Virtual World Adoption in Tertiary Education: A Review of
Literature
Kimberley Tuapawa
David Skelton
Eastern Institute of Technology
Napier
Eastern Institute of Technology
Napier
ktuapawa@eit.ac.nz
dskelton@eit.ac.nz
consider how the capability of this technology may expand in
light of the New Zealand Governments’ intention to bring UltraFast Broadband (UFB) to schools and 90% of businesses by 2015.
ABSTRACT
This is a review of the literature surrounding virtual world (VR)
technology and its utilisation within tertiary environments. The
factors that contribute to its adoption by a tertiary environment are
examined through an evaluation of the features, benefits,
challenges and resolutions. Conclusions about its future potential
are also outlined in the light of the New Zealand Governments’
intention to bring Ultra-Fast Broadband (UFB) to schools and
90% of businesses by 2015.
For the purpose of this review, the term virtual world technology
refers to the systems and technology in place to facilitate a virtual
world environment. The term virtual world can be defined as a
three-dimensional computer-generated world representation,
having a basis in reality or fiction, in which user-controlled
avatars (three-dimensional humanoid or non-humanoid beings)
exist with a level of interactive ability.
The key features of this technology, those which hold relevance in
a tertiary environment include the opportunity for richer real-time
interaction, unique experiential learning scenarios, wider reach
across remote regions, and learnable interactive interfaces. The
key challenges of this technology include the constraints on
broadband, limitations of current technologies, high costs to
implement required infrastructure and negative preconceptions.
Resolutions to these challenges include the inauguration of UltraFast Broadband, the adaptive and ever-improving nature of
modern technologies, having a good business case and
management support, and clarification of misunderstood aspects
of virtual world technology.
The key features of this technology, in particular those relevant in
a tertiary environment, are identified as: synchrony, collaboration,
co-presence, tangibility, immediacy, scalability, graphical threedimensionality, wide reach, adaptability, agency, immersion,
experientiality, and engagement. Each of these features is defined
in virtual world terms, and the benefits are outlined from an
examination of the literature.
2. VIRTUAL WORLD FEATURES
2.1 Synchrony
Within a virtual world, synchrony enables users to exist, move,
communicate and interact at the same time, or synchronously. The
ability to synchronise means that within a virtual world two or
more users can jointly and synchronously undertake academic,
kinesthetic or tactile activities (Lee, 2009).
The outcomes of this review provide: 1) an insight into how this
technology operates and how it is being utilised within a tertiary
environment, 2) a glimpse into the future potential and capability
of this technology, and 3) a contribution to the growing field of
research in VR, championed by notable groups within the Pacific
and Australasian regions, including SLENZ, BlendSync and
DEHub Virtual Worlds Working Group.
The results from a series of e-learner interviews undertaken in a
study comparing asynchronous and synchronous learning revealed
that "many e-learners felt that synchronous communication was
“more like talking” compared with asynchronous communication"
(Hrastinski, 2008, p. 54). Synchronous communications were
more appropriate and acceptable for exchanging social support
and discussing less ‘complex' issues.
With synchronous
communications e-learners felt more psychologically aroused and
motivated, as it more closely resembled face-to-face
communication (Hrastinski, 2008). “With the synchronous model,
various real-time activities can be carried out, providing
continuous motivation for students. In addition, as compared to
the asynchronous model, synchronous online learning promotes a
sense of community between the students and teachers”
(Business-Software.com, 2012, p. 1).
Keywords
Virtual world, virtual world technology, virtuality, synchrony,
collaboration, co-presence, tangibility, immediacy, scalability,
three-dimensionality, adaptability, immersion, experiential,
engagement, broadband, ultra-fast.
1. INTRODUCTION
The emergence of virtual world technology has created a
significant level of interest in the value and utilisation of virtual
learning systems in tertiary environments. With the potential to
create new pathways, contribute to innovation and expand
learning and teaching opportunities, educators worldwide are
seeking to 'exploit the affordances of these rich-media real-time
collaboration tools' (Lee, 2009, p. 149). It is thus useful to
consider the factors that contribute to its implementation within a
tertiary environment. This can be done by evaluating four key
areas relevant to the adoption of VR; these are the: 1) features, 2)
benefits, 3) challenges and 4) resolutions. It is also useful to
2.2 Collaboration
The collaborative ability within virtual world technology has
enabled participation by individuals across disciplines, institutes
and borders. Empirical studies indicate that collaboration within a
virtual world contributes to higher levels of in-class dynamicity.
After teaching nine university courses, Professor Calongne from
Colorado Technical University, commented on how collaboration
within a virtual world promotes an experience that is "lively,
engaging and rich with social networks, interaction, and
expression" (Calongne, 2008, p. 1).
This quality assured paper appeared at the 3rd annual conference of Computing and
Information Technology Research and Education New Zealand (CITRENZ2012)
incorporating the 25th Annual Conference of the National Advisory Committee on
Computing Qualifications, Christchurch, New Zealand, October 8-10, 2012. Mike
Lopez and Michael Verhaart, (Eds).
105
The Virtual Worlds Working Group (VWWG), stated in a case
study and analysis of 21 Australian institutions utilising virtual
worlds that the simulative characteristics of the virtual world
encouraged greater sharing of ideas and collaboration in a more
engaging online medium. (Gregory et al., 2010). The nature of
online collaboration is that it also conserves physical space and
alleviates the issues arising from "cramming a room" with those
who are more likely to disengage (Strickland, 2012, p. 1).
technological implications must be considered in achieving
effective levels of scalability, such is discussed in the resolutions
(to technological constraints) later in this paper.
2.7 Graphical three-dimensionality
Graphical capabilities refer to the capabilities and visual
communications inherent to 3D graphical interfaces.
3D
modeling and animation can “simplify complicated concepts and
convey complex inter-relationships, which are difficult to
visualize. Concepts and ideas, which cannot easily be represented
in words or even through illustrations, can be easily created and
viewed from different angles" (Orient Info Solutions, 2012, p. 1).
The three dimensional aspect generates a realistic, believable
experience and spatial understanding.
2.3 Co-presence
Within a virtual world, co-presence enables users to be present
and 'see' each other at the same time. Being present in the same
virtual location means that geographically dispersed users can
explore an environment concurrently, be visible to other users and
enjoy the distinct communicative advantages and rich emotive
displays that virtual worlds can achieve (Lee, 2009).
2.8 Wide reach
Wide reach refers to the extent to which this technology can be
utilised over a geographically dispersed area. Virtual worlds
enable presenters to conduct sessions from anywhere in the world
and for students from different locations to collaborate in a shared
virtual space (Gregory et al., 2010). Increasingly tertiary-level
students have expectations that their learning will be accessible
from outside a campus. The VWWG stated in regards to virtual
learning at Charles Sturt University that “virtual worlds are
opening up new possibilities and creating exciting
opportunities...with 75% of the university's students studying in
distance or mixed modes" (Gregory et al., 2010, p. 407).
The ability to sense the presence of the instructor and other
students increases the likelihood of real-time communications that
involve discussion on broader and interpersonal issues such as
work, family and events. "These planned and serendipitous
interactions are key as students move from novice to expert... in
terms of being able to work collaboratively with other
professionals" (Bronack et al., 2008, p. 61).
2.4 Tangibility
Within a virtual world, tangibility refers to the quality of an object
or individual being material or substantial and matching that
which has a basis in reality, that which is tangible. The quality of
tangibility affords a richer and more meaningful exchange,
enabling the capture and portrayal of facial expressions and body
language. In a review focusing on how three-dimensional (3D)
virtual worlds can be used to support collaborative learning, Lee
(2001) stated that avatar-avatar interaction was considered richer
than two-dimensional (2D) alternatives because it enabled users to
motion directions, point out virtual objects and use the positioning
and orientation of their avatars as reference points when referring
to objects. The ‘see and touch’ element of tangibility provides
distinct communication advantages over text based tools (Lee,
2009).
2.9 Adaptability
Within a virtual world, adaptability refers to the way in which
objects, environments and methods can change to suit a need, or
adapt to it. Understanding the adaptive nature of virtual worlds
enables educators and their pupils to think beyond the square, to
envision how this medium should accommodate or flex to
learning needs. "Virtual worlds offer the foremost in
...adaptability", providing the opportunity to tailor environments
to "ensure realistic interaction and imagery" which promotes full
“emotional and intellectual engagement in any scenario" (Visual
Purple, 2012, p. 1).
2.10 Immersion
2.5 Immediacy
Immersion refers to users feeling 'a part of' or being mentally
absorbed in the experience of being within a virtual world
activity. Virtual worlds provide a “rich, immersive, collaborative
environment” for learning activities (Salt, Atkins & Blackall,
2008, p. 11). A study focused on the work being undertaken in
virtual world education by a number of New Zealand institutes of
higher learning reported that the students working in virtual
worlds demonstrate a high level of immersion in the tasks (Hearns
et al., 2011). Immersion increases meaningful interaction for
students operating within a virtual world environment.
Immediacy refers to movements, actions or observations that an
individual instantly sees or does. In an article presenting the
concept of immediacy, Woods stated that "active ongoing
communication is likely to result in an increased feeling of
psychological closeness between the learner and instructor" and
that "the presence of such immediacy is likely to promote
increased levels of interaction because learners and instructors are
developing a safe and rich interpersonal environment" (Woods Jr,
2004, p. 1).
The VWWG stated, upon analysis of the virtual world island set
up by Monash University, that "the interaction is seminaturalistic…there is a degree of unpredictability built in that
requires learners to engage in authentic cognitive activity, that is,
they have to think on their feet in a way that is not dissimilar to
similar real-life situations" (Gregory et al., 2010, p. 402).
2.11 Experientiality
Experientiality refers to learning and understanding through
physically observing or engaging in a task through an agentic
mode. The VWWG states in regards to the virtual world learning
at Swinburne University of Technology, that students are able to
"interact with real time people and life events whist exploring the
usage of space, such as how customers are treated as part of a
space rather than just a visitor on a website" (Gregory. et al.,
2010, p. 403). Virtual worlds are ideal vehicles for andragogic
experiential learning (Salt, Atkins & Blackall, 2008). Experiential
learning within a virtual world enables students to benefit from
being "exposed to different ways of learning, not only books or
2.6 Scalability
Within a virtual world, scalability refers to the system's ability to
extend or expand physically to accommodate more activity. The
ability to increase or decrease scale enables the enlargement of
infrastructure to house increased class sizes, physically extend
lecture theatres, laboratories and libraries.
Significant
106
lectures, but by more practical and immersive ways” (Gregory et
al., 2010, p. 403).
3.2 Limitations of current technologies
The physical constraints of computer hardware are significant
impediments to virtual worlds. In the SLENZ project, users
experienced a significant level of technical issues, emerging from
firewall issues, broadband usage, computer specifications and
soundcard installation problems (Winter, 2010).
The use of virtual worlds opens up "opportunities for
visualisation, simulation, enhanced social networks, and shared
learning experiences", leveraging "a mix of content and activity to
support" all learning styles, "auditory, visual, and kinesthetic"
(Calongne, 2008, p. 1).
This challenge may be mitigated or resolved through the adaptive
and ever-improving nature of modern technologies. In a paper
designed to promote awareness of a large-scale project focused on
media-rich synchronous technologies, including virtual worlds,
the authors comment on how media-rich synchronous
technologies have emerged and may be used to greatly enhance
the educational experiences of increasingly distributed students
(Bower et al., 2011).
At the University of Sydney, a “3D virtual surgical ward
populated with simulated patient avatars for students” was
established to “provide students the opportunity to rehearse
dealing with problem based presentations of surgical disease”
(Gregory et al., 2010, p. 404). The experiential nature of ‘learning
without real-life consequences’ contributes to a reduction of
emotional pressure experienced by learners. Virtual worlds play
an important role in enabling an imitation of real life without the
risk, reducing performance anxiety and students with a disability
to increase confidence, participation and ‘doing’ (Winter, 2010).
Some members of the VWWG reported that to enable better
access for on-campus students, they upgraded computer
equipment in laboratories. (Gregory et al., 2011).
The simulative aspects of virtual worlds provide a rich tapestry of
experiential opportunities for educators by enabling the addition
of lifelike contexts to learning and the ability to contextualise
otherwise abstract and dry education principles (Gregory et al.,
2011).
The exploration of emerging technologies is often done with a
view to meeting future needs and developments. "Given the
future will undoubtedly see faster, cheaper computers, faster
national and global connectivity and bigger and better resolution
screens, the application of virtual world technologies to the fields
of education, business and entertainment can only increase.
"Universities need to increase their rate of use and acceptance of
digital technologies otherwise they run the risk of being sidelined.
Virtual worlds open opportunities for students to construct new
ways of being and exploring knowledge. Portals of the virtual
world are now surpassing the doors of the traditional university"
(Gregory et al., 2010, p. 410). Limitations such as computer
access and lag will lessen as the technology improves over time
(Wankel & Kingsley, 2009).
2.12 Engagement
Within a virtual world, engagement refers to learning and
participation in online activity through agency. The VWWG
found that many institutes utilising virtual world learning reported
increased engagement of students, an observation...reflected in
increased participation, increased interaction and a greater
willingness to share. Virtual worlds contribute to an increased
sense of being there, resulting in an increased student perception
of their engagement. (Gregory et al., 2011) In the SLENZ project
“both learners and educators recognised the powerfully engaging
aspect of the virtual world used” (Winter, 2010, p. 1).
3.3 High Implementation Costs
Another challenge is the high cost associated with implementing
the required infrastructure. “While membership of many of the
virtual worlds used by educators is free, there are costs associated
with the purchase and maintenance of virtual space on many
public servers” (Gregory et al., 2010, p. 410). In general however,
the cost of technology decreases over time. A good business case
and management support is important to securing funding to
implement the required infrastructure.
3. VIRTUAL WORLD CHALLENGES
The challenges of this technology, in particular those which hold
relevance in a tertiary environment, are identified as: constraints
on broadband, limitations of current technologies, high
implementation and infrastructural costs, lack of senior
management support and negative pre-conceptions to this
technology. Possible resolutions to these challenges are drawn
using supportive research material.
3.4 Lack of technical and management
support
3.1 Bandwidth Constraints
Any implementation will require a significant investment and
approval from executive level. It is perhaps the demonstrable lack
of this level of buy-in which is proving more of a barrier for
institutions than any other (Wankel & Kingsley, 2009).
The physical constraints in bandwidth are a significant
impediment to virtual worlds (Gregory et al., 2011). In the
SLENZ project, both staff and students experienced technical
challenges due to low levels of bandwidth. The application was
‘bandwidth hungry’ resulting in an experience marred by related
difficulties (Winter, 2010).
This challenge may be mitigated through good project
management techniques and effective communications to secure
senior management and technical support. Support from senior
management has assisted academics in securing the resources to
provide virtual world experiences to their students and other staff.
In certain cases, it has become clear that when technical support
was available during the initial stages many issues were overcome
(Gregory et al., 2011).
This challenge may be mitigated or resolved through improved
connectivity through the inauguration of Ultra-Fast Broadband.
The New Zealand government’s objective is to accelerate the rollout of UFB to 75 percent of New Zealanders over ten years. UFB
will provide downlink speeds of at least 100 Megabits per second
(Mbps) and uplink speeds of at least 50Mbps. (Alcatel-Lucent,
2010) “The Government’s Digital Economy Goal for Expanded
Online Education is that, by 2020, Australian…higher education
institutions will have the connectivity to…extend the opportunity
for online virtual learning” (Australian Government, 2012, p. 4).
In the SLENZ project users felt it was important to establish
champions at a senior level and advisable to involve the
institution’s IT departments from an early stage, and in some
cases to prepare a business case to ensure the necessary support.
The contextual and content knowledge that educators have needs
107
to be communicated to the developers in order that the virtual
worlds they build meets the intended purpose (Winter, 2010).
Good communications with technical support groups are
paramount to the successful implementation...in terms of both the
provision of suitable hardware (from graphics cards through to
good quality headsets for voice communication) and ensuring that
access through the opening and monitoring of the required ports is
unhindered (Wankel & Kingsley, 2009).
Outcomes from research projects, such as 'Blendsync' will lead to
greater understandings about how media-rich real time learning
technologies, including virtual worlds, can be applied in a range
of contexts across the higher education sector. This particular
project will seek to increase the capacity of staff to use these
technologies effectively in connection with pedagogically sound
learning designs. Besides delivering practical value, the project
will leverage, build on and extend scholarly knowledge in a
number of areas related to learning, teaching and technology,
focus on ways in which media rich synchronous technologies can
be effectively used to engage lecturers and students in real-time
learning regardless of where they are situated (Bower et al.,
2011).
This challenge may also be mitigated or resolved as confidence in
utilisation of virtual world technology grows within management.
There has been a dramatic increase in the utilisation of 3D
immersive virtual worlds in both Australian and New Zealand
higher education institutions, proof of increasing support for the
use of this technology (Dalgarno, Lee, Carlson, Gregory &
Tynan., 2011).
These resources will contribute to the development of staff
capability in the domain of media-rich synchronous learning,
thereby engendering improvements to their practice. The
outcomes of the project will enable teachers to better understand
how important characteristics of synchronous technologies can
impact upon learning processes, enabling them to more effectively
meet the learning needs of their students (Bower, Kennedy,
Dalgarno, Lee, 2011).
The VWWG comments that many higher education institutes are
“responding to the opportunities to harness virtual worlds by
demonstrating innovative uses of technology to adapt or transform
the curriculum for future needs of learners and teachers” (Gregory
et al., 2010, p. 400). Many higher educational institutions operate
their own islands or parcels of land in Second Life (Gregory et al.,
2010). The opportunities for synchronous group participation and
collaborative online efforts will continue to grow and develop
(Wankel & Kingsley, 2009).
In the SLENZ project, it was important to provide a thorough,
compulsory, orientation to the virtual world (Winter, 2010).
Learning the necessary computer skills, overcoming technoanxiety, and developing effective strategies for managing specific
characteristics of the technology are important for increasing
communication competence (Wankel & Kingsley, 2009).
“Educators are exploring the potential of 3D virtual worlds to
support a wide range of activities including virtual seminars,
experiential learning, supporting synchronous learning for
distance learners virtual field trips, role plays and simulations,
problem solving, design and construction and to facilitate
awareness of ethical issues and intercultural considerations”
(Gregory et al., 2010, p. 400).
3.6 Ultra-fast Broadband
The government’s objective is to accelerate the roll-out of UFB to
75 percent of New Zealanders over ten years. Essentially this
means that schools, hospitals and 90 percent of businesses will be
connected by 2015. Homes and the remaining 10 percent of
businesses will be connected by 2019. Fibre will be capable of
providing downlink speeds of at least 100 Mbps (megabits per
second), and uplink speeds of at least 50 Mbps (Alcatel Lucent,
2010).
This challenge may also be mitigated or resolved due to the highly
dynamic, evolving higher education context. The number of
subject offerings in which 3D immersive virtual worlds have been
used has increased over the past decade (Dalgarno et.al. 2011).
Educational demands in New Zealand are changing rapidly, and a
number of tertiary institutes New Zealand are already using
virtual world technologies in response to these demands with
stated outcomes such as "engaged students, retained students,
increased collaboration” (Hearns et al., 2011, p. 572). The
younger generations will be seeking placements at universities
with the expectation of utilising this technology for learning
(Wankel & Kingsley, 2009).
The availability of high-speed broadband will open up
application-development possibilities, with more interactive
online opportunities emerging as a result of being able to process
higher amounts of data more quickly. New arrays of virtual
services are likely to develop. Broadband deployments around the
world have shown that as end-users and application developers
become more familiar with the capability of broadband, they
demand novel, innovative applications that specifically address
their needs (Alcatel Lucent, 2010). This will be true in the case of
tertiary education where end-users become more familiar with the
capabilities of virtual learning and demand better or expanded
utilisation of virtual world technology. UFB will provide tertiary
educators and students with improved access to virtual learning
resources and communications such as classrooms, practical
scenarios, and other academic or social practices which will
expand their capacity to better meet learning needs.
3.5 Negative pre-conceptions
Another challenge is the negative pre-conceptions of this
technology. In the SLENZ project staff expressed resistance to
the use of the virtual world in their programmes, feeling cynical
about the Internet. The questionable activities known to have
taken place in Second Life have resulted in a perceived "sleaze
factor" and the opinion that the virtual world is populated by
sexual perverts (Winter, 2010). Media coverage appears to have
informed the vocabulary of many of the negative comments
(Wankel & Kingsley, 2009).
4. CONCLUSIONS
Virtual world technologies continue to generate a significant level
of interest amongst tertiary educators. Considering the features,
benefits, challenges and resolutions of incorporating virtual world
technologies into a tertiary learning environment helps inform,
engage and expand the horizons of educators who seek to effect a
more innovative and responsive tertiary learning environment.
This challenge may be mitigated or resolved by providing
clarification to misunderstood aspects of virtual world technology.
Research is required to understand the precise nature of these
affordances, and how they can be successfully exploited in a
pedagogically sound way. There is a need to raise awareness and
aid teaching staff in gaining the confidence and competence for
integrating these technologies into pedagogical practice (Dalgarno
et al. 2011).
108
Virtual world technologies are likely to become part of an overall
blended learning model for tertiary institutes. Current blended
models would include face to face, video conferencing, Adobe
Connect, enhanced learning management systems augmented by
virtual world activities. Further research by the authors will
attempt to place VR within a blended learning environment
model.
Gregory, B., Gregory, S., Wood, D., Masters, Y., Hillier, M.,
Stokes-Thompson, F. & Yusupova, A. (2011). How are
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As technology improves and as educators grow in their usage and
understanding of virtual world technologies, the potential for
overcoming the current challenges to incorporating this
technology shall be resolved. As technology improves so too will
the ways in which implementation is undertaken and utilised. In
particular, the inauguration of UFB within New Zealand will
expand its current capabilities and improve support for richer
interactivity and effective learning experiences.
Gregory. S., Lee, M.J.W., Ellis, A., Gregory, B., Wood, D.,
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