The Identity Maze – showcasing some PhD findings

Since December 5th, I’ve been running an in-world PD-class for students from The Master’s Program on ICT and Learning (MIL) at Aalborg University. It is my fifth course of this kind for the MIL Program, but this time around there are some significant changes. First of all, I have the great pleasure of running the course with my friend and kindred spirit, Inge Qunhua – a very talented Danish educator and in-world designer. Secondly, I will not be using this course for my PhD, but as a researcher I have of course set some research goals, and in this case I have been investigating the use of different classroom settings. As part of this, I have just finished a build I call  “The Identity Maze” that I will be using in a forthcoming in-world class.


The Identity Maze – as of December 31st, 2011

In my PhD-project, I have three analytical units; people, places, and practices, and the maze is based on some of the key findings regarding the people unit. In this sense, the maze is meant to showcase some findings consisting of impressions from the students that participated in my PhD-work from 2007-2010 combined with relevant theoretical input that I also refer to in my PhD.


The theoretical foundations of my PhD-work is showcased on the sides of the maze.

The people unit deals with the avatar phenomenon, with what it means to learn through a virtual 3D body, and how this affects the identity of the learners. In my PhD, I use a combination of theories ranging from learning theory (primarily Wenger, 1998), media theory (primarily Bolter & Grusin, 1999) and theories from the field of tele-presence (primarily Schroeder, 2010 and the MIT journal on Presence). In Wenger’s Social Theory on Learning, Identity plays an important role in the learning process – learning is basically an ongoing identity process, a process of becoming. Since the beginning of my PhD-work back in 2007, it has been evident that a medium such as SL challenges the learners’ identities in a manner I’ve never seen in more traditional 2D Virtual Learning Environments (VLEs), and so it makes perfect sense to focus on Identity when learning in and about 3D Virtual Worlds.


Some important aspects of the 3D virtual body experience.

I’m definitely an amateur when it comes to building in SL, but I do build from time to time, and the process of visualizing/materializing your thoughts and ideas, is really what sets SL apart from other VLEs. It can be fun, engaging, frustrating (where’s the undo button!? ;-), and sometimes very rewarding. The pictures below show the process of building the maze.


lnge lets me have a small sky-sandbox that I use to experiment, and this was where I started building the maze.

I did create a paper-draft with measurements of the maze, but as usual when it comes to creative work, the work itself tends to rule on its own, and standing in the build, feeling it so to speak, forced me to reconsider parts of the maze. Once again, I was reminded that what works in theory, doesn’t necessarily work in practice!


When the foundation of the maze was done, I moved it to the common sandbox, we use for the course.


Determining where to put posters, pictures, and questions for reflection was very much a work based on intuition.

I decided to use a mixture of textures, most of which are transparent (blank, red, and white). Walking in a maze can be quite claustrophobic, so I decided to make all walls transparent. I also think the transparency gives you a nice feel of the surroundings and of other avatars. Because of transparent textures, the maze looks different from different angles/POVs – and I think that aligns well with the whole identity issue. Some of the transparent textures are deliberately white, indicating that there is more to be seen, and hopefully this will poke the curiosity of the visitor. Evidently, skilled SL-users can overlook the whole maze with their cameras, but still …

Anyways, being an amateur isn’t always easy; when I wanted to share the build with Inge, I somehow messed up the permissions, and now this original is copy only – no edit :-( So, Inge has kindly offered to rebuild the maze (based on my blank prims), and hopefully we’ll soon have a fully editable copy …


Inge’s rebuild next to the original.

So, what’s the point of all this? Well, I intend to use the maze in a class on Thursday, 5th of January. In this class the theme is Identity, and we will focus on the students’ impressions of being avatars, and what this means in relation to learning. On our regular classroom platform, I’ve set up a couple of slides that focus on some theoretical issues (based on the course literature). After this short introduction, we’ll walk-and-talk in the maze.

Back on the platform, I’ve created a 20-question-board. For now, when you click on the question marks, you’ll see a Joker, but on Thursday, 17 of the Jokers will be replaced with relevant questions (there are 17 students). If the student chooses what turns out to be one of the remaining three Jokers, the student can talk about anything in relation to the theme, otherwise there’ll be a tricky predefined question.

And so, on this final day of the year 2011, I leave you to pause and reflect on this quote by  Chuck Palahniuk:

“Nothing of me is original. I am the combined effort of everyone I’ve ever known.”

Happy New Year to all of those who have shaped me; especially my precious in-world friends who appreciate mixed realities and thus mixed identities – I cherish you all :-)

/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.

Virtual Worlds Best Practice in Education 2011 panel

On March 17-19 the 4th annual Virtual Worlds Best Practice in Education (#VWBPE11) will be taking place in SL and other Virtual Worlds such as OpenSim, World of Warcraft, Eve Online and Club Penguin.

The VWBPE is is a community-based conference that provides opportunities for participants in all virtual worlds to share current research,  teaching, and learning practices in 3D virtual environments. This 53 hour conference will provide opportunities for sharing and further understanding virtual world technology, and will focus on teaching/learning, scholarly work, projects, events, activities and new and innovative tools for virtual education. According to the VWBPE-website this year’s conference is about people, the community, and it’s about being together;

This year’s theme is You are Here. The divide between what is real and what is virtual is a state of mind. We learn everywhere and you are already here.

Here is all around you:

  • Here is where we find the great successes and even failures.
  • Here is where we expand our borders.
  • Here is where we touch what is important to those we teach.
  • Here is where we learn and live and play.

I have been attending the conference for a couple of years as an observer, which has been very inspirational, and I highly recommend anyone interested in 3D Virtual Worlds to participate in this amazing, free event! :-)

Furthermore, this year I have the great pleasure of doing a panel discussion together with 3 SL friends and colleagues: Chimera Cosmos, Spiral Theas, and Gann McGann.


First planning session on my holodeck with Gann & Chimera

Our session is entitled: Hats, HUDs, Wands and Weather:  Building Activities for Engagement in Second Life. One of the things we all appreciate about SL is the fun and playful parts of this environment, which could include changing the avatar’s appearance and using different types of artifacts – e.g. in our first meeting Chimera couldn’t help but show off one of her magic wands ;-)


And in fact after Gann and I left, Chimera used her tornado stick on the holodeck as seen in this photo from Chimera’s KoinUp stream:


Chimera’s koinup

While the user-controlled ability to change both the environment and one’s appearance definitely is an important part of SL, we as educators are also concerned about the kind of activities that can promote, facilitate, and not least sustain engagement in teaching and learning in an environment such as SL.


Gann, Spiral, Chimera and I discussing the call for VWBPE in our second meeting

We all have both positive and a few negative experiences with teaching in SL, and so in our panel we have decided to focus on activities that help overcome some of the barriers for meaningful, and sustained engagement in SL as stated in our proposal:

There are numerous barriers to engagement in virtual worlds. First, new residents must become familiar with the interface. Beyond technical considerations, the nature of their early experiences will determine whether and how quickly they will build an identification with their avatar and a reason to stay. Without this, it is likely that their interest in further engagement in the virtual world will lessen and their participation will drop off. A sense of presence and identity through embodiment and immersion is an important contributor to ongoing and satisfactory participation in the world and finding the motivation to continue to return until the technical and navigational thresholds are surmounted. This roundtable will discuss the essential acts, the “ah-ha” or Eureka moments, the triggering gizmos, features, activities or places that inspire students or colleagues (and have inspired us) to continue to participate.

In other words, what works to help new residents pass these technical and navigational thresholds? The speakers will share their own stories drawn from their work with students in higher education, business people, health professionals, and education colleagues. Presentations will include demonstrations and audience participation.


Spiral and I chatting under the Blue Thinking hat before our third panel meeting


Identity issues are very important in SL – and we will be showcasing Identity-cubes as part of the session

As mentioned above Gann, Spiral, Chimera, and I will be sharing some of our experiences, but we are also very much hoping to hear from the audience, and so we hope You will join us :-)

Update
We will be presenting Friday, March 18th from 8AM-10AM SLT (16-18 Dansk tid) – Building South, Room South Auxiliary, and the rest of the schedule can be found here

Also please note that even though the conference is free, you need to register in order to participate via this link. By registering you will be helping the organizers plan out resources to ensure the conference runs smoothly and that there is allocated enough space to ensure everyone gets an opportunity to participate.

/Mariis

For inspiration here are three posts I wrote about VWBPE last year:

First day impressions

Second day impressions – part 1

Second day impressions – part 2 – this one also includes my reflections on Chimera & Spiral’s 2010 session

Different aspects of Being There Together

On February 1oth Dr. Ralph Schroeder of The Oxford Internet Institute will be giving a talk entitled ” Being There Together: Social Interaction in Virtual Environments” on the CAVE island at 9AM SLT.

The talk is organized by the Applied Research in Virtual Environments for Learning Special Interest Group (ARVEL SIG) as part of their ongoing in-world discussions.

This talk will be of particular interest to me given that different ways of being there together are some of the core concerns in my PhD, and the first book I read in relation to my PhD research was in fact “The Social Life of Avatars” (2002) edited by Dr. Schroeder. Since then I’ve been following Dr. Schroeder’s work, and especially some of the articles he has published in The MIT Journal, “Presence – Teleoperators and Virtual Environments“. In my opinion the different ways of being there together are closely connected to different perspectives of the perception of presence that humans potentially get when interacting with computers (the HCI perspective), and in this regard I think it is possible (at least in an analytical sense) to distinguish between

  • a sense of being – related to self-presence
  • a sense of there – related to tele-/or virtual presence
  • a sense of togetherness – related to co-presence

In so far as you define a “virtual environment” to include the affordance of creation, I would add a sense of doing, which then in turn also could relate to doing together (co-creation), and then could relate to social presence. However, these are my preliminary thoughts, and it is important to stress that there is no consensus in the literature as to neither definition nor use of the terms of presence. When I’m done with the final analysis of my data, I’m hoping to be more articulate on this matter. An interesting challenge here is also that I’m hoping to connect Wenger’s (1998) 4 components of learning (practice, community, identity, and meaning) to the different aspects of presence, and this will be tested in my analysis. Regardless of this outcome, I find it important to emphasize that when dealing with virtual environments such as 3D virtual worlds doing together becomes just as – if not more – important as being together. And I have a strong feeling (not very academic yet, I know ;-) that becoming together may be even more important … anyways, these are some of the issues I’m currently struggling with in my PhD-work.

As I understand it, Dr. Schroeder will focus on results from his latest 2011 book (with the same title as the talk) “Being There Together. Social Interaction in Shared Virtual Environments“, which I haven’t read yet. Nonetheless, Dr. Schroeder’s slides for the talk have already been put up for viewing on the island, and judging from these, the talk will include some of the ideas Schroeder expressed in a 2007 paper entitled “Virtual Environments and Other Media for Being There Together: Towards a Convergence of Technologies, Uses, and Research Agendas.” In this paper Schroeder compares “virtual environments” (VEs) with three other technologies: 1) videoconferencing, 2) online spaces for socializing and gaming, and 3) online awareness and social networking technologies. One of the things that puzzle me about this is the way Schroeder defines “virtual environments”:

VEs are defined as providing the sensory experience of being in a place other than the you are physically in, and being able to interact with that place [1, 2] A shorthand is to say that these are technologies for ‘being there’, and multi-user VEs for ‘being there together’ [3]. (Schroeder. 2007: 1 – see original for references)

And in the video below Dr. Schroeder repeats at least the first part of this definition of VEs :

It is in fact not so much the definition that puzzles me, but rather the way Dr. Schroeder uses it to differentiate between VEs and other media. In the 2007 paper Schroeder summarizes his comparison of the four technologies in this table below:


Figure 1 from Schroeder. 2007:5

When looking at this table actually a couple of things puzzle me. First of all, I’m wondering what kinds of technologies Schroeder would label as VEs? In the above mentioned 2002 book Schroeder links VR and VE tech closely, and that could perhaps explain the “face with limited expressiveness, and body” in the Appearance cell, but I’m honestly not sure … Secondly, when I look through my SL-avatar-based glasses, I guess a medium like SL would best fit in the column of “Online spaces for gaming and socializing”, but again I’m not sure. However, if this is where Schroeder would place SL it brings forward new questions/comments. As a general comment I would say that SL fits the definition of a VE in that it also gives the user the experience of being in another place, being able to interact in this place, and of being there with others. Schroeder does in fact point to an increasing overlap between different technologies, and so I wondering why he doesn’t reserve VE as an overarching concept or definition. In more specific terms related to SL I would comment on some of the claims in the column;

  • ad. Realism: judging from the rest of the paper I think Schroeder mainly refers to fidelity here, which would explain the “low” claim. However, whiter or not something is perceived “real” in psychosocial terms remains highly controversial.
  • ad. Object and environment interaction: here I’m simply not sure what Schroeder means by “restricted field view” – at least not if it refers to the user’s control over different POVs?
  • ad. Communication and interaction: while it is true that much communication in SL is synchronous (text/voice chat), the asynchronous aspect should not be neglected, and this is something that has improved with the Shared Media feature that enables users to communicate in web-based systems outside SL from inside SL, and this of course does not have to real-time.

I’m fully aware that a general comparison can’t and shouldn’t capture more system specific nuances, and Schroeder recognizes that this comparison may “be drawn too sharply – in reality many of them overlap” (2007:2). Even so, I’m really looking forward to meeting Dr. Schroeder in-world later this week, and I’m hoping that I get the chance to ask him to elaborate on some of these issues – and meanwhile I’m impatiently waiting for his new book to arrive :-)

/Mariis

Reference

Schroeder, R. (2007) Virtual Environments and Other Media for Being There Together: Towards a Convergence of Technologies, Uses, and Research Agendas. Proceedings of Presence 2007, Barcelona, Spain, October 2007.