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Etec511 - Wong Ka Wai Alice - Essay
Etec511 - Wong Ka Wai Alice - Essay
ETEC 511
Wong, Ka Wai (Alice)
Overview
technical component, pedagogical views and users perspectives that may serve as key
(VE) is defined as a virtual space where individuals have a specific role or task. Given
the advance in modern technology, there has been limited review to consider the
technical and the pedagogical aspects that contributes to successful learning and
factors that positively contribute to learning in virtual reality space. Wang, Patrina &
Feng (2015) noted that specific technical components (i.e. chatbot and time machine)
environment. Ibanez et. al (2011) also found similar positive correlations between the
use of chatbots and language learning. Mishra and Koehler (2006) suggest that
engage more when they feel that their environment is real and authentic (Wang,
Patrina & Feng 2015). Users’ perspective about the software’s usefulness also
implications of virtual reality in education and to analysis the possible factors that
consider these three key aspects when designing a virtual learning space.
learning in VE. When integration is pedagogical founded, users are more engaged.
The background
in VE, this essay aims to review current literature about variables that fosters learning
in virtual worlds. There are many technical components that enhance users’ learning.
Some include interactive artifacts such as chatbots or scenario based tools such as
time machine. Kim & Ke (2015) suggests that transformative information also plays a
that activities that encourage experimenting and role-playing not otherwise possible in
reality are key contributors to a successful learning experience (Wang, Patrina & Feng
2015). Chow (2016) suggests that competent users’ online presence will be enhance if
researchers claimed that the intervention program was successful because the VE
offered a space for students to experiment and to apply chemistry knowledge and
skills. They also argue that a balance of first person and third person experience
enhance learning experience (Chee & Tan 2012). Through the use of game-based
learning, students were able to implicitly obtain essential knowledge (Chee & Tan
2012). Similarly, Vrellis, Avouris and Mikropoulos (2016) argue that problem-based
learning also promotes positive learning outcomes that equate to learning in the
Technical considerations
The use of digital learning artifacts such as chatbot in VE has been positively
received. In particular, chatbot acts as a source of knowledge users can refer to and or
a guide to help navigate the virtual world. The positive reception of the use of chatbot
was found in many VE studies. Some researchers use chatbot “to transmit information
students to approach them when their avatars in their surroundings, once done
chatbots perform interactive dialogues with the student. These behaviors contribute to
the acquisition of listening and writing skills in our Spanish learning environment”
(Blanca Ibáñez et. al. 2011, p.7). In Wang, Patrina & Feng’s (2015) study, they found
that the presence of a chatbot and time machine positively correlates with VE
participation. The wise chemist in Chee & Tan’s 2012 experiment is also a useful
One may also notice that besides chatbot, there is often a way to be exposed to
novel and or impossible scenarios. Here users are expose to opportunities that may
not otherwise be possible. In Wang, Patrina & Feng (2015), these were ‘time
machine’ (i.e. a device to transport you to new place) to practiced language skills. In
fraction computations (Kim & Ke 2016). In Chee & Tan’s lab, users are confronted
with chemistry problems in a fictional town Alkhimia. In order to survive and proceed
to the next level, users have to utilize their knowledge about separating liquids in
example, students are situated in Madrid and are asked to use their Spanish
knowledge in order to find The Prado Museum (Blanca Ibáñez et. al. 2011). Together,
all of these scenarios are impossible or difficult to attain in real life. Hence, designers’
experimental space independent of the narrative. Most visibly, in Chee & Tan’s lab,
knowledge. Likewise, Kim & Ke (2016)’s also offers a designated space (i.e. text
chat) for students to collaboratively work out their mathematical thinking and
their mathematical thinking” (Kim & Ke 2016, p.165). Perhaps this is similar to what
some researchers like Blanca Ibáñez were referring to, the need “to provide natural
text chatting with non-player characters, textual tagging of virtual objects, automatic
foster collaboration” (Ibáñez et.al. 2011, p.2). Although mostly based on self-reports
and interviews, these results imply that these digital learning artifacts benefit users
and should be part of the starting toolkit for developers when designing new virtual
Pedagogical Foundations
Given the previous discussion about the positive impact of specific digital
artifact such as chatbot, our next question is: do digital artifacts alone contribute to a
the importance of the mindful use of technology. Mishra and Koehler (2006) also
echo Heidegger’s ideas. “The incorporation of a new technology or new medium for
teaching suddenly forces [educators] to confront basic educational issues because the
new technology or medium reconstructs the dynamic equilibrium among all three
elements” (Mishra & Koehler 2006, p.1030). Mishra claims that the Technological
Avouris, Mikropoulos (2016) compared learning in the VE and PBL based scenario,
contrary to their initial hypothesis, they found no statistic significant between the
groups that employ the same activity in a real or virtual place. This demonstrates the
VE research, most studies are grounded in constructivism. Students are often placed
in situations (i.e. situated learning) and asked to actively use learned information and
skills to solve problems and complete tasks. To demonstrate, Chee & Tan (2012)’s
arises from the student’s need to fully understand key information highlighted through
the game. The experimental group outperformed the control group in conceptual
appears that many successful techniques are related to a game based or problem base
inquiry model of learning. In most cases, students participate in situated learning with
program to the interplay of first person and third person perspective. The significant
shown the first person perspective, time in VE becomes experiential learning. More
specifically, the interplay of first person and third person perspective fosters
conceptual understanding.
reach a learning goal outlined in VE. Consider Girvan & Savage’s (2010) Communal
Constructivist pedagogy for VE. The researchers highlights six key strengths of
course” (Girvan & Savage 2010). These researchers found that the communal
constructivist nature of the virtual worlds encouraged the students to ‘better’ their
knowledge and pass on information to new groups (Girvan & Savage 2010). To gain
access to the museum in these virtual worlds, individual students only receive certain
pieces of information. Thus, forcing them to interact with other users in order to
exchange information. To fully harness the benefits of using VE for education, the
have been widely studied (Vrellis, Avouris and Mikropoulos 2016). These researchers
about the VE. Kim & Ke (2016) suggests that hints and feedback increased
opportunities to engage in content and hence promote active participation. Chee &
Tan (2012) reports that students were more confident as learners and that they
perceived themselves more like a scientist when they experienced the virtual lab.
users in were unsure how to navigate or orientate themselves in Madrid, however, the
social learning component allowed other users to help them get started(Ibáñez et. al.
2011). Chow (2016) found that the perceive ease of use of the VE predicts the amount
There are a few challenges that can inhibit the effective design of a VE for
learning. In particular, there are legal and moral issues at an individual and ecological
level. First, it takes time and money to develop VE games. These tools appear to
benefit only the schools that can afford it. However, current blended copyright and
copyleft help resolve stress of sharing cumulative and or open source software,
2012). Instead of recreating technology with similar functions, designers can use and
embed pre-existing digital artifacts and programs. Thus, allowing these tools to be
more easily accessible for educators to share and use to achieve learning goals.
Besides legal issues, there are some moral issues involved. For example, since
the millennium is already immersed in the ‘technococoon’ (Rosen et. al. 2014), fun
learning programs also encourage online participation. With some age group,
exposure the use of media was positively correlated with ill health.
“cyberspace [to be] a place to act out unresolved conflicts, [they use it [to play and
opportunity work through significant personal issues, to use the new materials of
cyperbsociality to reach new resolutions” (Turkle 2004, p.22). Humans tend to “use
the virtual to reflect constructively on the real”(Turkle 2004, p.22). This can lead to
detrimental consequences and leads people away from the learning. Moreover, Turkle
(2004) also warns the dangers of relational artifacts. At times, chatbots can be
perceived as relational artifacts and people may develop tendencies to abuse this. On
a similar note, the companionship of a chatbot for learning resonates with the idea that
people “[lack] the capacity for solitude” (Turkle 2013). Combine with social learning,
learning avoid ‘intellectual neo-colonialism’ (Rivard 2013). Although these ideas may
seem extreme, there are serious implications when VE is used before critical issues
learning interactions. Here, students use a portable device to navigate a space. Layers
of information or instructions can be added so users can ‘interact’ with or learn more
about the physical space. Research in AR may inform VE research and practice. AR
learning programs may have similar applications as VE. Wu, Lee, Chang & Liang
2012 suggests these learning applications of AR: “[it] could enable (1) learning
learners’ senses of presence, immediacy, and immersion, (4) visualizing the invisible,
and (5) bridging formal and informal learning” (Wu, Lee, Chang, Liang 2012, p.43).
suggests that unlike VE, AR resolves pedagogical need for authenticity. Perhaps
similar to the chemistry lab virtual game study (Chee & Tan 2012) AR allows users to
navigate using first person perspective highly enhances learning. Moreover, “playing
virtual games in real spaces may raise students’ context sensitivity, and result in
location and task. Anchored in situated and distributed learning, AR learning tools
require users to actively participate in their learning. The use of AR also bridges the
gap between formal and informal learning. In particular, during field trips, virtual
tours can track students and their position to provide information for the elements in
Learning from AR, VE should better redirect and refocus learner’s attention to social
task without overwhelming with the artificial environment and task requirements.
Despite the benefits of AR, Wu, Lee, Chang & Liang (2012) cites Dunleavy et al.
(2009) and warns designers about how “losing track of the real environment may not
be productive for learning and could result in a threat to students’ physical safety
Conclusion
It is apparent that given the wide selection of VE options, one can get lost
and multimodal communication are the most common tool learners have when they
research to confirm its effectiveness, designers still should consider embedding these
VE. However, most data are based on self-reports. The lack of empirical data and
small sample size is concerning. Scholars and educators will need to look forward for
the findings from more lengthy and complex study designs to better inform practice.
This paper is limit by time restraints to fully develop our understanding of current
issues in VE. Also, often VE educational programs are funded by interest groups, this
may interfere with the research perspective and interpretations. Nonetheless, current
References
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