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Eventedness and Disjuncture in Virtual Worlds: Educational Research
Eventedness and Disjuncture in Virtual Worlds: Educational Research
Educational Research
Vol. 52, No. 2, June 2010, 183196
Introduction
In educational literature, virtual worlds (VWs) are rarely portrayed as a cultural
environment. Many educational discussions focus on VWs as a platform for social or
informal learning (Minocha and Roberts 2008; Edirisingha et al. 2009), but it is rare
to nd a discussion about the worldness (the type of world, with associated culture
and salient characteristics) of the environment, especially relating to multi-user
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Figure 1.
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Its inspired new ideas of where I can apply my work and its a lot easier to try these
things out on SL than in real life . . . knowing that people are out there and may come
across it [her work in Second Life] makes me think about how my work is applied and
what other people think about it . . . (Truelove 2009)
Signicantly, both students are reecting on the eect of co-presence or being there
together (Schroeder, 2002) within the VW. For one student, however, having others
co-present in the VW represents a potential audience that she found stimulating and
enjoyable; for the other co-presence was alienating. In essence the second student has
started to understand the possibilities of belonging in the VW, negotiating the
otherness of the world, whereas the rst student has not yet adjusted to the idea
that the VW is a space in which individuals actually reside.
The concept of co-presence therefore combines aspects of belonging in and
belonging to. To be able to feel co-presence, participants must have a sense of being
there with others. If this is to lead to a positive experience, participants must also
have a certain level of cultural immersion in the environment. Co-presence is a broad
term, but in the context of MUVEs, the avatars give an impression of a physical
presences within a unied space. For example, may people maintain socially
acceptable levels of interpersonal distance between avatars despite them being
virtual. This is an eect of the feeling of co-presence.
Alongside the established idea of co-presence, the Open Habitat project proposed
the notion of eventedness. This term encapsulates a conceptual framework that was
developed to take into account varied reactions to the same environment by
accepting that VWs are primarily experiential spaces rather than knowledgegathering tools (Cormier 2009). Eventedness then is a method of assessing the nature
of experiences in social media such as VWs, and, like the concept of co-presence, it
is bipolar, with the two extremes represented by the experience of being an individual
and being part of a communal activity.
In this context, the denition of communal should not be confused with the
notion of community. An eective student group in which collaboration and peer
learning are taking place could be characterised as a community of practice (Wenger
1999); however, it is possible to experience the communal without being part of a
community. In the context of eventedness, the communal can be closer to the
knotwork described by Engestrom, Engestrom and Vahaaho (1999), in which small
groups form for a short period of time to perform a specic task, after which they
disband. The important factor is that participants need to feel they are part of a
shared endeavour for eventedness to occur. It is not possible to have a communal
experience of this type within social media without a sense of belonging; hence the
decreasing potential for an evented experience.
Figure 2 portrays these ideas pictorially. It is an approximation drawn from our
personal experience and is based on our perceptions of how dierent online tools and
environments cohere with and match to the inter-related concepts of eventedness and
co-presence. So, for example, the nature of activity within a Social Networking
platform such as Facebook will aect an individuals level of eventedness. A brief
period in which a small group of friends discuss a specic subject or event is
communal in nature and therefore evented. However, if their homepage becomes a
series of status updates, which are essentially autonomous in character, they are
likely to feel less co-present and therefore more isolated.
Putting the two concepts of co-presence and eventedness together allows us to
analyse a wide range of technology-based learning experiences, and Figure 2 maps
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Figure 2.
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Application to learning
Figure 3.
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teaching sessions were undertaken in a computer lab on campus but much of the
piloting activity was done at a distance. The most successful example of this was the
tree building day (Figure 4), during which a group of seven students and two tutors
spent about ve hours on an empty island in Second Life each building a thematic
tree, chosen from a short list. Examples included realistic tree, surrealistic tree,
typographic tree, tree of life, family tree, naughty tree etc. In the words of their
principal lecturer, Ian Truelove:
The tree-building day succeeded because it most closely replicated the essence of the art
school studio. Both students and tutors shared the same goal of building one of a range
of specied trees, and worked alongside each other in a communal workspace. Through
constructive dialogue, participants cooperated to support individual creative endeavour.
(Truelove 2009)
Signicant here is the side-by-side nature of the tutors and students. Each participant
could see each others practice as part of the exercise with the tutors becoming more
experienced others rather than taking the role of experts. This closely aligns with
one of the key cultural aspects of Second Life, in which traditional real-life authority
hierarchies are attened, kudos and respect being earned through the demonstration
of MUVE skills such as building or sociability.
The philosophy pilot students, however, were much more discursive in nature
and attempted to replicate a real-life seminar format. These students were at a
distance and had an average age of about 50. The process, managed by a tutor,
would centre on an agreed topic. About seven students would discuss the topic in a
single group, which was at points split into two smaller groups (Figure 5); these
would come back together at the end of the session to sum up and reect. The tutor
had experience of the impact of informal, social communication during a distancelearning course and had previously held a successful Christmas party in a VLE
forum. She saw Second Life as an opportunity to amplify the positive eect of social
engagement on a student group. In essence she was interested in the role that
embodiment via an avatar might have on the feeling of belonging to a group.
The most challenging aspect of these sessions was the use of text chat, which
forced participants to express themselves succinctly and quickly.2 In an attempt to
Figure 4.
Four of the art & design thematic trees from the tree building day pilot.
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Figure 5. One of the small groups discusses philosophy in a breakout room as the tutor
looks on.
Experiential learning?
One of the educational questions to come to the fore through the Open Habitat
project was the role and nature of experience in a VW such as Second Life, and how
this might relate to theories of experiential learning. What are learners experiencing
when they are at any of the points in Figure 1 above? How can this be made sense of
in relation to theories of learning? Are dierences signicant, and is it possible or
even desirable to control them?
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I think Im always scared Im going to get into a really bad conversation and then I feel,
even though I know I can get away, I feel Im being rude, just walking away. I feel like,
as if you were talking to somebody, you wouldnt just walk away, well, Id try not to
walk away from them and be rude. (Art and design student)
The eect of immersion via embodiment is not always positive: the subtlety with
which this form of social realism encroaches on the participant can lead to a false
sense of security. The participant is enticed into assuming not only that aspects of the
VW are socially real but also that this realism should extend to all aspects of their
immersion, whereby the culture of the physical and VWs are in perfect alignment.
They forget that they are in a state of dual consciousness (Carr and Oliver 2009).
For new participants this leads to many moments of disjuncture between the culture
in which individuals reside when sitting at their computer and the culture of the VW
itself. In eect, VW participants continually have to mediate between two cultures.
Disjuncture
A variety of forms of disjuncture that occur when participants use MUVEs for
educational purposes have already been identied, generally revolving around either
the lack of participants familiarity with the platform functionality or the strange and
fantastical nature of the VW. There are other, more subtle, experiences of
disjuncture that also signicantly impact upon learners experiences.
Lack of projection: slippage
The most common form of disjuncture tends to occur at moments when a
participants avatar does not accurately project the emotions or activity of the
individual (Moore et al. 2007). One of the eects of avatar co-presence is the
implication that if an avatar is visible in the VW then the person controlling that
avatar will be fully engaged. It is not possible to lurk in a VW in the way that it is
possible in other online technologies such as forums or text-chat rooms. In a VW a
participants avatar is likely to appear to be paying attention to its immediate virtual
surroundings even when its operator is engaged in other activities such as checking
his/her inventory, perusing the in-world navigation system or a private instant
message conversation with a distant avatar (Ducheneault and Moore 2004). Most
VWs attempt to mitigate this problem by providing a selection of gestures
participants can employ to project their activity, such as the mid-air typing
animation in Second Life to indicate that the individual in question is typing a
response. However, these are rarely sucient to close the projection gap, especially
in a seminar-type session where body language is a key aspect of communication:
[7:17] MT (tutor): TS, are you OK?
[7:17] MB:
they are all aspects of a bigger whole, not one of them
individually can be said to be me
[7:18] TS:
yes im thinking
[7:18] MT:
Thats a good thing for a philosopher to do . . .
[7:18] TS:
!! trying to work out what is me
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In this example the social realism of the VW has caused a disjuncture because the
tutor has assumed that the blank default expression of TSs avatar, coupled with a
sparsity of communication from that participant, means that he has become
confused or disengaged. In this case, it quickly becomes clear that TS is deeply
engaged in the session but not in a form that can be projected by the VW: the VW
does not provide the ability to demonstrate that he is thinking with non-verbal (or in
this case non-textual) indicators. This lack of projection in VWs leads to what some
describe as communication slippage (Moore et al. 2007). The communicative ow
of the scenario is broken by a disjuncture between real-life expectations, in which
non-verbal projection is crucial, and the lack of these projections in the VW.
Trust and identity
The shifting sands of identity also cause moments of disjuncture, which for new
participants usually start with a suspicion that there is a dislocation between the
identity of an avatar and that of its owner or operator. Participants are initially
inuenced by the fact that their own avatar does not look like their real-life self, and
that therefore other avatars are probably not a realistic representation of the
individuals with whom they are now co-present. This eect is compounded when
new participants meet non-human avatars such as animals, aliens or dragons. In
addition to this, the majority of VWs do not have the capability to allow participants
to apply their real-life name to their avatar; this amplies the mask-like aspects of
identity within the VW. The inuence of the visual nature of the VW within the eld
of identity should not be underestimated, as it has been shown that, while
participants enjoy experimenting with the look or aesthetic of their avatar, they
rarely use it as an opportunity to play out a persona signicantly dierent from what
they consider to be their real persona (Yee et al. 2007). More commonly, their VW
persona will be a slightly amplied version of their real-life persona. For example, an
avatar might appear as a small blue dragon but will act socially in a style that aligns
with the character of whoever is controlling the avatar. This could be described as
social, not visual, embodiment.
Conclusions
The purpose of this paper has been to analyse the role and nature of dierent learning
experiences that take place in VWs such as Second Life. We have argued that a major
distinguishing feature of MUVEs is their ability, perhaps even requirement, to draw
participants in. Disjuncture and learning take place at the level of both functionality
and in-world culture; and, just as is the case when visiting any other foreign land, the
more time visitors spend there and the more they acquire the skills needed to
communicate and integrate, the more they feel they belong. VWs should be viewed as
more than just a social space, therefore, along the lines of Facebook or other socialmedia platforms. Instead, they support forms of culture that have arisen from the
transposition of real-life literacies into the virtual environment, and the evolving
appropriation of the technology where it does not directly map onto those literacies.
The complex relationship between these factors creates an opportunity for experiential
learning, or learning by doing, to take place. The eventedness framework marks out
this territory, acting as a conceptual tool to assess the experiential or evented value of
teaching in VWs and other online social media.
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Over the course of the Open Habitat project we reected on our experiences of
VWs and formulated a list of principles, available in the Open Habitat magazine
(White et al. 2009), which we consider will increase the likelihood of a teaching
session being highly evented in the virtual environment. However, if, as argued
above, we accept that moments of disjuncture are at the heart of experiential
learning, then maybe our focus as educators should move away from attempting to
smooth out occurrences of culture clash or alienation towards an better
understanding of when these moments might take place and how they could be
harnessed for learning.
The otherness of VWs can, and perhaps should, be seen as an educational
opportunity, not a technological failing or obstacle. This requires teaching
practitioners to immerse themselves in these environments, so that their understanding of them becomes cultural as well as functional, allowing them to use
moments of disjuncture as key educational events.
Notes
1.
2.
OpenSim is an open-source version of Second Life, which in this case allowed Ian Truelove
and Graham Hibbert initially to provide a single private island or space for each student.
This helped the students to come to terms with the basics of building and navigating in a
non-social space.
It is possible to use voice chat in Second Life and other VWs but our students did not have
the correct hardware to use it. Also, some of the students when asked commented that
they would prefer not to use voice chat as they found it broke their feeling of immersion.
This is a complex area, which cannot be covered in this paper.
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