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Clark Quinn’s Learnings about Learning

Extending Virtual World Affordances

6 October 2009 by Clark 3 Comments

I recently attended the 3DTLC conference, as I reported before.   Chuck Hamilton presented on his (IBM’s) take on affordances on virtual worlds. Given that I’ve opined before, I asked for more detail on their take, and he was kind enough to forward to me their definitions.     I like what they’ve done, but it led me to try to refine what I see as some confounding (they actually separate several of their 10 into two separate ones), and try to capture what I think are core, what can be enabled, and what then arise from those capabilities.

VWAffordancesI start with what I think are the core affordances of virtual worlds, that there’s a 3D world, that you can visit, and that’s digital.   From there, I see that you can enable others to be there (social), you can enable action (agency), the world can be kept around (persistent), and it can be made accessible broadly (e.g. through the internet).

If you choose to enable those (and you should, in most cases), you get some emergent properties.   Chuck talked about a universal visual language, and you certainly can both tap into, and establish, visual cues. The scale does not have to be real, but can indeed scale down to and up to any size you want, in part or all.

You can choose to be anonymous, but if you don’t and choose to have a representation that is active over time, you can establish a reputation.

By being active, you can also enable practice opportunities such as simulations, scenarios, and games.   If agency includes not just interaction, but creation, and you have social, you can have co-creation (one of the most exciting opportunities for informal learning). The persistence of your activity creates the opportunity to capture traces for reflection, e.g. ‘after-action review’.

The fact that it’s digital means it can be augmented with external capability: media, applications, and more.   Also, you can be at least geography-independent, if not chronologically-independent.

This is a preliminary stab at trying to trace the initial, potential, and consequently emergent affordances, by no means do I think it’s the definitive answer.   Feedback solicited!

Virtual Worlds: Affordances and Learning

25 September 2009 by Clark Leave a Comment

Two days ago I attended the 3D Teaching, Learning, & Collaboration conference, organized by Tony O’Driscoll.   I’ve previously posted my thoughts on virtual worlds, but I had a wee bit of a revelation that I want to get clear in my head, and it ties into several things that went on at the conference.

First, let me say that the day of the conference I got to attend was great, with lots of the really involved folks there, and every evidence (including the tweet stream) that the second day was every bit as good.   Tony talked about his new book with Karl Kapp, Chuck Hamilton spoke on lessons learned through IBM’s invovlement in Virtual Worlds, Koreen Olbrish chaired a panel with a number of great case studies, to name just a few of the great opportunities.

Chuck listed 10 ‘affordances‘ of virtual worlds, expanding a list Tony had previously started.   There was some debate about whether affordance is a good term, since not everyone knows it, but I maintain that for people who need it, it’s the right term and that we can use some term like ‘inherent capability’ for those who don’t.   I had some quibbles with Chuck’s list, as it seemed that several confounded some issues, and I hope to talk with him more about it.

Tony also presented, in particular, some principles about designing learning for virtual worlds (see slide 17 here).   Interestingly, they aren’t specific to virtual worlds, and mirror the principles for designing engaging learning experiences that come from the alignment of educational practice and engaging experiences I talk about in my book.   Glad to see folks honing in on principles for creating meaningful virtual world experiences!

The revelation for me, however, was linking the social informal learning with virtual worlds.   Virtual worlds can be used for both formal and informal learning, they’re platforms for social action.   I’ve had the formal and informal separated in my mind, but needn’t.   I’ve been quite active in social learning to meet informal learning needs with   my togetherLearn colleagues, but have always written off virtual worlds as still having too much technical and learning overhead to be worth it unless you have a long-term intention where those overheads get amortized.

What’s clear is that, increasingly, organizations are creating and leveraging those long term relationships.   ProtonMedia even announced integration of both Sharepoint and their own social media system with their virtual world platform, so either can be accessed in world or from the desktop. There were a suite of examples across both formal and informal learning where organizations were seeing real, measurable, value.

The underlying opportunities of virtual presence are clear, it’s just not been clear that it’s significantly better than a non-immersive social networking system.   Certainly if what your people need to formally learn, or informally network on is inherently 3D, but the contextualization is having some benefits.

Some issues remain. At lunch I was talking to some gents who have a system that streams your face via webcam onto your avatar, so your real expressions are represented.   That’s counter to some of the possibilities I see to represent yourself in virtual worlds as you prefer to be seen, not as how nature commands, but there are some trust issues (and parental safety concerns as well).

Still, as technical barriers are surpassed, and audiences become more familiar with and comfortable in virtual worlds, the segue between formal and social networking can be accomplished in world making a virtual business office increasingly viable.   It may be time to dust off my avatar and get traveling.

Virtual Worlds #lrnchat

31 July 2009 by Clark 4 Comments

In last night’s #lrnchat, the topic was virtual worlds (VWs).   This was largely because several of the organizers had recently attended one or another of the SRI/ADL meetings on the topic, but also because one of the organizers (@KoreenOlbrish) is majorly active in the business of virtual worlds for learning through her company Tandem Learning.   It was a lively session, as always.

The first question to be addressed was whether virtual worlds had been over or underhyped.   The question isn’t one or the other, of course.   Some felt underhyped, as there’s great potential. Others thought they’d been overhyped, as there’s lots of noise, but few real examples.   Both are true, of course.   Everyone pretty much derided the presentation of powerpoints in Second Life, however (and rightly so!).

The second question explored when and where virtual worlds make sense.   Others echoed my prevailing view that VW’s are best for inherently 3D and social environments.   Some interesting nuances came in exploring the thought that that 3D doesn’t have to be our scale, but we can do micro or macro 3D explorations as well, and not just distance, but also time. Imagine exploring a slowed down, expanded version of a chemical reaction with an expert chemist!   Another good idea was for contextualized role plays.   Have to agree with that one.

Barriers were explored, and of course value propositions and technical issues ruled the day. Making the case is one problem (a Forrester report was cited that says enterprises do not yet get VWs), and the technical (and cognitive) overhead is another.   I wasn’t the only one who mentioned standards.

Another interesting challenge was the lack of experience in designing learning in such environments.   It’s still new days, I’ll suggest, and a lot of what’s being done is reproductions of other activities in the new environment (the classic problem: initial uses of new technology mirror old technology).   I suggested that we’ve principles (what good learning is and what VW affordances are) that should guide us to new applications without having to have that ‘reproduction’ stage.

I should note that having principles does not preclude new opportunities coming from experimentation, and I laud such initiatives.   I’ve opined before that it’s an extension of the principles from Engaging Learning combined with social learning, both areas I’ve experience in, so I’m hoping to find a chance to really get into it, too.

The third question explored what lessons can be learned from social media to enhance appropriate adoption of VWs.   Comments included that they needed to be more accessible and reliable, that they’ll take nurturing, and that they’ll have to be affordable.

As always, the lrnchat was lively, fun, and informative.   If you haven’t tried one, I encourage to at least take it for a trial run. It’s not for everyone, but some admitted to it being an addiction! ;)   You can find out more at the #lrnchat site.

For those who are interested in more about VWs, I want to mention that there will be a virtual world event here in Northern California September 23-24, the 3D Training, Learning, & Collaboration conference.   In addition to Koreen, people like Eilif Trondsen, & Tony O’Driscoll (who has a forthcoming book with Karl Kapp on VW learning) will be speaking,   and companies like IBM and ThinkBalm are represented, so it should be a good thing. I hope to go (and pointing to it may make that happen, full disclaimer :).   If you go, let me know!

Rethinking Virtual Worlds

24 June 2009 by Clark 3 Comments

I guess I have a visceral aversion to hype, because my initial reaction to ‘buzz’ is focusing in on the core affordances and disparaging mistaken uses of a new technology.  However, I do eventually open to taking advantage of the affordances in new ways. Case in point: learning styles.  I pointed out the flaws in the thinking several times, and then rethought them (without removing my previous views, I looked for the positive opportunities).  Now, preparing for a presentation, I’m rethinking some of my stances on learning in virtual worlds.

I’ve previously opined that there are two key affordances in virtual worlds: the spatial and the social, and that the technical overheads mean that unless there’s a long term relationship, the associated costs really argue that you should be hitting both.  I’m not changing that, but I was wondering what we might do if we did try to leverage those key affordances deliberately to support learning.

Taking a slightly cheeky approach, and quite willing to discredit presenting powerpoint presentations ‘in world’, I’ve tried to think through some subordinary, ordinary, and potentially extraordinary approaches to learning in a virtual world.  That is, opening learners up both cognitively and emotionally, presenting concepts, having examples available, creating meaningful practice, and scaffolding reflection.  What might we do?

Starting with pedagogy, I think a standard instructional design (read: presentations) is clearly subordinary.  An ordinary pedagogy might be a problem-based approach, but a really extraordinary approach might be to create a full immersive storyline in which the problem is embedded, turning it into a game world: a World of LearnCraft.  The idea is to mimic more closely the urgency typically felt when applying the knowledge in the real world (where it counts) by creating a similarly meaningful storyline to develop the associated motivation.  Then embedding resources in the story would scaffold the learning.  Of course, what I’m really talking about is game design ;).

Working with concepts, just presenting them is subordinary. Ordinary would be having them explorable, mapping them out in space, maybe with a scavenger hunt asking learners to find answers to questions embodied in the model.  A truly extraordinary approach would be to have the learners co-create the concept representation, using the collaborative creation capability available at least in Second Life.

Just having a poster for an example seems subordinary.  Having an example ‘gallery’, where you can examine the problem, the approach, and the results would be an ordinarily good approach. Ideally, the example could have the conceptual model layered on top of the decisions, mapping them to represent how th concept played out in context.  Beyond that, however, having the example be truly exploratory, where you could make certain decisions and see how they play out, and being able to backtrack (particularly with annotation about the mistakes the original team made) would be really extraordinary.

Practice is where we can and should be looking to games.  While having a quiz would be truly subordinary (if not maniacally mistaken), having a problem to solve ‘in world’ would be an ordinary approach. Again, having the problem be situated in a storyline, as the overall pedagogy, would be truly meaningful.  It’s easiest if the task is inherently spatial and social, but we certainly can benefit from the immersion, and building in social learning components can lead to powerful outcomes.

I’m somewhat concerned about trying to make reflection ‘in world’, because it’s inherently an ‘immediate’ environment.  It’s synchronous, and it’s been documented where normally reflective kids can go all ‘twitch’ in a digital environment.  It may be that reflection is ‘best’ when kept out of the world.  But for the sake of argument, let’s consider external reflection to be subordinary, and consider what might be ordinary and extraordinary.  Surely, having an ‘in-world’ but ‘post-experience’ discussion would be the ordinary approach.  Again, co-creating a representation of the underlying model guiding performance would be a really powerful reflective opportunity.

You still want to make some very basic learning decisions about virtual worlds.  If you don’t have an inherent expectation that there’s a long-term relationship with the world, the technical and learning overheads to facility in using the world would clearly suggest that you should seriously ensure that the payoff is worth it (like if the learning outcome is inherently spatial and social) and otherwise consider alternatives.  After that, you want to ensure that you’ve got meaningful practice.  That’s your assessment component, and you do want them applying the knowledge.  I suppose you could have the world be for concepts and examples, and have practice in some other format, but I admit I’m not sure why.  Around the practice, figure out how to embed concept and example resources. Finally, seriously reflect on how you support reflection for your learners.

Serious learning can and does happen in virtual worlds, but to make it happen systematically is a matter of design, not just the platform.  Fair enough?

Virtual Worlds & SCORM

10 June 2009 by Clark Leave a Comment

I was invited (thanks, Eilif!) to attend SRI’s workshop for ADL on SCORM and Virtual Worlds (VW) today.   I furiously tweeted it (check out the #adlvw hashtag), but now it’s time for reflections.   Represented were a number of people from various VW vendors (at least Qwaq, Second Life, Thinking Worlds), as well as SRI and ADL folks, and Avron Barr representing LETSI.

In case you don’t know, SCORM was developed to be a way to support interoperable content for learning.   However, the demands have grown. Beyond interaction, there’s a desire to have assessment reportable back to an LMS, and as our digital content resources grow larger, to address data quantities that go beyond download.   Angelo Panar from ADL   helped us understand that there are myriad ways that SCORM doesn’t scale well to handle things other than stand-alone objects. Peter Smith from ADL emphasized the importance of game-based learning, and the potential of VWs for meaningful learning.

Ron Edmonds from SRI nicely summarized the intersection: SCORM is standardized and interoperable, VWs are in competition and have vastly different models. The question is, what is the relationship between the two? Eilif Trondsen nicely characterized the situation that learning spans a gap from formal to informal.   SCORM’s highly focused (as of now) on asynchronous independent learner experience, but VWs are about social interaction, and are platforms, where learning experiences can be built.

The questions they were trying to answer were how to design learning experiences and measure/assess them, and then to decide what role SCORM plays.   It occurred to me that there are no unique issues to VWs except the social, so one particular solution is that the problems for SCORM and social media need resolving, and then can be ported to VWs without requiring a unique VW solution.

Another issue is the level of granularity.   If you design a collaborative exercise, and the interaction and collaborative response to reflection questions are what is key for the learning, then it’s a very different situation than when the goal is tightly constrained responses to very specific situations, e.g. the difference between training and education.   Back to the continuum Eilif was talking about, it seems to me that we can match the level of definition of the measure to the desired outcome (duh!).   However, SCORM has trouble with free-f0rm responses, so we get into some issues there.

The obvious ‘easy’ answer is to have SCORM just be a mechanism to introduce existing content objects ‘in world’.   That’s what a number of platforms have done, whether having SCORM objects appear as objects, or an embedded browser presents them.   A more complex alternative is to have an instructor or the learner respond via a custom interface with a response that’s relayed to an LMS using SCORM protocols. But can we go further?

I’ve argued in the past that social interactions should be a design feature only if the learning objective includes social components.   However, I also pointed out today that the VW may only be part of the solution, and when we look at the broader picture of the learning experience, we may well wrap reflection outside the world.   So then our learning model needs to include more than just content presentation, and we start veering off to Educational Modeling Language and the IMS Learning Design specification, which really isn’t yet a part of SCORM (but arguably should be).

Really, our learning categorization has to include activities as broad as mentoring, coached real performance, and social interaction, as well as content exposure, and interactive activities. It needs to span VWs, social media, and more.   It’s about developing learners richly, not just presenting a prix fixe menu.

I’m mindful of the conversation I had with Adam Nelson from Linden Labs (one of many fruitful conversations at the breaks that helped frame the thoughts above), and I asked whether his role for enterprise learning applications included my broad view of learning, that it’s not just about formal learning, or, worse, just ‘training’, but includes mentoring, discussions, all the way to expert collaboration.   That’s not necessarily what we need to track, but we do need to see the results, to look for opportunities (adding value as facilitators, not just content producers).

It’s clear that ‘in world’, we can have the equivalents of most social media, e.g. collaborative persistent spaces with representations and annotations are a richer form of wiki.   A shared element was the ‘overhead’ in virtual worlds, so the question is whether the affordances of virtual worlds are worth the investment.   I still believe that’s an issue of whether the domain/task is inherently 3D and/or that this is a long-term relationship so the investment is amortized.   There are lots of factors.   Still, it’s an intriguing idea to think that we will be able to interact, communicate, and collaborate in technology-augmented ways that aren’t possible in the real world. Of course, we’ll be able to do those in the real world too, largely, via ARGs (as I previously commented on the connections).

There’s a broad gap between what our tools enable, and what standards are ready to support.   The ultimate question was what the role of ADL would be.   I reckon it’s early days for VWs, so the role in this regard is, to me, track what’s happening and look for patterns that can be extracted and codified for ways to add value.

It’s the wild west or a goldrush right now, and the outcome is still to be decided.   However, the learning potential is, quite frankly, awesome, so it’s an exciting time.   Here’s to adventure!

Context & learning environments

4 June 2009 by Clark Leave a Comment

I was talking with Gina Shreck, who I’d known through Twitter, at a Sun-sponsored happy hour about new learning environments. She’s been quite active in Virtual Worlds (VW), and I was describing an Augmented Reality Game (ARG), and it came to me that there are some really meaningful similarities.

We know from research like John Bransford’s Anchored Instruction and Brown, Collins, & Duguid’s Situated Cognition that learning works better in context (even if you spread across contexts to generalize).   What I realized is that both approaches are really using technology to bring context for learning into vivid relief.   I’ve been active in games for learning because it provided meaningful practice, and of course VW’s can be used to host games in (realizing that VW‘s aren’t inherently games, but instead are just environments), and so are ARG’s.

Even when designed for learning, the point is to try to enrich the context.   Web-based games are the easiest, but there are times when more full contextualization is necessary, and the different environments offer different affordances or capabilities.

Despite the overhead, VWs are immersive in that your avatar is totally ‘in world’, and you can design that world to be anyplace/anytime you want it to be.   You can design the contingencies the way you want.   While most valuable for 3D, it may also be important for when total difference is necessary.   Specific examples include building real world structures that must be explored or investigated, for learning purposes.

On the other hand, ARGs are set in the real world, but specific constraints can be introduced.   You can have specific events, materials, and people (real or virtual) appear in the world you want.   Again, you want to develop associated decision making for those explored contexts.

The reason to use an ARG is to develop the ability to develop the capability in situ, that is, as close to the real world context as possible, whereas VWs can add extra dimensions, or work for contexts that are too expensive or dangerous to do live.   That’s also true for non-VW games as well, of course.

The point is to minimize distance and maximize transfer from learning context to real world application.   The overhead to take advantage of these sorts of capabilities is dropping quite rapidly. The goal is to discover the degree and type of contextualization needed (as well as pocketbook, of course), and decide what environment offers the necessary depth and value to achieve the outcomes you need.   However, you need to understand the full repertoire of tools available, and their affordances, to optimally choose an approach.   So, game on!

Sims, Games, and Virtual Worlds

26 April 2009 by Clark 4 Comments

On last week’s #lrnchat, which I missed most of for my lad’s band concert, I tuned in during a break and saw that Marcia Conner (@marciamarcia) had asked a question I wanted to answer (but couldn’t in 140 chars :).   She asked: “Would someone explain diff between sims (often used well for ed) and VWs?”   She was concerned that some people were using them interchangeably, and I do think it’s important to have some clear definitions.

I stipulate (and would love to get agreement on) a definition that works like this:

  • A simulation is, technically, just a model.   It’s captures the relationships of some part of the world (real or virtual), typically not all.   It can be in any potential state, and be manipulated to any other valid state.
  • When we put that simulation into an initial state, and ask someone to take it to a particular goal state, I want to call that a scenario.   And, typically, we wrap a story around it.
  • We can tune that scenario into a game.   Not turn it, tune it.   A game is a scenario that’s been optimized to have just the right (subjective) level of challenge, a story learners care about, and a bunch of other elements that characterize an engaging experience.

So what’s a Virtual World?   In the above definition, it’s a simulation with the particular characteristics that it’s 3D, and typically also can host many individuals within it.   Now, the infamous World of Warcraft has been turned into a game by a) embedding a bunch of quests (initial states where you try to achieve certain goal states) and b) tuning the experience to be compelling (even addictive).

It gets interesting when we start talking about learning in the context of sims, games, and Virtual Worlds.   A simulation, for a motivated and effective self-learner, is a powerful learning environment.   They can explore the relationships to their desired level of understanding.   The only problem is that motivated and effective self-learners are unfortunately rare.   So, we more typically create scenarios.

When you choose an initial state, and properly choose the goal state, you can ensure that they can’t achieve the goal state until they fully have grasped the nuances of the relationships and can act upon them in specific ways.   That’s the essence of serious game design! This is, I argue, the best learning practice next to live performance with mentoring.   The benefits to scenarios, of course, are that live performance can have costly consequences (e.g. losing money, breaking things, or killing people) and individual mentoring doesn’t scale well.

Are there reasons to tune a scenario into a game?   I want to argue that there are.   First of all, there are the motivational aspects, keeping the learner’s interests.   Second, optimizing the challenge means that the learner is moving through in the minimal amount of time.   Finally, we can alter the storyline to make it more meaningful – exaggerating characters or motives or context – which actually brings the practice environment closer to the urgency likely to be felt in the real world, when it matters. Truly, learning can and should be ‘hard fun’!

How about learning in virtual worlds?   I’ve talked about this before, but certainly, I believe, if the learning objectives inherently support 3D reasoning, whether industrial plant arrangement and operation, molecular structure, or architecture, absolutely.

However, a virtual world is just a simulation, and if you want learning outcomes, you need either self-directed and motivated learners, or embedded scenarios.   Which is what I have been seeing, for example I have seen a very nice demonstration for insurance adjusting.

In addition, when social interaction matters, there are some interesting opportunities.   Individuals can represent themselves as they please, and can create the contexts they wish as well.   (However, I have also seen what are, essentially, slide presentations in a virtual world, and think that’s ridiculous.)

On the other hand, virtual worlds currently have some overhead issues: learning to be effective in them has a learning curve, and there are technical overheads as well.   Consequently, I have been loath to recommend them for many situations where they could be used, if there isn’t an inherently 3D rationale.

However, I do believe that a) the overheads are rapidly being dropped by advancements both UI and technical and b) that there are some ephemeral things that are still fully to be realized.   People I trust, including Joe Miller and Claudia L’Amoreaux of Linden Labs, Karl Kapp of Bloomsburg University, and Tony O’Driscoll of Duke University, continue to express not only the available, but also the untapped potential.

Still, I think the definitions are solid, and am comfortable with the current assessment of virtual worlds.   I’m willing to be wrong, on the latter :). I welcome your thoughts.

Virtual Worldly

1 June 2008 by Clark Leave a Comment

The Learning Circuits Blog Big Question of the Month for June is about Second Life. They elaborate the question:

In what situations, do you believe it makes sense to develop a learning experience that will be delivered within Second Life?

If you were to develop a training island in Second Life, what kind of environment and artifacts would you consider essential for teaching?

Just as there are considerable differences in blended learning and virtualclassroom training, what are some of the major differences (surprises) in training within virtual worlds?

I‘ve made my thoughts on virtual world affordances clear before: virtual worlds (of which Second Life is one) are 3D environments where one can interact with others through an avatar (it‘s not a profile, but an alternative representation of yourself that you can craft), and the key two components are the spatial representation, and the ability to invest a personalization in the avatar.

If you‘re not doing spatial, there are other vehicles for doing collaboration textually or visually. The social aspect with the 3D representation of one‘s self may have unique learning aspects as well, though the overhead (the time to learn, craft an avatar, the download, bandwidth requirements, etc) is significant for that capability. I think the jury is still out on the benefit of the purely social aspects of Second Life, and consequently I‘m still on the fence about the learning environment if your goals aren’t inherently spatial as well.

There are other aspects to Second Life, including the economy, but that‘s not necessarily yet germane to organizational learning goals. There is considerable potential for an individual learning opportunity in Second Life, but that‘s yet to be seen on a broad scale.

So, to me it comes back to spatial situation, but this is not a niche application. I‘ve argued that systems-thinking is part of the new skill set we need to have, and spatial modeling and using spatial representations gives us an extra representation dimension to comprehend and communicate.

A very special version of this is co-collaboration. Second Life lets you work together on creating things, and having disparate experts able to negotiate developing a 3D model to capture their understanding. What‘s more, you can make dynamic representations, with scripts, which really takes you into systems-thinking. The overhead is high, as modeling is difficult in Second Life, and scripting more so, but this is a truly awesome opportunity.

To answer the questions, I wouldn‘t use Second Life for all teaching, but specifically where we want people to understand inherently spatial relationships (e.g. the internals of devices, places, or spaces) or relationships we‘ve mapped into spatial ones. And when I want to let folks jointly create new understandings in a very rich way.

MMORPGs as Learning Environments

21 February 2008 by Clark 4 Comments

I was recently part of a PhD thesis project that asked some folks to do a Delphi process about the educational use of MMORPGs. It was interesting, and of course thought-provoking, and now it‘s done I can talk about it.

Beyond the obvious benefits of a potentially motivating context for learners, and commitment by the learner to the extent they‘ve customized the experience, there were some deeper issues. However, there appeared to be assumptions that it had to be massively multiplayer, and that existing such games would be used, as opposed to designing ones with specific characteristics to work with a selected cohort of learners. So we can first talk about those assumptions, and then move beyond.

One obvious concern is that in an existing environment, there are no specific learning affordances other than the game mechanics (which may not have much social benefit: there are little benefits to beating up kobolds outside the game environment). Now, some of the game mechanics may have transfer, particularly social ones, c.f. the leadership skills purportedly developed in World of Warcraft, so there are reasons. And, of course, you can always talk about learning in such environments.

The flip side of the social environment is the possibility for inappropriate social activities that can happen in real life, e.g. bullying, but this is not unique to the online learning environment and merely needs the same approaches of education and monitoring that you‘d want in real life.

Now, if you can design characteristics of the environment, such as the ability to build things (e.g. as in Second Life, where you can do 3D modeling, but it‘s not a game), and you can create the context and task for learners, you can embed specific learning outcomes into the environment (you know that designed learning environments is what I‘m about).

Of course, I‘ve also mostly been about individual learning experiences, and have argued that unless you‘ve social learning objectives, there‘s not a principled reason to build social games. However, that is neglecting the benefits of collaboratively problem-solving (though it can be done by post=game reflection), which often has great learning benefits (e.g. social learning theory: Bandura, Vygotsky, etc).

One of the big themes that emerged that I hadn‘t really tweaked to but now embrace is that such environments may foster 21st century skills. Such environments naturally include communication and collaboration, and could easily be augmented.

And, of course, one of the challenges even if we could develop and deploy these is ensuring that mentors or teachers are capable of scaffolding the learning from these environments. That, I think, is a 21st century skill needed now amongst educators, and it still needs to be developed (and motivated and rewarded!).

It‘s pleasing to see these explorations, and here‘s hoping there‘s more.

Virtual World Learning

26 January 2008 by Clark 2 Comments

Yesterday I had the privilege of an in-world meeting with my colleague Claudia L’Amoreaux, who’s now a major part of Linden Lab‘s education efforts with Second Life. Second Life, if you’ve been in a cave the past few years, is the first major successful virtual world. It’s a massively multi-player online environment, but it’s not a role-playing game, as there are no quests or NPC (non-player characters). In 2nd Life, you can build things, earn ‘money’ (Linden dollars; which have a cash exchange value for US$), and of course socialize. Many companies have set up places or islands in 2nd Life, and are holding learning events or creating learning places.

It was very gracious of her to give me time in her busy schedule, and I’m grateful because she refined and extended my understanding. I’ve talked before about virtual world learning affordances, so I let me focus on the new understandings.

First, I have to say that she didn’t change my fundamental take on the affordances. It is very much about spatial opportunity, both in place and in 3D representations. These are not trivial at all, but instead may have unique appeal for special needs rather than being general purpose. When those are the need, however, the virtual world is very compelling.

A second issue is one that I undervalued, and that’s the ability to represent yourself how you’d like to be seen, in more ways than one. The overhead is somewhat high, but I think I didn’t really ‘get’ how important this can be, as Tony O’Driscoll has let us know. There was another facet of this, however, which I truly missed, and that’s the ability to create a place to meet (if you own land, or you can presumably choose a meeting place that represents the ‘atmosphere’ you want to convey).

What Claudia helped me see is that the ability to create a look and environment serves as a powerful channel to communicate much information. She teleported me to a location she’s created to hold meetings with people and it’s a beautiful, comfortable place, very relaxing. She showed me Pathfinder Linden‘s in-world place which is very different, full of cool toys.

She emphasized the informal learning potential in such spaces, which can be building things to share if you’re appropriately skilled, or taking people to places with appropriate things. In formal learning, it’s more about, as said above, spatial and immersive experience. She mentioned learners making a ‘film’ of a book about a child soldier, and it did occur to me that if you have internet access, you could create a set and have actors and record it with much less overhead than a live movie. So there are some barrier-reductions involved in this world too.

So, all in all, I have to say I’ve underestimated virtual worlds. By the same token, I still think they’ve been over-hyped. Claudia’s lasting message, however, is intriguing. She said that when the world wide web was established, no one truly imagined how it would grow. Claudia sees virtual worlds as a similarly new platform with as yet unexplored potential, where we’re still repeating old activities with the new technology. Which we know is historic precedent, and gives us reason to pause in judgment.. As she said, no one she knows who’s really gotten into it has subsequently ‘got out’.

At the DevLearn conference, Paul Saffo pointed out that our technology expectations are linear, but the capabilities grow in a non-linear manner. Consequently, we’re liable to find that such innovations underperform our expectations initially, and outperform as they reach critical mass. And I know that my old boss/mentor/colleague Joe Miller and the folks within Second Life are continually driving new innovations, so we can probably expect things to get simpler, more powerful, or both. So there’re unexplored opportunities. I’ll stick with my (modified) position now, but eagerly await new understandings.

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