Case Studies – Additional Assignment Post.
A virtual world is “an interactive simulated environment accessed by multiple users through an online interface”. There are many types of virtual worlds, but they all share a few common features: Shared space (Many users participating at once), Graphical User Interface (GUI), Real time actions, Interactivity, Persistence (the world existence continues regardless if the users are online or not) and socialization \ community (encouraging in-world social groups) (http://www.virtualworldsreview.com/info/whatis.shtml).
For our E-Learning project, my group chose to concentrate on how virtual worlds are used for educational purposes. This was because we believe that virtual worlds can really revolutionize the way we approach education. We wanted to explore the reasons those organizations and companies toke up the challenge of implementing their learning into a virtual world and how did they overcome the obstacles. Further more, we wanted to answer the question: Is the use of virtual worlds for education, in its current form, really benefits learning and how?
This paper will review the case studies as well as compare and contrast how the different organizations depicted in those studies approach the use of virtual worlds. Finally it will try show how the points that arise from the case studies affect educators as a whole.
The case studies –
The first case study concentrated on Hewitt Packard’s (HP) venture to integrate its training program into a virtual world. The reasons for the venture were mostly economic. The main benefit from such a move was to eliminate the costs, both to HP and to its customers, of face to face training such as: transit (either of trainers or the trainees) and equipment. The case study states that it was a challenge to implement such a project, but once it was in place, it turned out to be a big success with over 200,000 students a year using the virtual facilities (Harris 2005). Jane also notes that the case study fails to mention how the trainees learn to use the VW software in the first place (an obvious challenge to the effectiveness of VW education).
The second case study describes the Second Life (SL) Island Simulation (Sim) that was built by the US ‘National Oceanic and Atmospheric’ Administration (NOAA) – a scientific agency of the US Commerce Department who researches the global oceans, atmosphere, weather and climate (http://www.noaa.gov/(2007)). NOAA’s concern with education falls mainly with educating the populace about threats that arise from phenomena that are part of NOAA’s expertise such as hurricanes, tsunamis and global warming. By creating the Sim, NOAA were able to introduce students and even adults to live simulations of those threats, which produced not only engaging learning but a greater impact. Although the Sim does include a virtual lecture hall, it seems like NOAA concentrated on creating an environment that compliments learning (about the presented topics) rather then using the virtual world as a learning facilitator in itself.
The last case study reviews Second Health, an educational project made in collaboration of the English National Physical Laboratories (NPL), the Imperial Collage of London (ICL) and the New Media Consortium (NMC) Virtual Worlds. The project built a Sim that told a “visual story about a unique vision for the near-term future in real life”, the vision being a medical facility based on a “new system of healthcare — one based on the central idea of wellness as opposed to illness” (http://virtualworlds.nmc.org/portfolio/second-health/ ). The Sim aspires to educate the medical community about the above vision in a visual and experiential way. Along with the actual simulation of a whole hospital with all the proposed wards, the Sim also features ‘in-world’ videos of real time medical simulations made with the help of volunteer doctors from NPL.
It is interesting to note the different ways the above organisations decided to integrate virtual worlds to achieve their educational goals. One notable difference is the scope of use. For example, if NOAA had gone along the lines of HP, they would implement a team of scientists to run the simulations real time with explanations to the visiting students, as part as a whole online curriculum. Of course, it is easy to see that such a venture is unrealistic and unneeded for the specific scope of learning (demonstrating different phenomena). While HP’s massive venture is viable because of the size of the operation and the return on investment (ROI) that HP expects from the project. This can be seen to show that virtual worlds can be used for different sides of the scope spectrum from small projects meant to compliment a small part of an educational agenda to using the virtual world as the ‘be all, end all’ educational tool.
Another interesting difference is which virtual worlds’ tools and inherited benefits did the organisations saw as the most important to accomplishing their objectives? In the case of HP, the company obviously valued the access anywhere (eliminate travel expenses), the ‘real’ equipment simulation (eliminate equipment expenses) and the ‘shared space’ which means that both students and trainers can interact with each other. On the other hand, NOAA valued the ability to simulate and thus allow the experience of phenomena that are otherwise impossible to ‘see’ first hand. Lastly, the Second Health project valued the ability to build a simulation of a facility that does not yet exists and being able to simultaneously interact with it in order to learn (and show others) how to do things better (without investing any [major] amount of money).
It seems like the vast array of benefits that inheritably come with virtual worlds, along with simpler and simpler design and scripting tools can cater to many different needs and goals. This opens up possibilities that were previously closed to many of the smaller educational enterprises. Once it was only possible to create a simulation from the ground up, which meant that only objectives that were big enough to warrant such an investment were able to use such a tool, now a teacher can use the virtual world’s tools to create a much smaller simulations (both in scope and in investment). This allows educators to take the next step and engage with students and learners in ways that were not possible before.
In conclusion, different organisations and institutions use the same virtual worlds in different ways, valuing different benefits and tools that help them accomplish different goals and scopes (such as the ability to access the worlds from anywhere, the ability to build and interact with simulations and the ability to ‘exist’ simultaneously with hundreds and thousands of others in the same virtual space). The relative ease in which one can use the virtual worlds in order to create the needed educational environment (compared to past technologies) opens that possibility to many more educators and organisations then was previously possible. This by itself demonstrates how powerful this technology is and how we can expect it to be integrated more and more into educational ventures.
References:
Harris, J. 2005, Case Study: How HP Rolled Out its Virtual Lab for Global Customer Training, ASTD Learning Circuits, viewed 26th September 2007 <http://www.learningcircuits.org/2005/jun2005/harris.htm>
Johnson, L. 2006. Virtual Worlds Case Study: Second Health, viewed 26th September 2007
< http://virtualworlds.nmc.org/portfolio/second-health/ >
Olmstead, J. 2006. Second Health: The future of healthcare communication, viewed 26th September 2007
< http://secondhealth.wordpress.com/ >
Virtual Worlds Review 2007, What is a Virtual World, Virtual Worlds Review, viewed 26th September 2007 < http://www.virtualworldsreview.com/info/whatis.shtml >
Add comment September 28th, 2007