It’s 2030 and the Omega variant of COVID-19 has taken hold…closing schools across the world yet again. But this time, B.C. post-secondary institutions are prepared.
In the years following 2020’s first wave of the coronavirus pandemic, poll results from student and faculty on their experiences of distance education revealed widespread feelings of isolation, disconnection and disengagement in Zoom-led classrooms. Moved to action, in partnership with the Ministry of Education and local tech startups, post-secondary institutions across B.C. rolled out new virtual worlds to enhance blended and distance education. The goal? To think beyond traditional classroom experiences, while also preparing students for increasingly remote and collaborative workplaces of the future.
Having lived through the disruption of in-person learning in a crisis, imagining a scenario like this in the not so distant future is no longer difficult. Additionally, the hugely popular social virtual worlds in games, like Fortnite and Minecraft, and platforms for creating three-dimensional (3D) immersive experiences, like Unreal Engine and Unity, hold promise for educational contexts. Research into virtual environments in education have highlighted benefits such as their capability “of facilitating highly interactive, engaging, multimodal learning” (Gregory et al., 2016, p. xix). Still, despite their potential—and “cool factor”—challenges such as ensuring accessibility, the limits of IT infrastructure, and implementation are many. This short paper will provide an overview of what learning in a virtual world could mean for future learners, its benefits and the challenges that remain ahead.
Defining ‘Virtual Worlds’
To say it has been a challenge to settle upon a single definition of “virtual world” for educational researchers would be something of an understatement. In the literature, researchers use many labels for the same technology (Girvan, 2018). Others include the term “virtual” for simulated environments with fairly significant differences. For example, some have used “multi-user virtual environment” to describe immersive 3D worlds such as Second Life (Honey et al., 2012 as cited in Girvan, 2018, p. 1089), others have used “virtual environment” for social media platforms, like Facebook (Minocha et al., 2010 as cited in Girvan, 2018, p. 1089). Still others, use “virtual learning environment” for learning management systems (Girvan, 2018, p. 1089).
Without wading into the exhaustive possibilities, for simplicity, this paper will use the widely cited definition of the term “virtual worlds” by Bell (2008) and one with a focus on people: “A synchronous, persistent network of people, represented as avatars, facilitated by networked computers” (p. 2).
Promise and Potential
Despite overwhelming education systems, the coronavirus also presented opportunities for teachers at all levels to test out the potential of new technologies and even reimagine what schools of the future could look like. South of the border many schools are even embracing virtual schools. A recent study by Rand Corp, an American think tank, revealed two of 10 K-12 school systems in the U.S. are considering fully remote schooling as an option (Diliberti & Schwartz, 2021).
However, like counterparts around the world, students and faculty at B.C. post-secondary institutions grappled with having synchronous class time limited to web conferencing platforms such as Zoom, Microsoft Teams, Google Meet, to name just a few. While initially novel, facilitators and learners soon found that class engagement limited to sharing screen time was isolating. “I’m a very social being. So it kind of hurts my soul,” expressed one student in a Vancouver Sun article (Todd, 2020, par. 1). This absence of a shared space for students to travel to, move around in, construct and experience together left everyone wanting for options for learning activities than LMS’s and conferencing tools.
Constructing Place
For engineering students at Purdue University, learning through the use of virtual labs and “digital twins” —virtual representations of physical objects—is already a reality (Chiang, 2021, par. 5). The further use of virtual worlds to immerse students and present decision-making and experimentation opportunities that teach the realities of the workplace, are not only exciting but could also prove to be cost-effective (Chiang, 2021). For instance, administrators at Purdue have found that replacing costly equipment and facilities with simulations using “responsive animation” have not only worked but have resulted in positive feedback by a majority of their engineering students (Chiang, 2021, par. 4).
The use of virtual worlds to teach students in other industries such health care, architecture, media and entertainment could have similar benefits. Use of Genesis, a virtual production studio, and Unity, a virtual reality development platform, are already making it possible for film makers and crews to work together live on-set and/or remotely (Siggraph Conferences, 2019, par. 8). Film production students could leverage the same software for collaborating on student films.
Tutorials found in the Unreal Engine learning portal, software for creating virtual worlds, is already set up to create them for educational purposes (Unreal Engine, n.d.). The platform has been used for building virtual museums with K-12 students (Niehoff, 2020); and to train architecture students at Florida International University (Pomerantz, 2018).
Creating Space
Beyond simulations, studies have also examined the educational purpose of virtual worlds in replicating a range of “real-world” instructional activities, like lectures, labs or field trips (Ghanbarzadeh & Ghapanchi, 2020)—and can be seen as an invaluable substitute for classrooms in supporting remote learning during times of crisis. However, the promise of virtual worlds as an extension of the bricks and mortar classroom goes beyond simply being in real-time or imitative of the physical world. Researchers point to educational experiences in virtual worlds, like Second Life or Breakroom, as being able to stimulate a “sense of presence” as learners are immersed together in creating new and idealized worlds (Ghanbarzadeh & Ghapanchi, 2020, p. 857). For social constructivists, the educational rationale for virtual worlds lies is in facilitating interactions where learners are more than guests or attendees at an instructional event; but are there to problem-solve and experiment in, collaborate on and construct these worlds together (Ghanbarzadeh & Ghapanchi, 2020; Girvan, 2018).
Challenges
The examples outlined above are just a few of a wide range of possibilities for how virtual worlds have been and could be used by educators. While the benefits seem endless, there are still a number of challenges that need solving before virtual worlds can become part of mainstream teaching toolboxes. Challenges outlined by researchers include accessibility, technical issues, instructional design, learning metrics and user adoption (Ghanbarzadeh & Ghapanchi, 2020; Pomerantz, 2018). Two of these major challenges, relating to accessibility and technical logistics, are briefly explored below.
Accessibility
The pandemic opened up many more options for many students with physical disabilities, who were able to easily access school online, take advantage of captioning and playback options for class among other accommodations (Beery, 2020). But depending on the technology being used, learning online can be rife with barriers making participation impossible for users with disabilities (Todd et al., 2016). Like with any other education technology, designing for differently-abled users—with physical, visual, auditory and cognitive limitations—is a critical consideration in creating virtual worlds that are universally accessible (Games For Change Student Challenge, n.d.). For example, software used must ensure communication is possible in-world for deaf users, like providing the option to enable sound amplifiers, or using captions for communication (Pomerantz, 2018; Todd et al., 2016). In the case of users with low vision, the need for accessible browser clients, magnifiers, text to speech software, among other technologies may be needed (Todd et al., 2016). For others, assistive technology may not be needed, but having clear instructions for how to navigate a virtual world may be an additional consideration (Todd et al., 2016). Access to standard assistive technologies, guidelines and resources are among design priorities needed to ensure students can universally participate in virtual worlds (Todd et al., 2016).
Technical Logistics
For anyone working at a higher education institution, getting IT assistance to set up basic equipment like a printer or complete a software update often seems like a monumental task. A 2018 EDUCAUSE report exploring the use of 3D tech in American universities, revealed some of the technical challenges early adopter universities have had with augmented reality and virtual reality related technologies (Pomerantz, 2018). At one institution, hardware related issues—getting a specific adaptor needed for headsets—caused delays in being able to use the technology (Pomerantz, 2018). For another institution, it was the need to upgrade graphic drivers to be able to deploy the software (Pomerantz, 2018). In Canada, where post-secondary institutions are found to be behind the U.S. in innovating with digital tech (Lewington, 2019), having the necessary processors, equipment, software and IT support to be able set up and diagnose technical trouble for sophisticated 3D technologies could be problematic.
From the user’s perspective, having classes using web conferencing tools during the pandemic revealed variable access to stable internet at home—even for those in urban centres. In the event of a crisis where educators may need or want to shift their entire class to a virtual world, students would need to have access to stable, high-speed internet to be able to participate (Ghanbarzadeh & Ghapanchi, 2020).
Conclusions
Despite the challenges that still lay ahead, in examining the use of virtual worlds for learning by early adopting institutions, it’s clear their impact for the future of education will be significant. There are clear benefits for students in having the option to participate in virtual worlds, not just during a crisis, but for general use to access simulations and a unique way to collaborate, interact and engage in real-time. As both assistive technologies become more sophisticated and IT infrastructures improve, it’s only a matter of time before virtual worlds will become more widespread in higher education.
References
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