
Virtual worlds
Virtual worlds are online environments where multiple users can interact together or with characters or interactive environments. Virtual worlds are immersive 3D environments where users have a great deal of freedom in terms of where they go and who the can interact with. Users participate in the world through the control of an avatar or online persona. An Avatar allows a user to choose how much of their real self they wish to portray in the virtual world, potentially allowing them to act as completely different people.
Samples
Many of these samples will require you to access and experience the virtual world “Second Life”. Instructions on how to do this are found in the Design Steps below.
Mare Mare Research Centre
Design examples of environments created in Second Life
| Source | Mare Mare Research Centre is a must for teachers thinking about using SL in their teaching. |
|---|---|
| (SL)URL*: | http://learningismessy.com/blog/?p=196 |
| Use | Design examples of environments created in Second Life |
| Delivery | Through teleport to Second Life |
| Customisation | Privately owned space in Second Life that can be accessed but not modified by visitors. |
| Availability | Online at Second Life at all times. |
Health Info Island
Health Exhibits and Information.
| Source | Mare Mare Research Centre is a must for teachers thinking about using SL in their teaching. |
|---|---|
| (SL)URL*: | A Slurl* is a url that directs you to a reference point inside Second Life |
| Use | Health Exhibits and Information. This is a good demonstration of how to use what exists in SL for educational purposes without having to build things yourself |
| Delivery | Through the virtual world “Second Life”. |
| Customisation | Privately owned space in Second Life that can be accessed but not modified by visitors. |
| Availability | Online at Second Life at all times. |
Virtual Hallucinations
To demonstrate effects of mental illness during a variety of episodes.
| Source | Virtual Hallucinations facility in SL, which is, designed to education people about mental health issues. |
|---|---|
| (SL)URL*: | A Slurl* is a url that directs you to a reference point inside Second Life |
| Use | To demonstrate effects of mental illness during a variety of episodes. |
| Delivery | To demonstrate effects of mental illness during a variety of episodes. |
| Customisation | Privately owned space in Second Life that can be accessed but not modified by visitors. |
| Availability | Open access in Second Life. |
Book Island
SL’s area dedicated to the book publishing industry.
| Source | Book Island |
|---|---|
| (SL)URL*: | A Slurl* is a url that directs you to a reference point inside Second Life http://slurl.com/secondlife/Book%20island/125/153/36/ |
| Use | SL’s area dedicated to the book publishing industry. Here there are 80 shops showcasing writers, authors, editors, printers, publishers, SL and RL books. |
| Delivery | Through the virtual world “Second Life”. Book Island Events and Discussion Group. |
| Customisation | Shops can be purchased for display in this area. |
| Availability | Open access in Second Life. |
Sun Virtual Work Space
Collaboration and work projects conducted between workers in remote locations
| Source | Sun Virtual Work Space |
|---|---|
| (SL)URL*: | http://research.sun.com/projects/mc/mpk20.html and video demonstration at http://research.sun.com/projects/mc/video/MPK20-oct2007.mov |
| Use | Collaboration and work projects conducted between workers in remote locations |
| Delivery | Online to Sun Employees |
| Customisation | Only by Sun |
| Availability | Only to Sun Employees. Video demonstration above to provide example of creative use of virtual worlds for collaboration and remote project work. |
Why include Virtual worlds?
Virtual Worlds enable trainers to engage learners in an experiential environment that can take on a variety of dimensions depending on the context of the training delivery. In aVirtual Worldlearners can experiment, plan, solve problems, negotiate, collaborate, evaluate, learn from mistakes and take risks, while acquiring a wide range of life and employability skills, improved self-esteem and learning in a real way. Learners can interact with environments and personalities in ways that can be difficult to manage for a large group in traditional training. Virtual World envrioments are 3 dimensional, enabling the learner to inhabit a character or “avatar” within which to explore and engage with situations and environments from a variety of perspectives.
Virtual worlds can provide opportunities for rich sensory immersive experiences, authentic contexts and activities for experiential learning, simulation and role-play, modelling of complex scenarios, a platform for data visualisation and opportunities for collaboration and co-creation that can not be easily experienced using other platforms.
Features
Virtual Worlds are distinguished from other online spaces by sharing the following characteristics:
- Shared space.
The world allows many users to participate at once. Users can create and and inhabit highly detailed ‘virtual selves’ through the customisation of “avatars”. - Graphical user interface.
The world depicts space visually. - Immediacy.
Interaction takes place in real time. Users can move around their world using their keyboard and/or special ‘tools’ within the ‘world’. As well as walking and running, avatars are able to fly and ‘teleport’ to different locations and environments in the world. - Interactivity.
The world allows users to alter, develop, build, or submit customized content. Relatively easy-to-use built-in building and scripting tools allow users to create almost any object or any experience. Users generate all environmental and interactive content. Often users can own the intellectual property of environments they create. In addition, Audio and video can be streamed from the web and played “in-world”. - Persistence.
The world's existence continues regardless of whether individual users are logged in. - Community.
The world allows and encourages the formation of in-world social groups like teams, friendship groups, learning cohorts, clubs, cliques, housemates, or other purpose driven communities. The commercial organisation that owns the Virtual World will require users to abide by terms of service but will pursue a hands-off approach to governance, allowing users to self-govern conduct in the virtual world
Some virtual worlds operate within a real “in-world economy” with real money transfer that enables the buying and selling of environmental creations (including virtual “land” within the world). Users are free to profit from these transactions.
There are a number of virtual worlds but 3 popular worlds include:
- 2nd Life - http://www.secondlife.com/
Students and educators can work together on the Second Life Grid from anywhere in the world as part of a globally networked virtual classroom environment.
Read this overview of Second Life for Educators
Read how Education organisations can get involved in Second Life - Active Worlds - http://www.activeworlds.com/
Active Worlds, a powerful Virtual Reality experience that enables users to visit and chat in incredible 3D worlds that are built by other users.
Read this overview of Active Worlds for Educators - There - http://www.there.com/
There™ is designed primarily for adolescents and is comic-like in appearance and interaction is easy.
Read this overview of There for Educators
(This information has been sourced from the Australian Flexible Learning Framework 2006 Project “Virtual Worlds” at http://virtualworlds.flexiblelearning.net.au)
Back to topIntegrating Virtual worlds
There are two main aspects to using Virtual Worlds in learning:
- Learners using the world for collaboration or to access content such as lectures, demonstrations, simulations and experiences.
- Trainers, and Learners develop “in world” creative and technical skills to construct elements in the worlds and share them with others. These worlds, then, are not just engaging, but provide a space for higher-level collaboration, simulation, testing of hypotheses, interaction, creativity and performance.
Other opportunities for using Virtual Worlds include:
- Distance and Flexible Education
Learners and Trainers can meet in-world to share information and resources via slides, audio and video, engaging in discussions, presentations, group projects and explorations. - Presentations, Panels and Discussions
Virtual Worlds ability to establish a sense of presence, shared space and shared experience makes it ideal for presentations, panels and discussions. Presenters can show slides and videos and stream their voices into the world. - Training and Skills Development
Virtual World platforms allows trainers to develop a range of strategies and spaces for training and skills development. - Self-paced Tutorials
The in-built building and scripting tools in Virtual Worlds allow for the creation of sophisticated self-paced tutorials - Displays and Exhibits
Learners and Trainers can create displays and exhibits. Using images, text and multimedia users can create interactive displays and exhibits that avatars can move in and interact with. - Immersive Exhibits
Learners can engage in, experience and respond to information in context, allowing for a deeper understanding of places, situations or circumstances. - Role Plays and Simulations
Learners can undertake a range of role-plays and simulations, practicing real life skills in a virtual space or exploring situations that they could not undertake safely or easily in the real world. - Exhibitions
Virtual Worlds host a range of Libraries, Art Galleries and Museums where Learners can engage in events, discussions, and displays on a wide range of topics. - Historical Experiences
Virtual World users have created a range of environments based on historical places and events. These environments can be used for a range of learning activities including role-plays, action learning and research and historical study.
Design steps
We’ll use the example of Second Life to illustrate the starting point of engaging with Virtual Worlds – Signing Up. Consider undertaking your first exploration of a virtual world with a colleague or Friend to help share the experience and to overcome any problems along the way.
Signing Up for Second Life
- Check that your computer meets System Requirements: Second Life has specific software and hardware requirements. Check the website for further information. If your computer doesn't meet these requirements, you may not be able to participate in Second Life effectively.
- Visit the Second Life Homepage and Go to the Join Now section where you will find an online form to fill out.
- Choose a Name for Your New Avatar:
You don't need to use your real name. - Choose from Some Basic Avatar Options:
Choose a basic set-up for the appearance of your new avatar. There are a number of male and female options on the website to choose from. Choose some basic features and continue exploring – you can modify these later. - Complete the Registration Form
- Download and install the Second Life client: You will need to download and install the Second Life software onto their computer. (About 30MB for Windows users and 62MB for Mac users). You must have this software installed in order to access Second Life.
- Log in to Second Life and Start Exploring:
Launch the Second Life software and login. You will arrive on Orientation Island where you will be able to use the resources there to familiarise with the Second Life interface. - Familiarisation
Play and explore initially without too much thought of your training plans. Immerse yourself in the environment as a learner and visit and engage with as many sites as possible. Give yourself the space to familiarise yourself with the geography, facilities, norms, values and other socio-cultural features. Explore as much of Second Lifefirst hand as you can so you can confidently brief your learners. - Make Time
You will need time to prepare yourself to learn and appreciate the potential of Second Life for teaching and learning. It takes time to become technically proficient in Second Life - Reflect
Reflect on your experience in Second Life and the lessons for you as a learner in a virtual world.Consider the meaning of your Second Life experiences and of your understanding of how this new world works – its strengths and weaknesses, its attractions and dangers.
Getting started in Second Life with your Learners
- Ensure that learners are trained in the use of virtual world software. Ensure that they are aware of the processes to use to get assistance – possible training in basic troubleshooting processes. Act as mentor and trouble shoot support through initial group forays into Virtual Worlds to provide confidence in building an understanding of operating “in world”
- Ensure clear vision/guidance as to how many hours learners should engage per day/week. Ensure clear vision/guidance as to where engagement should occur (home or educational institution).
- Encourage learners to experiment and interact with a variety of environments “in world”. Reflect on these experiences to help support further experimentation or resistance to engaging with new experiences.
- Discuss how “in world” experiences shape an understanding of themselves and their sense and understanding of others in a variety of situations especially physically, socially, and culturally.
- Provide opportunities for learners to simulate engagement with a variety of social and physical situations and provide questions and content to help them reflect and learn from these simulations.
- Embed a notion of adventure into your teaching activities by regularly providing new places and new people to explore. Encourage learners to move around and express themselves with a wide range of gestures.
Assessment
Because of the wide number of personal and environmental variables within a virtual world Assessment Tasks need to be unambiguous. Develop clear assessment guidelines and provide a clear assessment outline for your learners.
Depending on the type of activity chosen, it would be possible to use the virtual classroom for assessment of such activities as presentations of project outcomes, debates, role plays, simulations, information collection, engagement in problem solving activities. Ideally learners should know the criteria by which their participation in the virtual world is going to be assessed.
The following rubric was developed to support Facilitators develop learning and assessment experiences in Virtual Worlds:
Download the facilitation exemplar in full here.Generic skills
Virtual Worlds offer extremely rich and immersive opportunities to foster generic skills. Generic skills which may be developed include:
- working in groups and teams (defining the roles in the team, crisis management, giving feedback to other team members). Virtual World can enable groups to breakout to work on a task.
- problem solving and offering solutions to issues posed in discussions and simulations (developing creative and innovative solutions, applying a range of strategies to solve problems)
- communication skills (using appropriate language for the audience, persuading effectively, sharing information, asking for clarification, agreeing and disagreeing)
- effective use of a range of technologies.
Technical notes
Virtual Worlds can be hungry users of bandwidth and computer memory. Platforms are continually being updated on Virtual Worlds so updated client software may need to be downloaded and installed regularly. Your computer may also require the installation of plug ins to enable you to experience streaming audio and video from inside the Virtual World.
Determine your systems capacity and connectivity to ensure a quality experience in virtual worlds. For an example, here are the Technical System requirements for the using Second Life - http://secondlife.com/corporate/sysreqs.php.
Accessibility – while the technology to allow vision impaired people to enter is yet to be developed, Virtual Worlds provide opportunities for people with physical disabilities to simulate full physical functionality
Skills
- Development of skills to enable you to participate, communicate, interact and work in a virtual world
- development of teaching skills in Virtual Worlds (greeting participants, asking questions and guiding the interactions/explorations, encouraging all participants to be involved, encouraging experimentation and interaction, reflection and de briefing, supporting, providing technical assistance,)
- development of technical skills to manage the virtual world sessions (assigning certain privileges, setting up environments, developing activities)
- (potentially) acquiring the skills to shape and build custom built environments, interactions and experience for your learners in the virtual world.
See also
From the Framework
More resources from the Australian Flexible Learning Framework
- Virtual Worlds – Real Learning
The New Practices in Flexible Learning 2006 Virtual Worlds – Real Learning! project was designed to capitalise on the willingness of learners to engage with virtual worlds, by using a range of pedagogical activities to move learners from playing to an enhanced learning experience.
http://virtualworlds.flexiblelearning.net.au/ - Virtual Worlds – Real Learning! Pedagogical reflections
http://virtualworldsreallearning.wikispaces.com/space/showimage/VWRL_pedagog_reflect.pdf - The Knowledge Tree~Panel Discussion: Virtual life learning
This discussion brings together an international panel of educators, who work with and in a virtual world, Second Life, to discuss their projects, the benefits and barriers of working in virtual worlds and how educators might make the most creative use of these environments.
http://kt.flexiblelearning.net.au/tkt2007/edition-14/panel-discussion-virtual-life-learning/ - Virtual Worlds
Overview of the educational projects currently happening in Second Life - an online 3D virtual world which is being used by thousands of educators and their students from around the world. Includes an introduction to the main characteristics of Second Life, as well as case studies relevant to educators who are interested in exploring this new and emerging environment for teaching and learning.
Download the Second Life handout here (PDF 237KB) and PowerPoint presentation here. Access the Elluminate session recording here or http://tinyurl.com/yqsu54 - 'Teaching and Learning in Virtual Worlds' network
The network encourages participants to have a shared experience in Second Life (‘in world’) and then discuss the educational implications.
http://virtualworldsreallearning.wikispaces.com/Teaching+%26+Learning+in+Virtual+Worlds
The network was launched with an Elluminate session showcasing some Australasian projects in Virtual Worlds.
The Launch can be watched at http://tinyurl.com/22oyn6 - SurReal Quests: Enriched, purposeful language learning in Second Life
Web Quests in Second Life, which create immersive and challenging opportunities for a wide range of language skills to be developed and practised (reading, listening, interviewing, writing and speaking), while learners create tangible products like podcasts or video casts. http://kt.flexiblelearning.net.au/tkt2007/edition-15/surreal-quests-enriched-purposeful-language-learning-in-second-life/
Tools and resources
- Second Life Education Wiki
Linden Lab's official resource for educators in Second Life.
http://simteach.com/wiki/index.php?title=Second_Life_Education_Wiki - Second Life as an educational tool (Podcast)
Educators Lindy McKeown and Jo Kay (known "in world" as Decka Mah and Jokay Wollongong respectively) share their perspectives on Second Life and some of the discoveries they've made.
http://www.edna.edu.au/edna/go/news/podcast/eli/ELIEP9 - Australian Second Life Educators and Researchers
A small group of Australian Life. The focus of this site is Education and Research.
http://ausslers.com/ - Best Practices in Using Virtual Worlds For Education
The first Best Practices document created by Global Kids, Inc. (http://globalkids.org/) was originally produced in the summer of 2006 after six months working in the teen grid of the virtual world of Second Life (TSL).
http://www.holymeatballs.org/pdfs/BestPractices.pdf - Sloodle
Sloodle is an Open Source project that aims to develop and share useful, usable, desirable tools for supporting education in virtual worlds, making teaching easier. Through engagement with an active community of developers and users, the Sloodle project hopes to develop sound pedagogies for teaching across web-based and 3D virtual learning environments. Sloodle integrates the Second Life multi-user virtual environment and the Moodle learning-management system.
http://www.sloodle.org/ - ABC Island in Second Life
The Australian Broadcasting Corporation has established a trial virtual ABC Island on Second Life.
Information on the island can be found at
http://www.abc.net.au/services/secondlife/
If you have Second Life software installed you can teleport straight there from
http://slurl.com/secondlife/ABC%20Island/128/128/0/ - Newbie Tips: Basic Skills in Second Life
Video by Australian Virtual World researchers Jokay Wollongong and Sean Fitzgerald
http://www.youtube.com/watch?v=atSIbL98dfo - Natalia's Getting Started in Second Life Guide
This Guide assumes you are a new Second Life resident, fresh from Orientation Island. The goal is to give you the essential information and skills you need to explore the rest of SL on your own.
http://slnatalia.blogspot.com/2006/11/natalias-newbie-getting-started-guide.html - Virtual Worlds List by Category
http://virtualworldsreview.com/info/categories.shtml