wiki:TechnologiesVirtualLearningWorlds
Last modified 19/11/08 15:29:25

Virtual Learning Worlds, Multi-User Virtual Environments

What are they?

A Virtual Learning World or Multi-User Virtual Environment (MUVE) is normally a 3D space in which multiple participants are represented by ‘avatars’ (some are 2D). These avatars are usually representations of individuals. MUVEs are usually a cluster of tools (text chat, instant messaging, 3D design etc) grounded in a 3D environment. You need to be aware of the range of tools any particular MUVE provides when planning learning activities. Currently the most famous MUVE is Second Life but many other MUVEs exist. Most of the information below related to Second Life as it has been the focus for educational activity for sometime now.

How can I use them with my students?

Currently examples of practice are scarce because this is a fairly new technology and still being included in courses in a relatively experimental manner. Eduserv have produced a good guide to the  current practice in Second Life. Generally MUVEs become more useful if you are working with students at a distance although this is not always the case. The possibilities that MUVEs open-up in terms of teaching and learning include the following:

  • Online group work The spatial aspects of an MUVE can help to manage groups and group work
  • Collaborative building (of 3D objects) Some MUVEs allow users to build 3D shapes (buildings, objects etc)
  • Visiting spaces/ virtual field trips (historical, conceptual etc) Many ‘sites’ have been created such as ancient Egypt
  • Discussion The sense of presence that students can feel in these spaces can bring cohesion to a group, especially if they are working at a distance.
  • Building experiments and simulations Some MUVEs allow the creation of scripts or programmes which can run simulations such as chemical reactions or flocking behaviours etc

Examples

Examples of educational uses to which shared virtual environments can be put include:

  • Learning a language through carrying out activities within the environment, such as buying a cup of coffee in a virtual cafe, or walking round a virtual art gallery and practicing the required dialogue.
  • Taking on roles and performing a piece within the virtual environment, then reflecting on the experience of that character, as part of a creative writing process.

They also can be used simply as a means to communicate with a student or students, as an alternative to text-based chat or videoconferencing.

Contemporary uses include:

  • The Open University has used Second Life for scheduled tutorials and as a place for distance students to meet informally focusing on  Technology, Maths and Computing.
  • Derby University are using Second Life to teach Psychology skills.
  • University of Strathclyde are using Second Life to teach architecture
  • Institute of Education in London is planning to teach about teaching and learning in Second Life.
  • Many Universities have ‘islands’ on Second Life most of which are not used extensively.

Where can I get them?

You may find that your institution already has some space on an MUVE so it’s worth making initial enquires on local email lists. There are also some schemes which are set-up to share out land for educational purposes such as  ‘Education UK’

Many of the MUVEs allow the creation of profiles and avatars for free. In Second Life it is only if you want to build or control a private space that you need to ‘buy land’.

Other MUVEs include:

  •  ‘There’ is similar to SecondLife but not so hyped
  •  Multiverse is an attempt to join together worlds. Gives you the chance to build your own world.
  •  OpenSim is an early open source prototype of SecondLife

There is a useful  Virtual Worlds Comparison chartat  Virtual Environments.info

SecondLife Educational Links:

What else do I need to know?

Most MUVEs are commercial and in the same manner as the wider internet are open to all. This is the reason why many institutions choose to control their own space rather than being part of the general flow of a MUVE.

MUVE software generally requires a computer with a good specification. As a rough guide using a computer which is less than 3 years old for using one of the more immersive 3D MUVEs should work.

3D MUVEs can be alienating environments especially for students who are not used to moving around in a 3D environment on a 2D screen. The ‘learning curve’ can be steep and students will need introductory tutorials before any course based teaching can be tackled.

Some institutional firewall block the use of some MUVEs

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