideas.
Create social time for learners.
Develop an assessment rubric.
Socialize around content.
Move avatar around 3D space to facilitate
learning.
Use gesturing and objects to engage
learners.
Look for raised hands.
Walk avatar toward person asking the
question.
Provide instruction to entire group before breaking them into
small groups.
Use “time” to manage the class.
Describe activities, actions and logistics before they occur.
Mute or block disruptive students.
Anticipate students moving around the space as you speak.
Use a seminar model for class configuration.
Allow students to manipulate and move objects.
If possible create 3D rendering of data and information not available previously.
Foster peer-to-peer mentoring when possible.
Flow in a 3D virtual world is impacted by three factors:
The skills available to tackle challenging tasks
The perception of interactivity in the virtual learning experience.
The degree of presence sensation perceived by students.
Designing Virtual WorldLearning Events
Scavenger Hunt
Guided Tour
Self-Guided Tour
Contextual Metaphor
Contextual Metaphor
Conceptual Orienteering
Process Role Play
Critical Incident
Small Group Work
Executive Coaching and Mentoring
OperationalApplication
Peer-to-PeerLearning
Experiencing anInventory Observation
EY
Learners journey through a series of activities designed
to synthesize conceptual learning.
Learning changes from being Disembodied and Transactional to Embodied, Relational and Experiential.
AdditionalObservations
Do not view virtual worlds as a next step in “how”
classroom-based learning will be delivered.
Instead, ask what kind of learning can this new
technology can enable.
Human interaction around a task where peer-to-peer or group learning is enabled.
Interactivity (I) + Immersion (I) = Sustained Engagement (E)Results in meaningful learning.
Authentic Practice occurring in an authentic environment.
By adding immersion to the equation, organizations can allow for higher quality learning interactions between employees
who work at a distance.
Learning content not organized around the work context causes unnecessary overhead for the learner.
Learners tend to prefer instructions over
instruction.
Simulated environments always made sense in Medicine, Military and Aviation. Now they make sense
for Factories, Call Centers, Retail Stores and other “work” environments.
Summary
• Avatars provide a model of acceptable social (work) behavior.
• An experience as an avatar can change a person’s real life perceptions
• The look of an avatar impacts a persons behavior in and out of world.
• People identify with avatars that look like them.• A 3D environment allows for authentic practice.• 2D environments lack immersion, depth and sense of
space.