Skip to main content

Design Perspectives for Learning in Virtual Worlds

  • Chapter
  • First Online:
Designs for Learning Environments of the Future

Abstract

This chapter describes a program of research that is exploring pedagogical, technological, and aesthetic dimensions for designing virtual worlds for learning. The design and research work involving Virtual Singapura is discussed, which is a virtual world for learning science inquiry skills. The chapter first discusses issues in the literature related to learning content-specific knowledge in immersive virtual worlds and game environments, and pedagogical design approaches for learning in virtual worlds. Next, the design of Virtual Singapura is described in terms of its scenario for science inquiry learning, graphic design, behaviors of the intelligent agents representing nineteenth-century characters, and the associated guided inquiry curriculum materials and research materials. The research findings from two studies involving Virtual Singapura are reported. The chapter concludes with consideration of future research that will explore learning with different pedagogical trajectories for providing structured versus unstructured virtual learning experiences as well as activities “outside” of the virtual worlds that might consolidate or enhance understandings students construct “inside” such environments.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 149.00
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 199.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info
Hardcover Book
USD 199.99
Price excludes VAT (USA)
  • Durable hardcover edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Notes

  1. 1.

    Various terms are used to describe 3D games and virtual environments for use in learning contexts, such as serious games, multiuser virtual environments, immersive environments, and so on. We prefer the use of virtual worlds for learning in this chapter to stress the purpose of these systems in educational contexts in contrast to implicit views of “games” as an entertainment outlet.

  2. 2.

    We developed three different paraphrased versions for each response option, so there would be a two out of three chance a subsequent response would be slightly different than the first response, or that a second student approaching an agent would get a slightly different greeting than the previous student.

  3. 3.

    Theoretical framings in the learning and cognitive sciences of the construct of “transfer” have received considerable attention over the past two decades, as the review by Lobato (2006) provides. In this chapter, we align with the definitions of transfer provided by (a) the United States National Academy of Science (Bransford, Brown, Cocking, & Donovan, 2000) defined as the “ability to extend what has been learned in one context to new contexts” (p. 51) and (b) preparations for future learning (Bransford & Schwartz, 1999).

  4. 4.

    A partial η 2  =  0.01 is considered a small effect size, 0.06 medium, and 0.14 a large effect size.

  5. 5.

    In this chapter, we focus on educational virtual worlds in particular, although clearly the issue of the design of structure in trajectories of learning activities is of relevance to all learning environments, whether they are technologically based or not.

References

  • Barab, S., Dodge, T., Tuzun, H., Job-Sluder, K., Jackson, C., Arici, A., et al. (2007). The Quest Atlantis Project: A socially-responsive play space for learning. In B. E. Shelton & D. Wiley (Eds.), The educational design and use of simulation computer games (pp. 161-188). Rotterdam, The Netherlands: Sense Publishers.

    Google Scholar 

  • Barab, S., Thomas, M., Dodge, T., Carteaux, R., & Tuzun, H. (2005). Making learning fun: Quest Atlantis, a game without guns. Educational Technology, Research, and Development, 53(1), 86-107.

    Article  Google Scholar 

  • Barab, S., Warren, S., & Ingram-Goble, A. (2006). Academic play spaces: Designing games for education. San Francisco, CA: Paper presented at the annual meeting of the American Educational Research Association.

    Google Scholar 

  • Barab, S., Zuiker, S., Warren, S., Hickey, D., Ingram-Goble, A., Kwon, E.-J., et al. (2007). Situationally embodied curriculum: Relating formalisms and contexts. Science Education, 91(5), 750-782.

    Article  Google Scholar 

  • Bransford, J. D., Brown, A. L., Cocking, R. R., & Donovan, S. (eds). (2000). How people learn: Brain, mind, experience, and school (expandedth ed.). Washington, DC: National Academy Press.

    Google Scholar 

  • Bransford, J. D., & Schwartz, D. L. (1999). Rethinking transfer: A simple proposal with multiple implications. In A. Iran-Hejad & P. D. Pearson (Eds.), Review of research in education (Vol. 24). Washington, DC: American Educational Research Association.

    Google Scholar 

  • Cai, Y., Miao, C., Tan, A. H., & Shen, Z. (2008). Context modeling with evolutionary fuzzy cognitive map in interactive storytelling. Paper presented at the IEEE International Conference on Fuzzy Systems (FUZZ2008), 2008 IEEE World Congress on Computational Intelligence, Hong Kong, China.

    Google Scholar 

  • Cai, Y., Shen, Z., & Miao, C. (2007). G-MADE: A hybrid interactive storytelling architecture. Paper presented at the 2007 AAAI Symposium on Intelligent Narrative Technologies, Arlington, VA

    Google Scholar 

  • Chi, M. T. H., Glaser, R., & Farr, M. J. (eds). (1988). The nature of expertise. Hillsdale, NJ: Lawrence Erlbaum Associates.

    Google Scholar 

  • Dede, C. (1995). The evolution of constructivist learning environments: Immersion in distributed, virtual worlds. Educational Technology, 35(5), 46-52.

    Google Scholar 

  • Dede, C., Clarke, J., Ketelhut, D. J., Nelson, B., & Bowman, C. (2005a). Fostering motivation, learning, and transfer in multi-user virtual environments. Paper presented at the annual meeting of the American Educational Research Association, Montreal, Canada.

    Google Scholar 

  • Dede, C., Clarke, J., Ketelhut, D. J., Nelson, B., & Bowman, C. (2005b). Students’ motivation and learning of science in a multi-user virtual environment. Paper presented at the annual meeting of the American Educational Research Association, Montreal, Canada.

    Google Scholar 

  • Dede, C., Loftin, R. B., Regian, J. W., Salzman, M., Calhoun, C., & Hoblit, J. (1994). The design of artificial realities to improve learning Newtonian mechanics. Proceedings of the East-West International Conference on Multimedia, Hypermedia, and Virtual Reality, Moscow, Russia.

    Google Scholar 

  • Dede, C., Salzman, M., Loftin, R. B., & Ash, K. (2000). The design of immersive virtual learning environments: Fostering deep understandings of complex scientific knowledge. In M. J. Jacobson & R. B. Kozma (Eds.), Innovations in science and mathematics education: Advanced designs for technologies of learning (pp. 361-413). Mahwah, NJ: Lawrence Erlbaum Associates.

    Google Scholar 

  • Dede, C., Salzman, M. C., & Loftin, R. B. (1996). Early research results from using virtual reality to enhance science education. Paper presented at the annual meeting of the American Educational Research Association, New York, NY.

    Google Scholar 

  • Fraser, B. J. (1978). Development of a test of science-related attitudes. Science Education, 62(4), 509-515.

    Article  Google Scholar 

  • Gee, J. P. (2003). What videogames have to teach us about learning and literacy. New York: Palgrave Macmillan.

    Google Scholar 

  • Gentner, D., Loewenstein, J., & Thompson, L. (2003). Learning and transfer: A general role for analogical encoding. Journal of Educational Psychology, 95(2), 393-408.

    Article  Google Scholar 

  • Gredler, M. E. (2004). Games and simulations and their relationship to learning. In D. H. Jonassen (Ed.), Handbook of research for educational communications and technology (2nd ed., pp. 571-581). Mahway, NJ: Lawrence Erlbaum Associates.

    Google Scholar 

  • Holmes, J. (2007). Designing agents to support learning by explaining Computers & Education, 48, 523-547.

    Google Scholar 

  • Jacobson, M. J., Kim, B., Lee, J., Lim, S. H., & Low, S. H. (2008). An intelligent agent augmented multi-user virtual environment for learning science inquiry: Preliminary research findings. Paper presented at the annual meeting of the American Educational Research Association, New York, NY.

    Google Scholar 

  • Jacobson, M. J., Kim, B., Pathak, S. A., & Zhang, B. (2009). Learning the physics of electricity with agent-based models: Fail first and structure later? Paper presented at the 2009 Annual Meeting of the American Educational Research Association, San Diego, CA.

    Google Scholar 

  • Johnson, S. (2006). The ghost map: The story of London’s most terrifying epidemic-and how it changed science, cities, and the modern world. New York: Riverhead Books.

    Google Scholar 

  • Kapur, M. (2008). Productive failure. Cognition and Instruction, 26(3), 379-424.

    Article  Google Scholar 

  • Kapur, M., & Kinzer, C. (2009). Productive failure in CSCL groups. International Journal of Computer-Supported Collaborative Learning, 4, 21-46.

    Article  Google Scholar 

  • Kapur, M., & Rummel, N. (2009). The assistance dilemma in CSCL. Symposium presented at the 8th International Conference on Computer Supported Collaborative Learning, Rhodes, Greece.

    Google Scholar 

  • Ketelhut, D. J., Clarke, J., & Nelson, B. C. (2009). The development of River City, a multi-user virtual environment-based scientific inquiry curriculum: Historical and design evolutions. In M. J. Jacobson & P. Reimann (Eds.), Designs for learning environments of the future: International learning sciences theory and research perspectives. New York: Springer.

    Google Scholar 

  • Ketelhut, D. J., Dede, C., Clarke, J., Nelson, B., & Bowman, C. (2007). Studying situated learning in a multi-user virtual environment. In E. Baker, J. Dickieson, W. Wulfeck & H. O’Neil (Eds.), Assessment of problem solving using simulations (pp. 37-58). Mahwah, NJ: Taylor & Francis, Inc.

    Google Scholar 

  • Kirriemuir, J., & McFarlane, A. (2004). Literature review in games and learning. Report 8. Bristol, UK: FutureLab.

    Google Scholar 

  • Koedinger, K. R., & Aleven, V. (2007). Exploring the assistance dilemma in experiments with cognitive tutors. Educational Psychology Review, 19(3), 239-264.

    Article  Google Scholar 

  • Lobato, J. (2006). Alternative perspectives on the transfer of learning: History, issues, and challenges for future research. Journal of the Learning Sciences, 15(4), 431-449.

    Article  Google Scholar 

  • Mayer, R. (2004). Should there be a three-strikes rule against pure discovery learning? The case for guided methods of instruction. American Psychologist, 59(1), 14-19.

    Article  Google Scholar 

  • McFarlane, A., Sparrowhawk, A., & Heald, Y. (2002). Report on the educational use of games. Cambridge: TEEM.

    Google Scholar 

  • McLellan, H. (2004). Virtual realities. In D. H. Jonassen (Ed.), Handbook of research for educational communications and technology (2nd ed., pp. 461-497). Mahway, New Jersey: Lawrence Erlbaum Associates.

    Google Scholar 

  • Psotka, J. (1994). Immersive tutoring systems: Virtual reality and education and training. Retrieved from http://198.97.199.60/its.html.

  • Puntambekar, S., & Hübscher, R. (2005). Tools for scaffolding students in a complex environment: What have we gained and what have we missed? Educational Psychologist, 40(1), 1-12.

    Article  Google Scholar 

  • Schwartz, D. L., & Bransford, J. D. (1998). A time for telling. Cognition and Instruction, 16(4), 475-522.

    Article  Google Scholar 

  • Shaffer, D. W., Squire, K. D., Halverson, R., & Gee, J. P. (2005). Video games and the future of learning, accepted for publication.

    Google Scholar 

  • Shen, Z., Miao, C., & Cai, Y. (2007). Agent augmented game development. Paper presented at the 2nd Annual Microsoft Conference on Game Development, Orlando, FL.

    Google Scholar 

  • Shen, Z., Miao, C., & Gay, R. (2006). Goal-oriented methodology for agent-oriented software engineering. Paper presented at the IEICE Transaction on Information and Systems.

    Google Scholar 

  • Squire, K. (2005). Changing the game: What happens when video games enter the classroom? Innovate: Journal of Online Education, 1(6). Retrieved from http://www.innovateonline.info/index.php?view=article&id=82.

  • Squire, K., Barnett, M., Grant, J. M., & Higginbotham, T. (2004). Electromagnetism supercharged! learning physics with digital simulation games. Paper presented at the International Conference of the Learning Sciences, Los Angeles, CA.

    Google Scholar 

  • Squire, K., Jenkins, H., Holland, W., Miller, H., O’Driscoll, A., Tan, K. P., et al. (2003). Design principles of next-generation digital gaming for education. Educational Technology and Society, 43(5), 17-23.

    Google Scholar 

  • Squire, K. D. (2002). Rethinking the role of games in education. Game Studies, 2(1). Retrieved from http://www.gamestudies.org/0102/squire/.

  • Steinkuehler, C. A. (2004). Learning in massively multiplayer online games. Paper presented at the International Conference of the Learning Sciences, Los Angeles, CA.

    Google Scholar 

  • Thompson, L., Gentner, D., & Loewenstein, J. (2000). Avoiding missed opportunities in managerial life: Analogical training more powerful than individual case training. Organizational Behavior and Human Decision Processes, 82(1), 60-75.

    Article  Google Scholar 

  • Tinker, R. (2007). How do students learn from models? Case studies in guided inquiry. @Concord, 11(1), 14-15.

    Google Scholar 

  • VanLehn, K., Siler, S., & Murray, C. (2003). Why do only some events cause learning during human tutoring? Cognition and Instruction, 2(3), 209-249.

    Article  Google Scholar 

  • Williams, D., Ma, Y., Feist, S., & Prejean, L. (2007). The design of an analogical encoding tool for game-based virtual learning environments. British Journal of Educational Technology, 38(3), 429-437.

    Article  Google Scholar 

  • Winn, W. (2002). Learning in artificial environments: Embodiment, embeddedness and dynamic adaptation. Technology, Instruction, Cognition and Learning, 1, 87-114.

    Google Scholar 

  • Winn, W., Windschitl, M., & Hedley, N. (2001). Learning science in an immersive virtual environment. Paper presented at the American Educational Research Association (AERA) Annual Meeting 2001, Seattle, WA.

    Google Scholar 

  • Yu, H., Shen, Z., & Miao, C. (2008a). A goal oriented development tool to automate the incorporation of intelligent agents into interactive digital media applications. ACM Computers in Entertainment, 6(2), Article 24.

    Google Scholar 

  • Yu, H., Shen, Z., & Miao, C. (2008b). Transforming learning through agent augmented virtual world. Paper presented at the 8th IEEE International Conference on Advanced Learning Technologies, Santander, Cantabria, Spain.

    Google Scholar 

Download references

Acknowledgments

This project was funded by two research grants from the Singapore Ministry of Education through the Learning Sciences Laboratory to the chapter authors. Special thanks are extended to Chris Dede, Diane Jass Ketelhut, and Brian Nelson for their feedback on this project and providing access to technology and research resources of the Harvard River City project. Diana Ang, Seo Hong Lim, June Lee, Lynn Low, and the participating teachers greatly contributed to this research. We are also grateful to the Singapore National Archives and the National Museum of Singapore for their assistance in obtaining historical information and pictures used in Virtual Singapura.

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Michael J. Jacobson .

Editor information

Editors and Affiliations

Appendices

Appendix 1

Case texts used in the analogical encoding treatment conditions:

Purpura nautica

During the Age of Discovery, scurvy became a disease among sailors. The disease was often referred to as Purpura nautica, as sufferers had purple (purpura) blotches under their skins. They would also have teeth and hair loss, sunken eyes, paleness, blindness, and most would die. In 1747, James Lind, the surgeon aboard HMS Salisbury, was faced with many cases of scurvy and a high death rate. He thought that the disease was related to a lack of ascorbic acid, which is found in citrus fruits, but had to prove it. What Lind did next changed the history of scurvy. As a scientist, what do you think he did?

Is it good to be special?

The shoe company Steps decided to run a free webinar (a type of web conference) to get people to be aware of shoe comfort, and be interested in Steps’ footwear. E-mails would be sent to invite people to the webinar. When drafting the e-mails, the marketing manager noted an interesting claim, that the word “special” should not be in e-mails’ subject lines. E-mails with “special” in their subject lines were avoided by people as they were seen as spam. The manager was keen to test this claim, and to find out whether differences in subject lines mattered to whether people would attend the webinar. As a market researcher, what should she do?

Appendix 2

Conversations after a presentation regarding missing supporting data:

  1. 1.

    All Presenters: (after presenting the last slide) So we will now take your questions.

  2. 2.

    Teacher: Okay, any questions?

  3. 3.

    Audience 1: How about the number of patients who fell ill due to the illness? The number of patients?

  4. 4.

    Teacher: Can you go back to your graph again?

  5. 5.

    Presenter 1: Our graph would be regarding the number of bacteria in the wells…?

  6. 6.

    Audience 1: Then how about the number of patients? (pause)

  7. 7.

    Presenter 1: We don’t have the graph.

  8. 8.  

    Audience 1: Is this illness that’s causing the patient to? When you say, you know, when you say symptoms, but what about the number of patients...

  9. 9.

    Presenter 2: No, no… When...

  10. 10.

    Audience 1: …(that bacteria really) causes the illness...?

  11. 11.

    Presenter 1: This is the… for the…

  12. 12.

    Audience 1: The patients, according to the number of patients who want to (claim from this)? We do not know whether it significantly went down. So the… (how to know) would be this?

  13. 13.  

    Presenter 2: Okay, maybe we didn’t really write it down here, but anyway diarrhea would significantly decrease from 35-7, 2 digits to 1 digit. Wow. Yeah.

  14. 14.  

    Audience 1: How about the rest, like the, can you go to your graph.

  15. 15.  

    Teacher: Can you go back to your previous slide. Previous slide.

  16. 16.  

    Audience 1: What, how about the fever and all that? And the rest...

  17. 17.

    Presenter 2: Tuberculosis will also significantly decrease but I guess we put didn’t put it inside here… Sorry.

Rights and permissions

Reprints and permissions

Copyright information

© 2010 Springer Science+Business Media, LLC

About this chapter

Cite this chapter

Jacobson, M.J., Kim, B., Miao, C., Shen, Z., Chavez, M. (2010). Design Perspectives for Learning in Virtual Worlds. In: Jacobson, M., Reimann, P. (eds) Designs for Learning Environments of the Future. Springer, Boston, MA. https://doi.org/10.1007/978-0-387-88279-6_5

Download citation

Publish with us

Policies and ethics