Professional Documents
Culture Documents
Chapter X:
Teaching in a virtual setting
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consequences of the browser-based online environment are lowered bandwidth for
communication and depersonalization.
Virtual world teaching allows for some of the virtues of online education by
allowing students to participate at a distance while lowering social anxiety by providing
the student to be represented by an avatar of their choosing. This presentation via avatar
allows for a larger range of communication bandwidth than the typical online
environment which is to the advantage of a student. The drawback to this presentation is
that virtual world classes will tend towards synchronous classes where a social presence
is required.
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Traditional classes are both time-bound and location-bound; this observation
amounted to something entirely banal for most of history. To be educated in a subject one
had to be present at a particular location at the right time. This situation became loosened
by the invention of correspondence education and truly opened up when the online
environment became available first through Internet browsers and then through virtual
world experiences.
Communication is the place where traditional, face-to-face, education truly
shines. In our native environment both the student and the instructor have access to the
full range of human communication options. In comparison to this full bandwidth for
communications the browser-based online experience is very limited, while the virtual
world equivalent is limited to a large degree.
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Text [B]
While virtual worlds are visual in their primary presentation, text remains the
dominant form of communication in these environments. This dominance is probably due
to several factors, foremost among these is familiarity; no matter what the virtual venue,
be it on the Internet, Second Life, or another virtual world text works in the same manner.
Another major reason for the prominence of text communication is in all
likelihood permanence; text messages are persistent in a way that most other forms of
communication are not. Not only can a transcript be automatically recorded but also in
most virtual environments (including Second Life) a student or instructor can scroll back
in the record of communication to reread what another participant has entered rather than
asking them to repeat what they just said.
Finally text has the advantage of existing at a remove from the communication
methods used in face-to-face classes. As text isnt the form of communication that were
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socialized with, it is thus less likely to trigger social anxiety. This encourages
participation by students in class discussions.
Voice [B]
Until recently voice communications have been fairly rare in virtual worlds but
with improvements in technology it is rapidly becoming widely available. As a tool for
instruction voice has a number of virtues to recommend it. Much like text, voice is
familiar to us all and is fairly easy to use. Voice preserves a high level of emotional
intimacy and communication bandwidth through tone and inflection.
While its familiarity and bandwidth may incline educators to use voice by
default, there are some reasons to hesitate before assuming the use of voice. The use of
voice functions does require extra hardware on the part of both instructors and students
(i.e. headsets and microphones) that does increase the number of requirements. The use
of voice also requires that students find a place where the use of audio will be acceptable,
thus limiting the number of places and situations where they can participate in a virtual
class.
The sheer familiarity and intimacy of voice can also work against its use.
Increasing bandwidth of communications reveals information about participants such as
their age, gender, native language, race, and socioeconomic status. Broadcasting these
markers effects how students and instructors are responded to and may act to discourage
a student from participating due to anxiety and social training.
Visuals [B]
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Virtual worlds are graphic by their nature so visual aids are a natural extension of
that environment. The use of visual displays can vary from the use of virtual slide show
displays to the presentation of full-scale models.
The use of this technique of presentation comes with one notable caution; all
visual effects in virtual worlds are subjective in nature. This is to say that a slide or model
that is being presented may look clear to the presenter but may not have fully resolved to
the view of the audience. There are two solutions to this problem. First, a presenter
should limit the number of visual displays used to those displays that are necessary and
avoid the temptation to use dozens of slides as in a Powerpoint presentation. The second
solution is simply patience, when presenting a visual display one should have the display
in place in advance of a class session or place them and give them time to resolve on
students displays before expecting them to see and respond to the material. Visual
displays are powerful in effect, but it requires preparation and/or patience to make them
work for you.
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choice, the tendency of individuals to made assumptions about others based on
appearance is not necessarily the bad thing, which it normally is.
It is recommended that instructors assemble avatar presentations that are well
composed and thought out to make themselves memorable without detracting from their
class materials. In some cases the chosen appearance of an instructors can be used to
amplify a class; for example, appearing in period costume while discussing historical
events may make a lesson more memorable.
Audio [B]
Using pre-recorded or live streaming audio is an education option especially in
those cases where sound is an important part of the presentation itself. Audio often does
not present the same problems as voice functionality; this is because the communication
is one way (instructor to students). This means that students do not need to have a
microphone and they do not face the social issues which speaking might entail.
The common pitfall of using audio for direct presentation of class materials is part
of the one-way nature of that connection. The instructor may be lecturing and/or
presenting in audio but the communications from the students will probably be in text.
Thus a presenter must keep their attention on text chat while presenting via audio.
Video [B]
The ability to display video in a virtual world is a dicey concept. It means running
a video player inside the virtual world client software. In Second Life this content is
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provided using Quicktime running through the Second Life client. While there may be
promise for this format; many computers struggle with it and the quality is usually low.
Our recommendation would be to avoid using video presentations inside a virtual
world. If a video segment needs to be used, deploying it on an external medium, which
the students can watch in advance, is probably the best strategy.
Handouts [B]
Short handouts to highlight subjects or to provide resources are very viable in
virtual worlds. Almost all virtual worlds (including Second Life) have a functionality that
allows for the creation of note cards. These are virtual objects, which may be opened and
read inside the virtual world simulation. Note cards are persistent so that a user may keep
them and refer back at a later date.
Note cards act as an augmentation of text allowing for longer explanations,
guides, resource lists, and bibliographies which may be hard to present in the normal
course of text or voice discussion. The only thing that needs to be kept in mind when
using note cards is that overuse of this resource may act to overwhelm students.
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completely by standing in it or a good copy of it. But one often cannot visit even a good
replica in the normal day-to-day world; time and resources prevent this. In a virtual world
good replicas of historic sites (or other educational locales) can be created and presented
to students without the massive outlay of funds required by real-life visits.
The drawback to environmental immersion is the resource load it places on the
institution or individuals providing instruction in this mode. The virtual environment to
be used must be under the full control of the user and/or their institution either in the
form of a plot of virtual land or an entire simulator segment (i.e. a sim or island in Second
Life). Such control requires commitment of financial resources to the upkeep of the
space.
The second load placed upon those who wish to use immersive environments is in
the development of the environment to be used. While virtual worlds are often flexible in
presentation tools, someone must still make use of those tools to build content. The
production of content requires skills in scripting, programming, art, composition, and
creation. Fortunately these skills do not need to be present in a single person and groups
for development can often be formed to allow for the pooling of resources.
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One example of this is the fact that virtual worlds are poorly adapted to large
amounts of reading while the browser-based environment excels at this. The solution to
this problem is to use a website, forum, or blog to provide class readings in advance. By
the appropriate application of mediums, we can take full advantage of the virtues of all of
them for our classes.
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public. An excellent example of both in Second Life is the publicly funded Land of
Lincoln simulation which is currently under development for the anniversary of the
Lincoln/Douglas Debates and will provide information on the great issues of that time as
well as the context which they existed within.
Casual classes are an interesting phenomenon in virtual worlds. These are often
classes or discussions on minor topics on which it might be difficult to support at a
traditional institution. These include classes offered by the Alliance Second Life Library
on specific forms of genealogy which only effect a small demographics or book
discussions on interesting literature which does not enjoy bestseller status.
Virtual world topic classes are typically singular classes or self guided
environmental tutorials to teach skills needed to make the most out of a virtual world. In
Second Life these vary from classes on basic building or scripting to advanced topics
such as producing videos using the virtual world as an animation medium. Perhaps the
most famous example of this kind of classroom is the Ivory Tower of Prim which
provides a self guided class intended to take a user from very basic to advanced building
skills in Second Life.
In conclusion. [A]
Virtual worlds such as Second Life offer us many opportunities, especially in the
presentation of distance education without losing the personal touch and social
opportunities of traditional education. This potential can be realized by understanding the
tools available in a virtual world and making appropriate use of them.