educational constructive learning through to Higher
Educational constructs in which the student self
learns and self directs.
Mennecke (2008) stated that VWs are part of the
domain of multiplayer online games but without the
organised gameplay. Consequently, the user can
meander through a VW or interact with scenarios in
a personally chosen path or meet with and work
together with other users. VW examples are the
Sims (http://thesims.ea.com/en_us/home), a game
with multiple environments such as towns, hospitals,
holiday islands to visit, or the online game worlds
Second Life (http://secondlife.com/) and Active
Worlds (www.activeworlds.com). In these online
worlds personally designed avatars can roam, build,
interact or quest. Both have educational islands
(servers) from a large list of Universities and
Colleges who have bought space to build an
environment for their students to interact and learn
in. Another system commonly used is OpenSim
(http://opensimulator.org/) which is an open source
VW simulator. The University of St Andrews
School of Computer Science uses OpenSim to build
multiple environments for students such as the
Laconia Acropolis Project, St Andrews Cathedral
and Castle, Linlithgow Palace, Brora Site and a
Virtual Humanitarian Disaster (VHD) Simulation
(http://openvirtualworlds.org/). Some of these have
been built in conjunction with Scottish Heritage or
with other academic schools in the University such
as Archaeology or Management. The simulated
worlds are rich in visual and cognitive
entertainment. Users can wander through the worlds,
or as in the VHD, interact with constantly changing
scenarios.
Immersive environments cover a range of
environments where the cognitive awareness of a
user is altered by an artificial environment. The user
effectively suspends partial or complete belief,
enabling them to interact and react to stimuli in the
artificial world. This is applicable to chess players
being mentally immersed in their game, or to players
within a virtual environment cave, where they have a
total immersion within the world and their actions,
through tactical or sensory motor accoutrements
allow a complete sensation of being in that
environment. Users of Active Worlds, Second Life
or OpenSim have a narrative immersion when they
feel emotionally invested in the experience. They
may even progress to a form of spatial immersion
when the game play is projected or they feel so
convinced by the reality of the simulation that their
awareness is totally embedded within the
experience. Consequently we use the terms Virtual
Worlds as well as immersion as the simulations are
growing increasingly real to afford the user a sense
of being in-world.
Around the world, there are many users of
Second Life and Active World, latest estimates
suggest these are in the range of half a billion users.
The world online population, as of June 2012, is
2,405 million users with North America, Australia
and Europe with the highest online penetration of
over 60% each (http://internetworldstats.com). The
fastest growing regions are Asia, Africa, Middle
East and Latin America with online user growth
rates of circa 1000% over the last decade. Asia
currently has 27.5% of its population online but at
over 1,076 million people this demonstrates a vast
target for online educational support as well as
learning within games. It is therefore necessary to
summarise the types of use that researchers have
made of virtual worlds to enable an assessment of
the state of the art.
One of the driving forces of this work was the
knowledge that many students feel stressed when
arriving in a new University and a new country.
According to Smith & Khawaja (2011) acculturative
stressors include language barriers, educational
difficulties, loneliness and some basic practical
problems with finding themselves in a completely
new environment. The goals for students are to
achieve adaptation, socialisation and have an
awareness of the host country (Lord & Dawson,
2002). The OECD (2012) indicates that there are
now over 4 million international students worldwide
with over 52% from Asia. Since 2000 the number of
foreign tertiary students in OECD countries has
doubled. Consequently an attempt to reduce either
language or educational or socio-cultural stressors is
a valuable goal for any educational establishment.
2.1 A Virtual Educational Taxonomy
In a Virtual World Educational Taxonomy (Duncan
et al., 2012) the authors consider the primary level
differentiators to be the Who (Population), the What
(Educational Activity), the Why (Learning Theory),
the Where (Environment) and the How (Supporting
Technologies). A sixth category allows current and
active research to be noted.
The Population category demonstrates that
researchers have worked on VWs for a variety of
different age groups from primary school age
children up to Higher Education students. Also,
some worlds have been developed for physically
disabled users. Most of the published work to date
focuses on higher or further education.
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