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Using Virtual Worlds: What the Research Says 1
Using Virtual Worlds: What the Research Says
Susan Dass
George Mason University
May 11, 2010
Using Virtual Worlds: What the Research Says 2
Abstract
The success of Second Life, an Internet-based 3D user-created virtual world, has supported
wider use of virtual worlds, especially as a learning environment. Virtual worlds include a
variety of inherent characteristics that can be leveraged in accordance with the alignment of
learning outcomes, learning theory, pedagogical model, instructional strategy, and learning
activities. The use of an avatar provides the means to interact and create within the virtual
world, to communicate and collaborate, and to develop a sense of presence in the virtual
world. From an educational perspective, pedagogical models are being examined for their
application to virtual worlds as well as new models that are emerging attuned to the inherent
characteristics of a virtual world. This paper draws upon current research to summarize the
key factors and applicable principles that helps to inform the design of virtual world as a
learning environment. Existing and new pedagogical models are reviewed through case
histories. Additionally, student receptivity and perceptions of virtual worlds as a learning
environment are discussed as well as student performance in a virtual world as evidenced in
the literature. Continued research will provide a means to better understanding of learning
transfer and how to better design a virtual world learning environment.
Using Virtual Worlds: What the Research Says 3
Introduction
Although some virtual worlds have been around as early as 1997 and even earlier as text-
based, the mass cultural appeal and success of Second Life, an Internet-based 3D user-created
virtual world, has supported wider use of virtual worlds (Kelton, 2008; de Freitas, 2008; Wagner
& Ip, 2009). Instead of asking who’s doing it, EDUCAUSE (2008) noted that a better question
would be who’s not doing it. Individuals, businesses, schools, and government use virtual worlds
for a variety of reasons, including meeting, sharing, collaborating, communicating, socializing,
providing services, conducting business, or creating learning environments (EDUCAUSE, 2008;
de Freitas, 2008; Robbins & Butler, 2009; Wang & Braman, 2009). From an educational
perspective, virtual environments can provide classroom space, house resource materials, or
support self-contained stand-alone courses conducted entirely within the virtual world (Clark,
2008). “Virtual worlds can offer students activities that are both hands-on and minds-on, making
it possible for students to replicate classic experiments or perform laboratory activities that might
be too dangerous, too expensive, or too time-consuming in the real world” (Clark, 2008, para 1).
The sense of presence, togetherness, and ‘thereness,’ is often cited as the draw to virtual worlds
(EDUCAUSE, 2008; Clark, 2008; Robbins & Butler, 2009). Kelton (2008) posits that “educators
using virtual worlds today realize that it is a means to an end, a tool available for teaching and
learning” (p. 22).
This paper draws upon current research to summarize the key factors and applicable
principles that helps to inform the design of a virtual world as a learning environment. The paper
will differentiate virtual worlds from games and will discuss the inherent characteristics of
virtual worlds. Through this discussion, the importance and significance of the selection of
pedagogical models, instructional strategies, and subsequent learning activities will become
Using Virtual Worlds: What the Research Says 4
evident in the design of a virtual world. As such, a brief overview of example pedagogical
models used to date in the research will be presented to appreciate the relevance of pedagogy.
Several research case histories will be summarized to review student receptivity and perception
of virtual worlds and student performance using virtual worlds as a learning environment. This
review will also indicate the lack of standardization in evaluation instruments and the range of
factors that can be measured as part of an evaluation process for virtual worlds, thus making it
very difficult to conduct a meta-analysis. This paper begins with a discussion of virtual worlds
and their inherent characteristics.
Virtual Worlds and Inherent Characteristics
There are different types of virtual worlds (see Robbins & Butler, 2009). They can be
purposeful in nature or social in nature. Purposeful worlds are games or targeted training such as
for emergency medical response (Wagner & Ip, 2009). Social worlds offer more opportunities
for communication. Virtual worlds have often been perceived as being games but they are not.
Virtual worlds do not have prescribed rules or inherent goals, but rather, they offer the ability to
create, change, and control the environment (Kelton, 2008). Gamers may feel lost when
transitioning to virtual worlds as there is no goal and no inherent direction in terms of what to do
in a virtual world. They become bored and thus exit the world, never to return (Kelton, 2008).
Even in a class of instructional technologists, where one might assume the technologists would
be intrinsically motivated to investigate an instructional technology, they were also found to be
at a loss as what to do while in the virtual world (Sullivan, 2009). It would seem that users need a
goal or motivation to explore and interact with a virtual world.
It’s important to understand the inherent characteristics of a virtual world so these
characteristics can be exploited in the design of a learning space. Foremost is the use of an
Using Virtual Worlds: What the Research Says 5
avatar by the user. An avatar provides not only a visual representation of the user but also a
psychological immersion (Delgarno & Lee, 2010). Through the use of the avatar, the most
commonly cited characteristics of a virtual world include: presence, awareness, communication,
and collaboration. Presence is explained by the sense of space and ability of the avatar to interact
with the environment (de Freitas, Rebolledo-Mendez, Liarokapis, Magoulas, & Poulovassilis,
2010; De Lucia, Francese, Passero, & Tortora, 2009; Dickey, 2005a). There is awareness of
others and of on-going activities; a means to communicate through text and audio; and an ability
to collaborate through the use of programmed tools (De Lucia et al., 2009). Others have noted
the ability for virtual worlds to offer learner-control (de Freitas and Neumann, 2009); to provide
a temporal and spatial sharing of an environment (De Lucia et al., 2009); and induce a sense of
belonging to a community (De Lucia et al., 2009). Kapp and O’Driscoll (2010) has also
categorized the characteristics of a virtual world into seven sensibilities: the sense of self; the
death of distance; the power of presence; the sense of space; the capability to co-create; the
pervasiveness of practice; and the enrichment of the experience. All these are virtual world
characteristics that can be leveraged; however, technologies do not cause learning but rather
afford opportunities that may lead to learning (Dickey, 2005a; Dalgarno & Lee, 2010; Winn,
2002). For example, presence and learning are strongly related: increasing presence also
increases learning and performance (De Lucia et al., 2009). So it is how the learning space
leverages presence to increase learning.
But there is another virtual world characteristic that is implied and not necessarily
explicitly defined in the current research and that is immersiveness. The immersive nature of a
virtual world learning environment is fostered by the aforementioned characteristics, but
immersiveness is not defined by them. The research and literature to date implies that the
Using Virtual Worlds: What the Research Says 6
immersive nature is exemplified only when the learner actively interacts with the virtual
environment, the content and context are interrelated, and the user has impact or persistence
through creation; it is learning by doing in an authentic, relevant context (Kapp & O’Driscoll,
2010; Hew & Cheung, 2010). Being immersed in a learning space does not imply the learner is
experiencing immersiveness. Watching a video in a virtual world lecture hall on how to create a
marketing plan is not the same as creating and implementing a marketing plan in a virtual world
to see how many customers are attracted to buy a product. There is a degree of immersiveness
depending how real the experience and how much influence the user has on the environment, not
just a passive participant (Dreher, Reiners, Dreher, & Dreher, 2009).
In order to begin to merge these inherent virtual world characteristics into a useful design
model or framework, Hew & Cheung (2010) recognized ‘usage of virtual worlds’ as another
means to understand or categorize the different ways virtual worlds have been applied. They
noted three main uses: “(1) communication spaces, (2) simulation of space (spatial), and (3)
experiential spaces (‘acting’ on the world)” (p. 33). Dickey (2005a) employed a four point
framework to compare the characteristics of different virtual worlds: inscription tools, discourse
tools, experiential tools, and resource tools. Inscription tools allow the user to create in-world
objects although Winn (2002) expands this by stating inscription tools provide a means for
students to externalize their understanding of what they are learning such as through the creation
of text and graphics. Discourse tools support communication; experiential tools deal with
interacting with the environment; and resource tools provided a means to share information.
Dickey (2005b) also reviews two case histories of a virtual world implementation and
differentiates each implementation based on whether the virtual world was used as an
asynchronous formal learning space or a synchronous informal learning environment.
Using Virtual Worlds: What the Research Says 7
All of these inherent characteristics can be enveloped within the virtual world learning
environment. However, they must be explicitly programmed and leveraged in the learning
environment. Based on the above discussion, different types of learning spaces may be created
that leverage one or many of the inherent characteristics of virtual worlds. The types of
implementation might then be categorized as:
asynchronous distance learning space (content repository);
synchronous distance learning space (formal meeting);
exploratory or discovery learning space (interact with virtual world content);
collaborative learning space (share ideas);
social learning space (recreation and discussion);
immersiveness learning space (content with context, interaction, impact, culture)
An example of an asynchronous space would be creating a space to house information
related to a domain or learning need; in its most basic form, an unattended library or kiosk
(Dickey, 2005b) or perhaps a repository of class materials such as the course syllabus,
assignments, or rubrics. An example of a synchronous space would be creating a meeting place
for scheduled formal lectures that support student questioning (Dickey, 2005b; O’Connor, 2009).
An exploratory or discovery space provides a means to explore and interact with content. On
Genome Island in Second Life, students can conduct experiments to explore genetics (Clark,
2008). A collaborative space provides the tools necessary to share ideas where the tools might
support communication through text chat, VoIP, and gesture panels as well as collaborative tools
such as slide presenters (De Lucia et al., 2009). A social space supports informal discussions
whether the discussions are class related or not (Bronack et al., 2008). The immersiveness space
supports student interaction in a contextualized learning environment with the appropriate
Using Virtual Worlds: What the Research Says 8
cultural backdrop. An example of an immersiveness space required students to build and run a
Second Life online store to learn and apply business and system development principles (Wagner
& Ip, 2009). In another case of an immersiveness learning space, to teach English as a second
language, Second Life was implemented as a synchronous distance learning space with some
exploration of Second Life conducted as a directed group activity. In this joint research effort
with an America university, 20 Chinese undergraduate students majoring in English interviewed
an assigned American partner in Second Life to practice English skills at designated locations
and times. In this case, the ability to communicate with a native English speaker on a variety of
topics is more ‘immersive’ than discourse with an instructor or didactic lecture or computer-
based training product. However, for this to truly represent an immersive experience in Second
Life, the student would need to interact in an unstructured format. Post study, the instructor
noted that semi-structured or improvised interactions within Second Life would further promote
learning as well as provide additional opportunities to learn about American culture (Wang,
Song, Xia, & Yan, 2009).
Although the virtual world characteristics have been enveloped into ‘spaces,’ it is not
meant to imply that they must be spatially separated in the learning environment. However,
some case histories have specifically created separate spaces that provide different functionalities
whereby visual cues and metaphors are used to alert the user to the expected function of the
space (Bronack et al., 2008). In the case of Genome Island, levels of a wall-less building
provided distinct areas of learner activities while an outdoor deck with seat cushions was
intended for a discussion area (Clark, 2008). In another case, small buildings were collocated
and made available for simultaneous, multiple small group collaborative work spaces (Chang,
Gütl, Kopeinik, & Williams, 2009).
Using Virtual Worlds: What the Research Says 9
Some researchers have noted that if the virtual world is only used as a synchronous
distance learning environment, then the potential to use virtual worlds in a manner different from
traditional methods is lost (Dreher et al., 2009). One might then wonder why bother with the
time and expense of creating a virtual world for a synchronous learning environment. It has to
do with the value one places on the inherent characteristics of presence, awareness,
communication, and collaboration. In essence, it is the emphasis on interaction, real-time
discussion, and shared experiences (Calongne, 2008). In one study, a distance learning course
was transitioned to a synchronous distance learning course whereby Second Life served as a
presentation and meeting area (O’Connor, 2009). The new approach allowed the geographically
dispersed students to virtually meet their cohorts, to sense their personalities, to work
collaboratively, and to learn from peer presentations. It additionally allowed for guest lecturers
to present directly to the class. These were valued additions to the course. Alternatively, this
does not imply creating a virtual world environment for all learning activities. If the activity
relies solely on social networking, then consider using a technology that is more familiar to the
students such as a blog, not a virtual world; identify the most appropriate technology to use to
meet the class needs (Wang & Braman, 2009).
The value that one places on the inherent characteristics of the virtual worlds will depend
on one’s belief in how learning takes place and the selection of a pedagogical model reflecting
that belief and as aligned with the desired learning outcomes. The types of learning spaces
previously described (asynchronous, synchronous, exploratory, collaboratively, social, and
immersive) can be envisioned to align with learning taxonomies. The asynchronous and
synchronous learning spaces may be well-suited for objectivist or behaviorist environments and
be associated with lower levels of Bloom’s taxonomy. Bloom’s taxonomy classifies learning
Using Virtual Worlds: What the Research Says 10
outcomes into six levels of increasing cognitive requirements: knowledge, comprehension,
application, analysis, synthesis, and evaluation (Morrison, Ross, & Kemp, 2007). The
exploratory space may be better suited for applying and understanding concepts and principles
which corresponds to mid-level Bloom’s taxonomy. The collaboration and social spaces provide
the means to support a more constructivist environment where social negotiation becomes an
important factor in learning. The immersiveness space reflects upper level Bloom’s taxonomy in
a more constructivist learning environment that can include context and culture. Leveraging
which inherent characteristics of a virtual world will depend on pedagogical implications. The
next section provides a brief review of pedagogy and its significance in the design of a virtual
world.
Pedagogical Implications
The design of any learning space whether 3D virtual world, 2D distance learning,
traditional computer-based, or classroom, begins with aligning learning outcomes with a learning
theory and pedagogical model. This leads to selecting instructional strategies and subsequently
learning activities appropriate for the learning outcomes. This type of instructional design
process leads to effective learning. Clark (2003) noted that “learning is the result of instructional
methods, regardless of the media used to deliver those methods” (p. 14). Many virtual world
researchers recognize the importance of this process and have reported on the importance of
developing appropriate activities for the desired learning outcomes (Jarmon, Traphagen, &
Mayrath, 2008; Jarmon, Traphagen, Mayrath, & Trivedi, 2009; Mayes and de Freitas as cited in
de Freitas and Neumann, 2009; Mayrath, Sanchez, Traphagan, Heikes, & Trivedi, 2007;
O’Connor, 2009; Schiller, 2009; Wang & Braman, 2009).
Using Virtual Worlds: What the Research Says 11
In one case history (Mayrath et al., 2007), Second Life was integrated into a two-
semester undergraduate world literature and rhetoric course. One instructional objective dealt
with the use of visual and verbal rhetoric as seen reflected in the campus architecture. The
Second Life activity required the students to construct an ideal campus in Second Life.
Frustrated students found the activity as irrelevant to the course objectives. The programming
requirements were initially beyond the capabilities of the students. In the second semester, one
learning objective dealt with exploring leadership through role models. The corresponding
Second Life activity required the students to take on the persona of their role model and provide
a presentation in Second Life of that person. The second semester activity was ranked
consistently higher across all survey items causing the authors to conclude that student feelings
towards Second Life will depend in part on how well the activities align with the instructional
objectives and context.
Learning Theories and Pedagogical Models
The most often referred to learning theory in the design of a virtual world learning
environment is constructivism. Constructivism is based on the general view that “learning is an
active process of constructing rather than acquiring knowledge” (Duffy & Cunningham, 1996, p.
171). The learner is an active participant; “the situations, activities, and social interactions are
constantly challenging the learner’s understandings, which results in new meanings” (Dabbagh
& Bannan-Ritland, 2005, p. 167). In contrast, objectivist theory assumes knowledge is acquired
and implies that knowledge is external to the individual, independent of context. Knowledge can
be mapped to an individual without need for the student to interpret as this is accomplished by
the teacher (Ertmer & Newby, 1993; Jonassen, 1991). It is not uncommon to consider
objectivism and constructivism as two opposites on a continuum of learning theories (Dabbagh,
Using Virtual Worlds: What the Research Says 12
2009; Jonassen, 1991; Walsh, 2004) for which each theory may serve a purpose. Objectivist
principles may more appropriately align with introductory knowledge (Jonassen 1991as cited in
Ertmer & Newby, 1993) while constructivist principles may better align with higher order
thinking and are represented higher in Bloom’s taxonomy (Walsh, 2004).
Other learning theories noted in the virtual world research are constructionism and social
constructivism. Constructionism is similar to constructivism but differs in that it assumes
learning is enhanced when the student creates personally meaningful artifacts (Dreher et al.,
2009; Sullivan, 2009). In social constructivism, knowledge is socially constructed; learning is
social in nature as in a community of practice; and the learner progresses from novice to expert
under the guidance of expert community of practice members (Bronack et al., 2008). A good
application of social constructivism in a virtual world was the use of the virtual world for
learning English as a second language (Wang et al., 2009). In this case, the students had to
interact socially with English speaking students to practice to become expert English speakers.
Several pedagogical models have been developed based on the learning theory of
constructivism. Many have been explicitly applied to the design of a virtual world learning
environment. Problem-based learning is a type of constructivism in which the students address a
given problem and it is assumed that they have no formal prior learning of the domain (Dabbagh
& Bannan-Ritland, 2005). Applying this model and employing a virtual world learning
environment, students were to develop training solutions in which they were to assess the extent
to which Second Life could be used as an instructional technology (Good, Howland, &
Thackeray, 2008). The course focus was on the process of the problem solving and not
necessarily the content. Another constructivist based pedagogical model, action learning, was
used in another case history. In action learning, individuals learn from each other by working in
Using Virtual Worlds: What the Research Says 13
real problems and reflecting on their experiences; it follows a cycle of action, experience,
understanding, and planning for new action to repeat the learning cycle (Wagner & Ip, 2009). In
this case history, the students were to build, experience, and operate an online Second Life store
applying business and system development principles (Wagner & Ip, 2009). Experiential
learning is yet another constructivist based pedagogical model. Here, “learners build deep
understanding and expertise by cycling through the four steps of the experiential learning cycle:
concrete experience, reflective observation, abstract conceptualization, and active
experimentation” (Kolb et al., 2002 as cited in Jarmon et al., 2009, p. 170). In this case history,
the graduate students came from different academic disciplines to collaboratively deliver a
project. The project was to provide a means of sharing the concept of sustainable urban homes
by developing an interactive replication of the proposed home in Second Life, and subsequently
included an online ribbon cutting ceremony. The project required the coordination of efforts and
communication across multiple stakeholders of various backgrounds (Jarmon et al., 2008;
Jarmon et al., 2009).
While these learning theories have been applied directly to virtual worlds, they and others
are being re-examined to assess how the affordances of virtual worlds can be exploited to
support each theory. New learning theories are being developed as well. The Presence Pedagogy
(P2) Model is based on a social constructivist philosophy (Bronack et al., 2008). It adheres to
ten tenets which are described in the context of a virtual world: ask questions and correct
misconceptions; stimulate background knowledge and expertise; capitalize on the presence of
other; facilitate interactions and encourage community; support distributed cognition; share tools
and resources; encourage exploration and discovery; delineate context and goals; foster reflective
practice; and utilize technology to achieve and disseminate results. Serendipitous interactions are
Using Virtual Worlds: What the Research Says 14
core to this model but the authors note that creating “an environment that effectively capitalizes
on the presence of others requires careful planning and thought and is fostered by well-designed
spaces” (Bronack et al., 2008, p. 63).
Instructional Strategies and Activities
In a constructivist learning environment, the instructional strategies will promote:
authentic learning activities, problem solving, collaboration and social negotiation, exploration,
hypothesis generation, role-playing activities, articulation, reflection, multiple perspectives,
modeling and explaining, coaching, scaffolding, and self-directed learning (Dabbagh & Bannan-
Ritland, 2005). It becomes evident how virtual worlds can directly support many of these
strategies, thus making constructivism a good fit for application to virtual worlds. These same
instructional strategies may also apply to social constructivism, presence pedagogy,
constructionism, and other theories in varying degrees of application commensurate with the
assumed underlying theory. In the case of the learning theory cybergogy, the dexterous learning
domain addresses the user’s ability to interact with the interface of the virtual learning
environment, such as moving the avatar, using the cameras, and working with objects (Scopes,
2009). As part of this theory, instructional strategies and activities need to be developed to
address those types of learner needs. O’Connor (2009) also noted the same type of ‘dexterous’
learner needs for users to interact in a virtual world and recommends that instructional designers
include learning objectives that specifically target the user’s ability to work in the virtual
environment.
Instructional strategies and activities in constructionist and constructivist learning
environments are learner-centered and student performance is generally not measured by
standardized tests. In these environments, the strategies and ensuing activities result in the
Using Virtual Worlds: What the Research Says 15
development of artifacts that reflect a student’s externalization of their understanding of the
content (Schiller, 2009). These artifacts then aggregate into a portfolio, commonly for peer- and
self-assessment. Since each virtual world learning environment has unique capabilities, each
will need to be assessed for its affordances relative to the desired instructional strategies and
activities. Inherent to Second Life is a slide presentation board, brainstorming board, and
whiteboard that are readily available to support specific learning activities (Chang et al., 2009;
Jarmon et al., 2009; O’Connor, 2009). Additionally, students can create and store note cards in a
folder system that can be kept or shared by the students (Good et al., 2008). Text chat transcripts
can be saved for documentation (Schiller, 2009) while the built-in Second Life camera and
Machinima can be used to document places visited (O’Connor, 2009). Machinima is a Second
Life tool that supports the video recording of what is happening on the screen. It may better
convey to an audience the places visited and the experiences encountered by the user. Other
functionalities may be specifically programmed into the virtual world. In the case of Second
Life, some have programmed a collaborative document sharing tool that makes use of Google
docs (Chang et al., 2009; Good et al., 2008; Schiller, 2009), expanded the slide presenter and
collaborative capabilities through SLoodle, a combination of Second Life with an open-source
learning management system Moodle (De Lucia et al., 2009); and created a dynamically loaded
presentation board (De Lucia et al., 2009).
Implications for Design
In the case of de Freitas & Neumann (2009), it’s not just the new individual affordances
of virtual worlds; it’s the use of immersive learning that “implies a shift from considering and
designing learning tasks to choreographing learning experiences as a whole, mediated by
structured and semi-structured social interactions” (p. 82). Learning outcomes are not single
Using Virtual Worlds: What the Research Says 16
stand-alone units matched to instructional strategies and activities, albeit that’s still important;
but by using a more exploratory approach, learning may in fact rely more on learning scenarios
whereby multiple learning outcomes may be intertwined for design and assessment and linearity
in learning is diminished. Extending the experiential learning model by Kolb (2002) (as cited in
de Freitas & Neumann, 2009), a new exploratory model was developed that inserts a new step,
‘exploration;’ making the learning cycle: experience, exploration, reflection, abstract
conceptualization, and testing (active experimentation). This new step, exploration, specifically
addresses learning through collaborative activities, communication, and observations (de Freitas
& Neumann, 2009) – these are some of the inherent characteristics of a virtual world noted
previously.
Similar to de Freitas & Neumann, (2009), Kapp and O’Driscoll (2010) has also
transitioned the training design process from learning tasks to learning experiences. Kapp and
O’Driscoll (2010) have developed design principles “to create engaging episodic interactions
that lead the learner along an optimal flow state of challenge and reward as they rapidly – but
often not consciously – assimilate new learnings along the way” (p. 70). These design principles
are broken into two categories; the first are the grounding principles: instructionally grounded
and reflectively synthesized. The remainder define the experiential principles of: participant
centered, contextually situated, discovery driven, action oriented, consequentially experienced,
and collaboratively motivated. Similar to the P2 Model, these tend to align with constructivist
type learning theories. These design principles are then encapsulated within a macrostructure of
agency, exploration, connectedness, and experience to support the design process. Each
macrostructure is associated with certain learning archetypes (similar to learning activities) and
these archetypes are continuing to be developed and assigned to a macrostructure. Scopes
Using Virtual Worlds: What the Research Says 17
(2009) has retroactively applied these principles through the application and extension of Kapp
and O’Driscoll’s learning archetypes to three case histories to investigate the applicability and
implementation of the design principles. The use of the learning archetypes was found to be an
effective support in the design of a virtual world learning environment. Additionally as part of
that study, the pedagogical model cybergogy (Wang, 2005 as cited in Scopes, 2009) is extended
to be based on four domains: cognitive, emotional, dexterous, and social. The latter domain is
from Weng’s (2006) Model of Cybergogy for Engaged Learning (as cited in Scopes, 2009).
So it is evident that existing learning theories are being re-examined for the affordances
offered by virtual worlds as well as new theories and pedagogical models that are being
developed specifically attuned to virtual worlds. As noted previously, the selection of a learning
theory and pedagogical model helps to align the selection of instructional strategies and activities
with the desired outcomes. Additionally, these same instructional strategies and activities may
simultaneously serve as student assessment mechanisms.
Second Life: Student Receptivity, Perception, and Performance
Most of the research conducted used Second Life as the virtual world although other
virtual worlds can be found in the literature. For example, a proprietary virtual world was created
in one case history (Sourin, Sourina, & Pasolova-Førland, 2006) and two other researchers made
reference to Active Worlds (Dickey, 2005a ; Bronack et al, 2008). Regardless of the specific
virtual world, the research found in the literature addressed three topics: student receptivity,
student perceptions, and student performance as related to virtual worlds as a learning
environment, albeit most research focused on student perception.
Using Virtual Worlds: What the Research Says 18
Student Receptivity
Receptivity refers to the user acceptance of a new technology. Many models exist that
capture the nature of user acceptance of technologies in general (Venkatesh, Morris, Davis, &
Davis, 2003). However, in the two studies that specifically targeted the nature of student
acceptance of Second Life as a learning environment, both used the Technology Acceptance
Model (TAM). “TAM posits that two beliefs – Perceived Ease of Use (PEOU) and Perceived
Use (PU) – determine one’s Behavioral Intention (BI) to use a technology” (Shen & Eder, 2009,
p. 226 ). The goal of these two studies was to determine the variables that influence the
behavioral intention of the person to accept and use virtual worlds as a learning environment.
Knowing these variables and their relationships can help in the design and implementation of a
virtual world as a learning environment.
In one study, Shen and Eder (2009) were interested in undergraduate business students’
acceptance and intention to use virtual worlds for educational purposes. In particular, they were
interested in empirical evidence that would suggest that 18 to 34 year olds perceive the expected
value of virtual worlds similar to the way industry and researchers suggest. Using TAM and its
extended studies, computer playfulness, computer self-efficacy, and computer anxiety were
evaluated as antecedents to PEOU while the relationship between PEOU, PU, and BI were also
examined. In the study, students were to conduct Second Life activities, some collaboratively.
Post-course, the students completed a seven-point Likert scale questionnaire targeting these
variables as well as collecting information on demographics, current use of networking sites, and
prior knowledge of Second Life. The majority of the respondents (68.8%) had never even heard
of Second Life before the class and only 3.9% had a Second Life account that they used
regularly. In contrast to the TAM and its extended studies, the data indicated that PEOU did not
Using Virtual Worlds: What the Research Says 19
directly influence the student’s BI to use Second Life in a learning environment and computer
anxiety had no significant effect on PEOU. Others have also found that PEOU did not directly
impact BI but rather through PU (Davis, 1989; Keil, Trues, & Mixon, 1995; Venkatesh, 2004 as
cited in Shen & Eder, 2009). Shen and Eder (2009) interpreted the findings from this study to
indicate that use of Second Life as a learning environment is plausible; its use needs to account
for student perceived usefulness; and activities should be collaborative to encourage social
interaction.
In another study by Fetscherin and Latteman (2008), several variables were investigated
to assess user acceptance of Second Life based on TAM. Each variable included a group of two
to five items (statements) to be rated on a five-point Likert scale. For example, the variable
‘perceived ease of use’ included the item: easiness to learn to operate the system, while the
variable ‘perceived usefulness’ included the item: Second Life improves communication with
other people. A convenience sampling approach was used based on emails and notices sent to
Second Life users. 249 online surveys were collected and the results analyzed quantitatively to
validate their initial hypotheses on variable relationships. Several statistical techniques were
applied to validate the data. The results indicated that the “perceived value of communication,
cooperation, and communication channels on virtual worlds” (p. 240) are the most important
determinant in the adoption of virtual worlds with perceived usefulness as next most important.
However, it should be noted that the sampling used subjects already using Second Life who may
have a different perspective than those with limited or no prior knowledge of Second Life.
These studies indicate that student receptivity of Second Life as a learning environment
relies on student perceived usefulness and the value of collaboration and communication.
Without further studies on user acceptance, these findings may indicate to instructional designers
Using Virtual Worlds: What the Research Says 20
the importance of aligning learning objectives, strategies, and activities with these significant
receptivity variables. Additionally, findings from these types of receptivity studies may be
useful to inform the nature of survey instruments for student perceptions of virtual worlds as a
learning environment.
Student Perceptions
Student perceptions were obtained mostly through course evaluations on the use of the
virtual world. Evaluations were collected from survey instruments, basically Kirkpatrick level 1
type surveys. Although many instruments targeted the same type of data such as ease of use, the
individual test items were different in each survey. The researchers performed and reported on
quantitative analyses of their particular survey instruments. Wang and Braman (2009) noted that
even though the students enjoyed Second Life, found it useful as a learning environment, had the
knowledge to run Second Life, only 58.3% felt it was easy to use, and hence only 45.8% would
use Second Life on a regular basis. In another case, the virtual application was replacing the
classroom lecture by a virtual world synchronous lecture (De Lucia et al., 2009). The survey
instrument intended to measure the researcher’s defined inherent characteristics of a virtual
world: presence, communication, awareness, perceived sociability, and the virtual environment.
The 32 presence test items measured across four variables: control, realism, sensory, and
distraction. The findings indicated high presence perception even though the students only used
text chat (no audio). It was also noted that the presence test items may not be applicable to
collaborative environments, i.e., to areas where more than one person is interacting. In another
case (Jarmon et al., 2008), it was reported the students enjoyed the virtual world and it increased
their engagement in the course but the students had mixed feelings in it facilitating collaboration
and communication. This was the same case history noted previously where half the students felt
Using Virtual Worlds: What the Research Says 21
the team project was irrelevant to the course. In another case history (Schiller, 2009), the
evaluation test items focused on learner motivation, attitude, and ease of use. The results were
positive with noted exception that moving the avatar was difficult.
As more case histories were reviewed, it was found that most of the research is
descriptive in nature, that is, describing the current of state of being and relying on survey
instruments that measure student perceptions and attitudes about the use of virtual worlds. Many
offer anecdotal information and personal impressions that lack generalization across a broader
population (Dalgarno & Lee, 2010). The nature of student assessment for learning constructivist
type environments also precludes test score data for quantitative analysis. Additionally, the
relevance and authenticity of the specific activity conducted in the virtual world will have impact
on student perceptions as was noted previously with the example of the activity being perceived
as having little relevance to the course objectives. Given the number of variables affecting the
reported results, it becomes difficult to conduct a meta-data analysis on the reported results.
For many, there were lessons learned that explain the student perceptions. For example,
the affect of the amount of time spent on orientation. Orientation covering virtual world
functionality and skill sets required for course completion is really mandatory. As noted
previously, one researcher noted that orientation should be part of the learning objectives to
promote the importance and set time aside for accomplishment (O’Connor, 2009). In another
case history, the ease of use of the avatar was rated lowest of the survey items but perhaps to no
surprise as four people were to share one avatar during in-class time though it was considered to
increase group cohesion by having to jointly accomplish the activity (Schiller, 2009). Another
confounding variable in attempting to do any time of meta-data analysis was the type of activity
and the application. In one case history, the study focused on the use of the virtual world for
Using Virtual Worlds: What the Research Says 22
synchronous class presentation (De Lucia et al., 2009). Comparing student perception of this
application to one in which the students are required to develop an online business seem
incompatible, at least without further investigation. Additionally, the anecdotal and suggested
recommendations may actually be application specific.
Student Performance
Limited information was found on student performance as related to the use of virtual
worlds. Wang and Braman (2009) reported on a case history where a class was required to write
scholarly papers. Four groups of four students were selected to write on the impact of virtual
worlds on business through first hand investigations of Second Life. These students were said to
have outscored others based on quality, quantity, and peer assessment of the papers. However,
the instructors did note that the novelty of the topic may have been more motivational than other
topics. In another case history (Sourin et al., 2006), a computer graphics course on shape
modeling indicated a 14% increase over prior course exam scores. The virtual world course
allowed the students to work online, create shapes, sculpt the shapes, and save in a showcase
type room to share with others. This case history also points to how well the affordances of the a
virtual world were applied: the three dimensionality of the virtual world supported the three
dimensional shape functions and the showcase room supported peer-review feedback through
imagery and multiple viewpoints.
In general, the researchers found the use of virtual worlds to be positive with caveats:
making sure the activity is relevant, the students have the virtual world skills necessary to
accomplish the activity, and the technical requirements of the computer meet the needs. The
latter comment was repeated resoundingly across the research.
Using Virtual Worlds: What the Research Says 23
Conclusion
Virtual worlds provide a learning environment where time and space can be manipulated
and students can learn and practice without risk or consequence. The virtual world affords
opportunities to learn through its sense of presence, awareness, collaboration, and
communication capabilities. Additionally, the immersive capability that allows students to
interact with the culture, community, and economy of the virtual world in the context of learning
is giving cause to rethink current pedagogical models and give rise to new models that place
more emphasis on the inherent characteristics of virtual worlds. Most virtual world learning
environments to date tend to be more aligned with constructionism, social constructivism, and
constructivist pedagogy. The research to date suggests that designers need to approach a
learning problem as with other instructional design problem: identify the desired learning
outcomes, develop learning objectives, and identify an appropriate pedagogical model,
instructional strategies, and learning activities. Research also indicates that successful
implementation of virtual worlds as a learning environment requires activities that are relevant,
realistic, and collaborative in nature. Although not fully exploiting the capabilities of the virtual
world, using it as a replacement for the classroom or an asynchronous distance learning class has
merit through its ability to create a sense of presence and belonging to a community; important
factors to improve learning. However, many noted the lack of general design guidance to
appropriately leverage the instructional affordances of a virtual world; especially applicable to
the philosophy that learning objectives may now be intertwined as opposed to singular learning
events. Continued research will provide a means to better understand learning transfer in virtual
worlds and how to better design these environments. There is much room for research in this still
young and developing technology.
Using Virtual Worlds: What the Research Says 24
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