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SL as learning environment for Midwifery education

This is the fourth post of five describing the work of the students from the PD class, I’ve been running since December 5th, 2011 with students from the Master’s Program on ICT & Learning (MIL) at Aalborg University where the students have to do presentations in-world. Background information on the course/the presentation task can be found in this first post, and here’s the link to the second post, and the third post.  On Monday, January 23rd Team D had to present their analysis of SL as teaching and learning environment.

Team D and their focus


Team D; tomsteff, danamaia, mouritzen & Saxodane.

Just like the previous presenting teams, Team D’s members come from very different backgrounds working as College Teacher and IT-consultant, Midwife and Educational consultant, Assistant Engineer and AV-Lab consultant, and finally as Cooperate Psychologist and HR-consultant. danamaia was already familiar with some of the people behind the SLenz Virtual Birthing Unit-project, and the team decided to further investigate the use of SL as a supplement in Midwifery education leading to the following investigation question:

How can immersion facilitate Midwifery students’ learning of clinical skills and competences in a 3D-mediated learning environment?

Team D’s sandbox
To support the MIL students’ work in SL, each team was assigned a sandbox on December 9th (after they had learned the most basic SL skills), and the pictures below show the progression in team D’s sandbox:


December 17th; Team D has set up a shared media screen.

January 1st; Team D’s sandbox now only contains my building instructions …

However, a few days later on January 4th Team D’s building process has really taken off.

And a week later on January 11th, Team D’s sandbox is starting to get filled up with a nice addition of phantom walls based on transparent/green binary codes.

January 12th; Plywood here, plywood there – the basic building material of SL now seems to fill up Team D’s sandbox.

January 13th; The Matrix inspiration continues with the addition of a video-trailor for the movie.

On January, 20th part of the sandbox has been removed in the NW corner.

A closer look of the interior of Team D’s sandbox on January, 22nd.

Team D’s presentation

 Team D’s agenda and investigation question on display.

Team D’s agenda looked like this:

  • Intro
  • Historical perspective on 2D and 3D
  • The psychology of immersion
  • Learning in Plato’s cave
  • Didactic Design
  • Tour
  • Reflection/discussion
After we were welcomed in the team’s sandbox, Team C’s mouritzen gave us a brief overview their investigation question and of some influential games/systems in the field of 2D/3D VR/VE.

Posters with some of the influential games in game history,

and Cisco’s TelePresence system .

We were then asked to move up-stairs where Team D’s Saxodane literally walked us through Wirth et al.’s model of Spatial Presence that focusses on the construction of a mental “spatial situation model” as a prerequisite for a satisfactory user-experience in new media and VR-technology.


Team D’s representation of Wirth et al.’s Spatial Presence model.

By the end of Saxodane’s talk we were asked to take a step forward, the floor disappeared, and voila!:


… we were now prisoners in Team D’s Matrix/Plato-inspired cave!

In the cave, Team D’s tomsteff, made a very interesting comparison of Plato’s cave allegory, SL, and Beaudrillard’s thoughts on Simulacra and Simulation.


Plato’s cave allegory displayed on the walls in the cave – meta-meta?

Evidently, ontological questions on reality/virtuality/hyperreality come to mind when entering an environment such as SL, and tomsteff challenged us to consider what impact such issues would have in relation to learning.


Presence and learning – what’s the relationship?

Based on Qvortrup, tomsteff reflected on different kinds of knowledge forms in SL.

Next up was Team D’s own Midwife, danamaia, who gave us a nice introduction to the Midwifery-project in order to set the scene before visiting the place. The project has been well documented, and it was very interesting to hear about some of the research results, and not least how participating students had reacted to the project.


Team D’s danamaia explaining the didactic design behind The Birth Place (displayed on the walls) based on Riis’ model on the floor.

MIL11 students gathering in front of  Te Wāhi Whānau/ The Birth Place .

We were asked to take a tour and explore the premisses. The place is highly informative with many clickable objects leading to the extensive wiki and other materials.


Up-stairs danamaia explained the role-play that two students had to try based on materials from the purple pyramid.

Anina volunteered to become pregnant-in-a-click.

Even an avatar-pregnancy can be exhausting!

Anina gave the tub a try, but no luck in delivering the baby there …

With the help of “midwife”, JaneOlga Anina finally gave birth to a boy :-)

Big congrats from the cheering crowd …

Due to time constraints, we were not able to explore the role-plaing possibilities in full detail, but we did get a good impression of the potentials. After the successful birth of a new Netizen, we all went back to Team D’s sandbox, where Saxodane wrapped-up their presentation.


Saxodane presenting Team D’s final comments on SL as learning environment.

Team D has has had a strong focus on games throughout the course, and as I told them, I don’t think comparing and judging SL too much based on gaming theory/practice is appropriate. In my experience, the absence of a gameplay makes SL a very different VE – especially in terms of teaching and learning potential. Nonetheless, there were many fine elements in the team’s presentation and in their design, and once again, I think we all ended up having a very good and fun joint learning experience.


MIL students celebrating Team D’s presentation with some wine,

… and some dancing :-)

/Mariis

Design for Meaningful Pedagogical Practice in SL – MICA talk

Yesterday, I was invited to talk about learning theory and design for teaching and learning in SL by the MICA group – thank you George Djorgovski/Curious George and all those who attended :-) I promised to make my slides available:

/Mariis

High student satisfaction in SL

On June 16th, 22 students graduated from the Master’s Program on ICT & Learning (MIL) at Aalborg University, and this is where I’ve been running courses on SL for my PhD-project since 2007. As always, graduation day was an exciting day combining student anxiety and great relief and joy. After all the exams, there was a reception where the Masters received their diplomas, the daily manager of MIL, Ulla Konnerup and the Dean of Humanities, Lone Dirckinck-Holmfeld spoke about the students’ achievements and their new roles as “ambassadors of ICT & Learning”. Finally, we finished off the day with a wonderful dinner/dance at the Utzon Center, downtown Aalborg.


22 very happy Masters of ICT & Learning 2011.

As something new, the steering committee behind the MIL Program had decided to award the Program’s “Teacher of the Year”. All courses/modules are anonymously evaluated by the students, and based on these evaluations; I was fortunate to receive this award :-)


1 happy Teacher of the Year 2011 and 1 happy Dean (right).

Ironically, I’ve not (yet) seen these particular students evaluations, however, based on the evaluations the students and I did as part of the SL course, I do have a few ideas as to why the students find teaching and learning in SL so satisfying. To understand this a little background information is necessary. In my PhD-project, I’ve conducted 4 research cycles, spanning from 2007-2010. Each cycle consisted of designing, implementing, and evaluating a 6-8 week online course on ICT and instructional design based in SL and a conventional 2D VLE. From a theoretical point of view, I’ve been inspired especially by Wenger’s (1998) social theory on learning as participation in Communities of Practice (CoP), Schroeder’s (2011) ideas on presence and co-presence, and Bolter & Grusin’s (1999) concept of remediation. From a methodological point of view, I’ve been inspired by Insider Action Research (Coghlan, 2007), and ethnographical methods such as longitude participant-observation (Boellstorff, 2008). 53 adult MIL-students (majority are educators) in total have participated in my study. The table below provides a brief overview of the research cycles.


PhD-overview – July 2011.

Based on my data, I’ve been able to identify 3 analytical units that will inform the answering of my research question; namely what it means to learn via 1) a new, virtual environment, via 2) a new, virtual body, and finally via 3) new, virtual activities. The picture below shows the 3 units and the related topics that emerged in all four research cycles.


3 analytical units; virtual environment, virtual body, and virtual activities.

In this short post, I will not go into details with the units, but my findings show that being remediated as avatars in a new, virtual environment where it is possible to participate in a variety of new virtual activities greatly influenced the students’ perceptions of presence and co-presence, and from a Distance Education perspective this is one of the most valuable contributions SL has to offer. Conveying a sense of “being there together” as Schroeder puts it, is essential in Distance Education, not only in terms of student satisfaction, but also in terms of learning outcome. Further, SL also provides the participants with unique opportunities of “doing things together”, and as such it is possible to attribute some of the students’ satisfaction to SL’s affordances. I would, however, like to stress that relevant affordances do not necessarily guaranty satisfaction, and though this holds true for all technology, especially in a complex system like SL, the instructional design becomes pertinent. Basically, my PhD-work has been about designing for optimal learning via SL, and in this respect, I’ve found great inspiration in Wenger’s four dimensions of learning;

  • Learning as a process of experiencing – outcome: changed meaning
  • Learning as a process of becoming – outcome: changed identity
  • Learning as a process of belonging – outcome: changed community
  • Learning as a process of doing – outcome: changed practice
Even though, I’ve not designed exclusively for the creation of a community of practice in SL, e.g. by solely using Wenger’s proposed design principles*, the ideas of the theory are part of my, and the MIL Program’s general pedagogical foundation, and I do believe that SL is a medium that offers very good opportunities for creation of communities of practice, both in educational and other settings. Looking at my data, I’ve found a distinct connection between elements from CoP-theory and presence/co-presence as shown in the figure below.


Connected elements of presence and CoP-theory in 3D-remediated learning.

In short, the figure shows how the sense of presence facilitates the creation of meaning and identity, while the sense of co-presence facilitates the creation of community and practice. In practice, the elements overlap, and it is in fact the oscillation between the elements, which constitutes the dynamics of SL as teaching and learning environment as seen from a CoP-perspective. Based on the findings from my study, I believe that the combination of a social pedagogical strategy and the use of a medium that affords a strong sense of presence/co-presence and which is rich in terms of co-creative possibilities, actually can promote student satisfaction. Evidently, this is a very brief description of my work … more details will follow in my forthcoming dissertation that is due in September.

/Mariis

*) For an excellent example of integrating Wenger’s principles and ideas in design for teacher development in an online community, please have a look at my (now former) colleague Dr. Mayela Coto’s PhD-work.