Practical Applications of Research for September 23, 2009.
The second article in a series by Dr. Irene T. Boland, based on her dissertation research.
In Part 1 of this article series, we investigated the special planning that is required for virtual worlds learning, in addition to the usual criteria considered for an eLearning project. In this article, we discuss effective Analysis and Design – as it pertains to virtual worlds.
Analysis
The analysis phase of instructional design typically focuses on quantifying and describing the characteristics and motivations of learners along with specific objectives for the learning experience. Familiar learner analysis criteria include the educational background of the learner, and the intrinsic or extrinsic motivations each one has toward the learning. Additional learner analysis criteria that should be considered include learner experience and comfort level with technologies used in education or training. These technologies include computers, the Internet and 3D environments.
A gap analysis typically measures the distance between learners’ current content or procedural knowledge and the level of knowledge or skill the learners need to acquire. For learning in a MUVE, an additional gap needs to be measured and remediated—the ability to perform basic functions in the MUVE. Learners may need to be supported with step-by-step instructional movies that guide them through the processes of: creating a user account, customizing the avatar, avatar locomotion (walk, fly, run), touching and using objects in-world, and searching for and teleporting to a location.
Because of the sizable learning curve involved in becoming competent at basic functions in a MUVE, it is recommended that a learning experience in a MUVE take place over a longer period of time, such as weeks or months. This will enable learners to get past the initial learning curve and focus on learning the target content.
Design
A design phase may be focused on creating the learning site within the MUVE or on creating a learning experience within an existing learning site in the MUVE. Questions to consider in designing the learning experience include how to chunk and sequence the content and whether to expect learners to interact and learn synchronously or learn asynchronously.
Chunking and sequencing content. In my study, each accounting transaction was supported with an instructional movie that focused specifically on the general understanding of a single accounting transaction, and then demonstrated how to use a 3D model of the accounting equation to practice the transaction. Each movie taught one type of transaction. The longest movie had a running length of 90 seconds. Learners could pause, rewind, fast forward and reply the movies as needed. The sequence of the content was determined by the order in which the content was taught in class. Generally, it progressed from simpler to more complex transaction types. Where there were dependencies between transactions, they were taught in logical sequence to show the impact the earlier transaction had on the subsequent transaction. Learners then used a series of practice problems which they solved in-world using a 3D model of the accounting equation. This interactive model was created by Dr. Steven Hornik, an accounting and Second Life expert and a professor at the University of Central Florida.
Synchronous or asynchronous learning. MUVEs can be used for either synchronous or asynchronous learning experiences. When designing instruction for small synchronous groups, participants can be trained into specific roles such as a team manager who drives the team toward a goal or a team recorder who composes the team’s answer to a learning task for assessment. A mentoring role can also be filled by the teacher, or by an assistant or specially trained peer learners. You may choose to have your learning environment open continuously to accommodate the variety of schedules your learners keep. Since learners may show up at any time, having a number of support personnel is a good idea—as no one individual could be available 24 hours a day.
In Part three: Design, Implementation and Evaluation
Is there a topic you’d like to see in a future Practical Applications of Research? Post it as a comment below – or email your request to dr.irene.boland at elearningfuture.com
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Thank you Irene, for sharing your thoughts and research on designing MUVEs. I’m new to elearning and finding this though-provoking!