My search for simulation technology has been difficult. I’ve made inquiries at TAFE and universities, different departments, IT people at TAFE but I’ve not really been unable to come up with much information about its use in NSW institutions. This has been extremely disappointing but probably not really unexpected. Simulation technology is relatively new to education in Australia and because it has been perceived as just gaming technology and a time waster it’s been banned by DET up until June this year. While there has been steady growth in the use of virtual worlds like Second Life for educational purposes especially in the US (see Second Life Education List) it requires solid senior management backing to get it up and going in the first place in any institution. As with the introduction of any new technology we really need to make a business case for its support to show that is a tool for education and not just an imaginary world were you can act out your fantasies.
I have just finished reading a collection of essays on Second Life that could apply to all virtual worlds (Higher Education in Virtual Worlds, Teaching and Learning in Second Life (2009), edited by C. Wankel and J. Kingsley, Emerald, UK). As in all virtual worlds individuals participate via avatars. Students can choose their names and how they want to be represented (how they will look). What could be some of the advantages of using virtual worlds? The learning becomes experiential. One of the most important is what is called ‘once-removed participation’ that is, being able to fail without consequences. Some of the examples cited included:
- training trauma and nurses decision-making processes other than role playing
- E-Doctoring virtual world allows medical students to examine patients, make clinical decisions, perform surgical procedures within safety of virtual world
- Practice interview skills
- Virtual Quarrying with explosions, dangerous overhangs, hazardous procedures
- Mental or psychological conditions, schizophrenia, hallucinations, heroin and drug addicted individuals
- can make scenarios available for a large number of students which would be impossible in a real world lecture room
Some problems include:
- the time spent in learning how to control your avatar in the virtual world in the first place
- bandwidth required (which should be fixed with the National Broadband Network when introduced, the instructor should introduce a FAQs sheet etc)
- rogue behaviour (griefing) where individuals are disruptive (students should be made aware of the institutes code of conduct)
- teacher interactions and social presence, this is probably the most important aspect that will impact on how successful the move into a virtual world will be. Students need to feel the presence of the instructor – good social presence motivates and increases student outcomes and student satisfaction. Some ways to do this are:
use vocal expressiveness (and vocal variety of pitch)
use avatar gestures and smiles
move avatar around location
position avatar to face students
There is a Second Life wiki to help educators manage the virtual world. A short (6 min) YouTube video on some uses of Second Life
Whether institutions are willing to put the technological and financial support into virtual worlds remains to be seen.