Showing posts with label MUVE. Show all posts
Showing posts with label MUVE. Show all posts

Thursday, March 18, 2010

Instructional Design and Experiential Learning

I was reading an interesting blog post on Instructional Design versus Experiential Design: do you have what it takes? by Koreen Olbrish. I have picked out a particularly interesting bit.



Experiential learning is a process of learning by doing. According to David Kolb, an individual learns from personal experiences and from the environment.

1. Having said this, I think it may be incorrect to deduce that elearning/workshops may not be able to provide experiential learning. In well designed programs, the learner can learn by doing and needless to say, he will learn from his own experiences and from the environment.

2. Instructional design is based on the learner's true needs. Therefore, it will be a systematic layout of content if the learner truly needs this. Instructional design is about designing the program such that learning happens. Therefore, the type of instructional strategy suggested above is just one among millions.

3. Even VLEs require to have a sound instructional base. Why? Your environment may be extremely real and may wow the learner. But, if you have learning presented in a manner where they are required to read off a book, attend a lecture in a VLE, or have information which is just difficult to find, this will make it less easy to learn. The learner may be better off with an eLearning program.

4. Even games have boundaries, rules, logic that can be learnt very quickly. If these are defined well in an eLearning program, I think we can design experiential learning. If the learner gets to do things to learn, I think you have a good program. Again, it has to have a strong instructional base.

5. I guess it is great if instructional designers break content into simpler chunks to ensure that they have a greater understanding of the content itself. But how the content should be presented, should be based on the learner's current knowledge and the skills that he wishes to acquire.

6. I am a huge fan of VLEs provided the usability issues are removed. But, I think it may not be right to say that great eLearning programs and workshops cannot provide for experiential learning.

7. I completely agree with Koreen that it requires a different kind of skill set to actually design experiential learning. It requires a lot of research into the learner's reality, the content itself, iteration in the design process, lots of brainstorming, and competent instructional designers, visual designers, and SMEs.

8. Therefore, my point in a nutshell, it is never Instructional design versus Experiential design. If your learners are learning, there is always instructional design in work there. You may not have designed it your self. I remember @Abhinava mentioning the same during his session at the IDCI session. We learn a lot of things unconsciously but this is always backed up by good instructional design.

What do you think?
1. Can we ensure experiential learning in eLearning/workshops?
2. Is experiential design truly possible only in a VLEs?
3. Is instructional design always about simplifying content?

Tuesday, December 23, 2008

River City Project – An Example of MUVE

Let us look at the most popular educational MUVE. River City is the most popular example of an educational MUVE. River City Project was funded by National Science Foundation. River City is designed for children in middle school. The theme is very interesting. River city is a city belonging to the 19th century. This city is suffering from health problems. The tasks for children (belonging to the 20th century) is that they need to travel back in time and use the 21st century knowledge, skills and technology to resolve 19th century problems. How do they do this?


I was not able to access the virtual tour and therefore, I have relied heavily on what others have written on River City. Students can enter the virtual city as a team. They use avatars (graphical representations of themselves) to enter River City. They are welcomed by a man who gives them a tour of the city. Students need to form a hypotheses about the cause of the health problems. At the end of the project, teams get to compare their hypotheses.


This city has a river flowing through it and different types of terrains that influence the houses, water, industries, hospitals, and universities. At River City, avatars can enter buildings, climb mountains, and swim across water. To gain information, they can click on an objective that contains a hyperlink. Webpages, images, simulations or web-based applications pop-up. Students can conduct several experiments in the virtual city. For example, they can check the pollution levels in water, the number of patients admitted in hospitals, and so on. They can change one factor or more to see how the consequences.


The city comprises of avatars, computer-based agents, digital objects, and avatars of instructors. It has around fifty digital objects and data collection stations provide detailed information on water samples across the world. I was able to view a screen grab of a lab at River City. The left side showed a computer agent. The right side of the screen displayed the lab in which the learner could test samples. The learner got to see the consequences of their actions.


I was also able to see a screen grab that displayed a computer-based agent in conversation with the learner. Computer agents share information on the happening around the city. They provide subtle hints to the students. The dialogues are shown in the text box below the screen. The interface is supposedly designed carefully:


As an aid in their interactions, participants also have access to one-click interface features that enable the avatar to express (through stylized postures and gestures) emotions such as happiness, sadness, agreement, and disagreement.

- C. Dede, “Multi-User Virtual Environments,” New Horizons May/June 2003


Students share the data that they have acquired with other teams. They can also send ‘snapshots’ of their current situation (seen through their eyes) to their team members for a joint investigation. On the whole, 60 teachers and 4000 science students from US and Australia participated in this MUVE. Several reports suggest that students were really motivated. Their grades improved drastically.


MUVE is a very interesting topic. Several corporates are designing MUVEs for corporate training. They buy land on virtual world's such as Second Life and design elements that facilitate learning in it. MUVE is a fairly new teaching tool and it is definitely worth considering, researching, and studying.





Tuesday, October 7, 2008

MUVEs

As is a ritual at Kern, we had our learning session and it was my turn to present. I chose to present on MUVE, a concept that most Kernites had not heard off. You must have come across multi-user virtual environments (MUVE). This concept developed from multi-user dungeon/domain/dimension (MUD) to facilitate role-playing games. A few examples of MUVE are Doom, MAdden NFL, EverQuest, Second life and so on. MUVEs can be used for training, shopping from home, multi-player games, and education.

Let us look at the features of a MUVE.

  1. Users have access to virtual contexts.
  2. Users can explore digital artifacts.
  3. Users can represent themselves through avtaars.
  4. Users can communicate with other users.
  5. Users can get or give mentoring and guidance for 'problems' that exist in the real world.
What are the advantages of MUVE? MUVEs provide authentic learning conditions, create experiences that cannot be experienced or 'lived' in the real world, and allows us to monitor or capture learning. Educational MUVEs are inquiry-based learning that encourage conceptual understanding. The basic assumption is that there is no one right answer. There are several answers and some of them are more appropriate than the others. Typically, learners gather information offline and their experience is presented through a report or diary for others to read and discuss. It is believed that educational MUVEs should not solely rely on the virtual world. Students must have access to instructors or teachers also.

Let us look at a few examples of MUVE in education.

Example 1: Revolution is a multiplayer role playing game where students experience history and the American Revolution. They participate in a virtual community residing in Williamsburg, VA on the eve of American Revolution.

Example 2: Whyville is a graphical MUVE designed for children between middle childhood and adolescence. Whyville users or citizens access Whyville through a web-based interface to communicate with old friends, learn math, science and history through interactive activities, and build online identities.

Example 3: River City is designed for children in middle school science classrooms. These children travel back in time and use the 21st century knowledge, skills and technology to resolve 19th century problems.

After my presentation, I threw some questions at my audience. As is always the case with Kernites, we came up with some interesting insights. Given below is the summary of our discussion.

This learning solution will be best suitable for learners who need to experiment with new concepts and try out new skills. It is useful as learners will be able to see the consequence of their actions in a real time situation. It will also be useful for those people who need to interact with each other to arrive at conclusions and solves issues. Educational simulations are closed ended and though the learner thinks that he/she is in control of their learning, they are not.
In the case of MUVE, learner control is higher. There are several alternative paths that the visitor can take. Each time you enter the environment, your experience will be different. It is a huge challenge to ensure that learning happens in an educational MUVE.

An interesting write up on MUVE:
In the computer lab at her elementary school, Consuela was threading her way through a complex maze. The maze was not in the lab but in the "Narnia" MUVE (a text-based MUVE developed around the stories by C.S Lewis). Her classmates and fellow adventurers Joe and Fernando were "with" her in the maze, utilizing their Web-TV connections at their homes, as was her mentor, a small bear named Oliver (in reality, a high school senior, interested in mythology, who assumed a Pooh-like avatar in the virtual world of the MUVE). Mr. Curtis, the school principal, watched bemused from the doorway. How different things were in 2009, he thought, with students scattered across grade levels and dispersed throughout the city - yet all together in a shared, fantasy-based learning environment a full hour before school would even start! (The school building opened at the crack of dawn to enable lab-based web use by learners like Consuela, whose family had no access at home.)

"The extra effort is worth it," thought Mr. Curtis. Seven years into the technology initiative, student motivation was high (increased attendance, learners involved outside of school hours), and parents were impressed by the complex material and sophisticated skills their children were mastering. Even standardized test scores - which measured only a fraction of what was really happening - were rising. Most important, young girls such as Consuela were more involved with school. Because of their culture, Hispanic girls had been very reluctant to approach adult authority figures, like teachers, but the MUVE altered that by providing a costume-party environment in which the children's and teacher's avtars, wearing the "mask" of technology, could mingle without cultural constraints. "I wonder what the generation will be like in high school - or college?" mused Mr. Curtis.

Source: C. Dede, Emerging Technologies and Distributed Learning in Higher Education


Tuesday, September 30, 2008

Has the Avtaar taken over?

Every Tuesdays and Fridays, we have learning sessions presented by each one of us. This week, it was my turn. I will be presenting on Multi-User Virtual Environments (will blog later on this). As for all presentations, I was reading up on this topic. During my coffee break, I picked up MetroPlus (Hindu) and read the first article, Trapped in the Net. This post talks about Internet addiction disorder (IAD), "...pathological use of computers, to engage in social interactivity."

"It is becoming common to know of someone, or have heard of someone, who has become obsessed with online activity to the point that their alternative online lives have masqueraded - and in some cases completely dominated - their identities. " "Broken marriages, lost jobs and plunging college grades are just some of the things that people who spend upto 18 hours per day in virtual reality face."

Interesting, isn't it? These quotes had me thinking of Second life. This is a multi-user virtual environment in which you can create an avtaar for yourself. This environment has its own economy (can you believe it?); the currency is Linden. You can buy and sell stuff in this environment. It must be so easy to dissolve yourself completely into this virtual environment that depicts real life through the eyes of the user. The avtaar is probably everything you want to be and are not. It is the ideal person that you want to be.

Now, coming to the point about IAD. So, would you start believing that the avtaar is actually the real you? It is upto to the user to realize their responsibilities and not let their avtaar become real.