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Adult Learning in A Virtual World GREGORY-libre
Adult Learning in A Virtual World GREGORY-libre
Sue Gregory
Abstract
Learning theories have been around for more than a century, however, the theories of how
adults learn are relatively new, having only been developed in the past 50 years. These
theories are all based around learning in a face-to-face environment or online in digital
environments using Web 2.0 (i.e., social computing) tools. This paper explores current and
emerging theories of how adults learn in a virtual world. These theories are examined to
propose a framework of how adults learn in a virtual world, i.e., a computer-generated
world that is inhabited by individual avatars (persona) to interact with the environment and
people (other avatars) as a learning space. At present, there does not appear to be a
specific theory developed to explain how adults learn in virtual worlds. This paper will
explore which adult learning theories, if any, underpin adult learning in a virtual world.
Keywords
Second Life, virtual worlds, adult learning theories
Introduction
The author is a Lecturer in Information Communication Technology (ICT) Education at the University
of New England (UNE), located in regional NSW, Australia. There are approximately 18,000 students
enrolled at the university, of which 14,000 study by off-campus mode (Gregory & Tynan, 2009). That
is, they receive all their learning materials online through their Learning Management System (LMS).
This paper outlines adult learning theories used by the author to underpin the teaching of students,
over a five year period, in a virtual world (VW). To put the reader in context, a sample of adult
learning theories and teaching approaches will be discussed briefly and, in particular, how these
theories relate to adults learning in a VW. Discussion on how students at this institution have been
provided with their learning in a VW will be presented with supporting evidence of how this learning
relates to specific adult learning theories. The research question, methodology, results and findings
will be discussed in brief, concluding with future research of adults learning in a VW.
Background
Since 2008, the author has been teaching students in the VW of Second Life (SL). There have been
over 400 on-campus and 300 off-campus students undertake SL for their learning. For on-campus
students this learning was compulsory and conducted in a computer laboratory in two two-hour
workshops during the semester in which they were enrolled in an ICT Education unit (subject). For
off-campus students, these sessions were voluntary as there was no control over the students
computer hardware and Internet connection. These sessions were conducted weekly of an evening. For
those who did not have sufficient computer hardware and Broadband connection, this was not an
option for them. Take up numbers to immerse in this form of learning by students have increased
significantly over the years from 12 in 2008 to 110 in 2011 (with numbers for 2012 not available at the
time of publishing). For on-campus students, there have been approximately 100 students participate
each year.
Each Wednesday evening for the duration of their respective studies in an ICT education unit,
voluntary off-campus students attended sessions anywhere from one to four hours. These students
consisted of first year pre-service teachers and Masters in Education students. For on-campus students,
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first year pre-service teachers were required to participate in a two-hour introductory session on VWs
during their semester of study, with a follow up two hour role-play session. Students were presented
with a variety of teaching scenarios that included in-world (in SL) discussions, excursions, tours, roleplays, simulations, web quests, national and international guest lecturers and basic building and
scripting skills. At all times, their focus was to learn how to use the VW for their future as an educator.
Adult learning theories were explored and underpinned all activities that took place in the VW. The
adult learning theories presented in this paper underpinned the teaching in these sessions.
Context
A review of the literature around how adults learn in a VW will be discussed. The reader will be
provided with an understanding, from the authors point of view, of what a VW is. A teaching
approach, two major and one emerging adult learning theories will be discussed providing examples of
adults learning in a VW within their framework. An overview of adult learning in a VW will then be
presented. The research question, methodology, results and findings will be presented briefly. Finally,
a summary of the paper will be provided with suggestions for future research and concluding
comments in relation to adults learning in a VW.
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use resources in the form of peers, specialists, media, field experiences and media resources (Knowles,
1984).
Adults learn best through case studies, role-playing, simulations and self-evaluation so that they can
focus on the process of learning (Kearsley, 2009). Knowles (1984, p. 12) describes four characteristics
of adult learners:
As adults are more experienced than children, their approach to learning is through specific learning
outcomes, using these experiences. Their learning is sequenced according to problems not subject
areas. They prefer their learning experiences to be relevant to their concerns and therefore are
problem-centred or performance centred learners (Cranton, 1992). Adult learners plan their learning
and engage in self-evaluation as they learn how to learn.
Andragogy in a Virtual World
Adults knowledge base increases as they mature. They are motivated, ready to learn and engage in
their learning (Knowles, 1984). Considerable time is required to learn how to use VWs and therefore
this type of learning can suit the highly motivated students. Anonymity is a feature of learning in a
VW and role-play activities are an ideal way to learn enabling students to act their part without
ridicule by peers or experiencing shyness as can often happen in real life role-plays. Simulations are
often used for learning in a VW so that students can experience doing things that are impossible to do
in a real world. Figure 1 presents two virtual classrooms being used with students during role-play
exercises so students can act in a role to reflect on their learning and teaching (1a: VirtualPREX:
virtual professional experience - see http://www.virtualprex.com; and 1b: de Bonos Six Thinking Hat
Strategy).
1a
1b
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should be presented in the most effective order; and, rewards and punishments should be paced
(Kearsley, 2009). When knowledge is constructed, students learn and think through their experiences
(Bodner, 1986). When teaching using the constructivist paradigm, the teacher takes into consideration
the experiences that have shaped their [the students] thinking over time (Solvie & Kloek, 2007, p.
9), which are influenced by historical and cultural practices, social relations and conditions in the
classroom.
Constructivism in a Virtual World
VWs use the constructivist approach where teacher-led activities rely on students constructing their
knowledge and integrate new experiences into their knowledge base over time (Jonassen, Peck, &
Wilson, 1999). A VW is an ideal space for experimentation and exploration in order for students to
construct their own understanding through interactions with the educators, peers, unit resources and
the virtual environment (Evans, Mulvihill, & Brooks, 2008). VWs provide a space where students can
experiment without putting their safety at risk. Figure 2a is a demonstration of students experimenting
with their new skillset in the VW. Gensburg & Herman (2009) found that when students learnt in a
VW, they were able to test their understanding and continuously reshape this understanding based on
their experiences. Students are able to reflect on their learning processes, learning theories or models
they use to make sense of these experiences (Bruner, 1990).
With the introduction of emerging technologies, such as VWs, there is currently a shift in pedagogical
perspectives (Beldarrain, 2006) where student interaction is at the heart of learning-centred
constructivist environments (p. 139). An alternative space for interaction and engagement related to
learning can be provided through VWs. Activities for collaboration and simulation that emulate the
learning environment in context can be provided by a combination of both synchronous and
asynchronous activities (Gregory & Tynan, 2009). Constructivist pedagogy is demonstrated in a VW
when activities are designed which allow students to use the technology to explore and reach new
understandings of concepts (p. 378).
When learning in a VW, students learn new things that they could not perceive or conceive as being
possible. Students are able to interact and talk with non-play characters in the VW such as Bill the
Bot displayed in Figure 2b. Discussions with Bill are undertaken in the VW to demonstrate the
potential that new resources have for learning and teaching.
2a
2b
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Finger & Asun (2001) state that when perspectives are transformed through critical reflection,
transformation occurs. Transformative learning is the freeing of the learner from psychological
distortions acquired during their life (Finger & Asun, 2001) so that the concepts, beliefs, judgments
and feelings shape the learners interpretations of their values and beliefs (Cranton, 1992).
Transformative Learning in a Virtual World
At the conclusion of all sessions conducted by the author in the VW, students were asked to reflect on
their experiences on how they could transfer these experiences and newly acquired skills into their real
life. When learning in a VW, students experience visual learning, information research, information
retrieval, including rapid feedback through collaborative activities that are imaginative and create selfexpression (Maloy, Verock-OLoughlin, Edwards, & Park Woof, 2011). Figure 3a and 3b provide
images of how VWs can be used for simulations where students can learn new skills that are
sometimes impossible to learn in the real world.
3a
3b
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about by lack of clear learning processes when learning in a VW. The new generation of learners
requires new models of andragogy because they learn by connecting with others and immersing
themselves in their learning. VWs provide a rich and complex platform for teaching and research.
They have emerged as valuable learning and teaching tools. In the VW an avatar is used to interact
virtually by talking (through text and audio), walking, running, sitting, dancing, flying, driving, riding,
teleporting (moving from one location to another), making gestures (such as clapping or raising arm),
changing appearance (such as size, clothing, gender, hair and skin tone), interacting with other avatars
and the environment, including land formations, trees, buildings, water, grass and daylight.
Communications in a VW, such as text, audio, and shared experiences, can reduce the sense of
distance between people. Interactions happen more quickly than they might otherwise.
Educators using SL have the opportunity to engage their students in an environment that is compelling
and natural. If a comprehensive and diverse range of pedagogical approaches are already being used
by academics, then SL can provide an enhancement to their teaching (Gregory & Tynan, 2009). It can
assist student educational needs by using methods with which they can identify. The pedagogy of
educators will vary depending on their level of experience with a VW. Educators need to re-think their
position on VWs in their repertoire of pedagogic practices and help to claim these spaces for social
and educational purposes (Schutt & Martino, 2008 p. 900). VWs are providing off-campus students
flexibility in their learning. They are more able to immerse themselves in their learning by interacting
in a virtual world because, to them, it feels like a face-to-face learning experience (Gregory & Tynan,
2009).
According to Joly (2007) the features of SL enable the emergence of different approaches to education.
He states that adult learners are approaching learning with a passion and excitement they may not have
possessed in school. Throughout this four year longitudinal study, it has been found that VWs are
engaging, immersive and encourage creativity through the use of simulations and experimentation.
The central role for an educational experience within a VW is in the hands of the educator.
Hayes (2002) contends that none of the existing adult learning theories are transferable to learning in a
VW and that our knowledge on this remains sketchy (p. 1). Salmon (2002) developed a model for
learning in an electronic world in 2002 and in 2010, redeveloped this model for teaching and learning
in SL (Salmon, Nie, & Edirisingha). This demonstrates that adult learning theories and models of
teaching can be transferred to adults learning in a VW.
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Figure 4 Adults learning in a virtual world through three case studies underpinned by adult
learning theories
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the often shyer person to participate as they do not feel intimidated because they are hiding under the
guise of their avatar.
The research hints that virtual worlds are a tool where higher education students can obtain an
enhanced learning experience. VWs are an emerging tool and are being utilised by educational
institutions worldwide. Established adult learning theories have been transferred to teaching in the VW
where normal pedagogical practises have continued. No new theories have emerged and researchers
have been adapting current theories to fit into the framework of their teaching scenarios. Connectivism
hints of an emerging theory that could be used in a virtual world however it needs to be developed and
researched further. A comprehensive research study providing empirical evidence should be
undertaken over an extended period of time to establish whether these theories are all that is required
or whether a new theory should be developed for the ever changing teaching and learning in a VW
environment.
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