3D immersive virtual worlds, such as Second Life, have been the focus of substantial
attention from tertiary educators in recent years and the potential for the use of
such environments in learning and teaching contexts has been a frequent topic
of discussion by commentators on higher education futures. However, despite
anecdotal evidence of an increase in usage of such environments for learning and
teaching in Australian and New Zealand higher education, there have been no
published studies reporting on the breadth of use and the nature of the experience
of adopters of such environments across the sector.
This report draws on data from a review and environmental analysis of the use of 3D
immersive virtual worlds in higher education in Australia and New Zealand carried
out by researchers from Charles Sturt University (CSU), the University of New England
(UNE) and the University of Southern Queensland (USQ) from 2010 to 2012. The
study sought to identify and examine existing applications of 3D immersive virtual
worlds by educators throughout the two countries, with the aim of developing an
understanding of how the technology is being used for learning and teaching across
institutions and disciplines and the relevant experiences of academics, educational
designers and Information Technology (IT) support staff.
The study has been carried out under the auspices of the Distance Education Hub
(DEHub at http://www.dehub.edu.au), a federally funded research consortium
based at UNE that involves UNE, CSU, USQ and Central Queensland University in
Australia and Massey University in New Zealand. The study set out to provide the
higher education community with exemplars, guidelines and recommendations to
encourage the successful uptake, implementation and use of 3D immersive virtual
worlds.
The scoping study consisted of three phases of data collection:
1. Literature searches and searches of institutional web sites leading to
the establishment of a database of 179 higher education staff (135 in
Australia and 44 in New Zealand) with an interest or involvement in using
3D immersive virtual worlds for learning and teaching;
2. An online questionnaire completed by 117 respondents, including 82 from
Australia and 35 from New Zealand, to obtain information about the ways in
which 3D immersive virtual worlds were used and about the perspectives of
the teaching staff involved;
3. Interviews to gather more detailed information and perspectives from
13 academic staff who had implemented virtual worlds in their teaching,
from six educational design staff and from five Information Technology (IT)
support staff.
The 62 respondents who indicated they had already used 3D immersive virtual worlds
in their teaching reported on a total of 125 individual subjects in which they had used
the technology, including 201 individual subject offerings. Details were provided
about the use of virtual worlds in 100 subjects. Of these, the majority used Second Life
(78.0%) as the virtual worlds platform, followed by Active Worlds (5.0%) and OpenSim
(4.0%). Within these 100 subjects, the virtual world-based tasks were compulsory
and assessed in 41% of subjects, compulsory but not assessed in 16% and neither
compulsory nor assessed in 43%.
There was a fairly even distribution of subjects using virtual worlds across disciplines,
although the science discipline was somewhat underrepresented. Specifically, 29%
were in the Arts and Humanities, 21% in Education, 18% in Information Technology,
10% in Legal and Business Studies, 9% in Health, 4% in Science and 9% in other
discipline areas. Respondents provided 53 detailed descriptions of the way in which
virtual worlds were used in their teaching, and from these descriptions ten categories
of learning design were identified, with a number of subjects fitting into more than
one category. The most commonly used virtual world supported learning design was
role-play (43% of subjects), followed by learning designs centred on communication
(40%), learning designs focussing on instruction or presentation (23%) and learning
designs focussing on place exploration and building/scripting (each 17%).
Fifty-five respondents provided more detailed information about a specific virtual world
implementation and, of these, 55% indicated that the virtual world, island or space
was developed specifically for the purpose of the subject they taught. Twenty-two per
cent of these 55 respondents indicated that an important aspect of the learning task
was familiarisation with Second Life and, consequently, these respondents indicated
that students were required to explore the environment as a whole, rather than using
a space developed for a specific pedagogical purpose. Of these 55 respondents, 55%
indicated that they had drawn on the support of non academic staff within their
institutions, such as information technology or educational design support staff. Fiftyfive
per cent also indicated that they had drawn upon dedicated funding to support
the implementation, with this funding coming from a variety of internal and external
sources.
Interview participants described a number of different virtual spaces that had been
developed to meet the specific needs of their particular learning context, including a virtual hospital emergency department, a virtual classroom and a simulated street with
retail outlets allowing students to undertake a business role-play. Others described
the development of spaces designed for various types of online teaching including
amphitheatres, boardrooms and informal student meeting spaces. Some of the spaces
developed consisted largely of static building and furniture, while others incorporated
dynamic features controlled by complex scripts; for example, one participant described
a virtual environment containing business outlets controlled by a complex back-end
economic simulation. Other spaces relied on user interface enhancement allowing
avatar control beyond that provided by default within the viewer software.
With respect to evaluation, little systematic evaluation was described in the interviews,
with participants mainly describing informal feedback mechanisms and some types of
formal but not systematic evaluation. Most commonly, participants described informal
student feedback or informal observation of student activity as the main evaluation
mechanisms. Formal evaluation procedures predominately included student subject
evaluation forms that were included as part of a university reporting system. Of those
that did mention systematic evaluation, most referred to research projects associated
with the virtual world implementation.
Respondents to the questionnaire mentioned a number of problems they had
encountered in their attempts to integrate virtual world activities into their teaching
and these problems were grouped into the following categories: technology, support,
funding and time, usability and familiarity, equity and ethics, inherent limitations of
virtual worlds, acceptance of virtual worlds, and management and planning. Interview
participants also provided more detailed descriptions of many of the problems
identified and a number of recommendations for others emerged from both the
questionnaire responses and interviews.
Other perspectives emerging from interviews included identification of a lack of
specific funding for, and an absence of, institutional policies relating to virtual
worlds, an acknowledgement of the need for substantial time commitment by staff
considering the adoption of virtual worlds and noting of the value of working with
others through informal and formal networks. Additionally, academic staff members
interviewed highlighted the increased engagement of students that had occurred
through the introduction of virtual worlds based tasks and the fact that the process
of introducing virtual worlds into their teaching had led to new reflections on their
teaching practice.
Based on the analysis of data collected during this study, along with ongoing reviews
of the emerging literature, a series of recommendations have been derived. These have
been grouped into recommendations relating to institutional policy, recommendations
directed at teaching staff considering the adoption of virtual worlds into their teaching
and recommendations relating to research.