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Fluid leadership in a multi-user virtual environment educational project with teenagers: Schome Park
This paper examines leadership practices in a virtual community, the Schome Park project. Schome Park, based at the Open University, UK, was the first European closed (i.e. protected) island in Teen Second Life, a multi-user 3D virtual environment. This fully realised, complex interactive 3D environment has no imposed narrative and offers significant engagement for educational projects.
The Schome (ānot school not homeā) third space community ā i.e. not placed in the first space of home or second space of work/school (Oldenburg, 1989) - was set up with the explicit aim of challenging the instructional models and pedagogic practices of the formal, state educational system. In this disembodied environment identities, represented in the virtual world by personalised avatars, possess usefully ambivalent valences. Often adults will join āinworldā educational events organised and delivered by the younger members of the community. Schome makes flexible use of a wiki (collaboratively designed website), asynchronous discussion fora and other communicative media to support learning processes and enhance the development of a physically distanced yet authentic learning community.
The authors propose that the community design in these new spaces created an opportunity for leaders to emerge regardless of contextual hierarchy and to forge a developing culture. The paper makes use of evidence from varied datasets to examine manifestations of leadership in the community and issues arising. Young people have been engaged in proposing, planning, executing and reflecting on teaching and
learning and governance without deference to adults. Our analysis contributes to understandings of the development of leadership within carefully designed educational online communities and some of the challenges involved for adults in facilitating an appropriately supportive environment for young people.
While aware that this innovative experiment continues to face many challenges, we propose that the design of the project offers much to encourage an approach to education in which collaborative, situated engagement in learning and teaching is perceived as a more fruitful model for the twenty-first century than reproduction of traditional hierarchies of teachers and the taught of conventional classrooms
Collaborative virtual gaming worlds in higher education
There is growing interest in the use of virtual gaming worlds in education, supported by the increased use of multiāuser virtual environments (MUVEs) and massively multiāplayer online roleāplaying games (MMORPGs) for collaborative learning. However, this paper argues that collaborative gaming worlds have been in use much longer and are much wider in scope; it considers the range of collaborative gaming worlds that exist and discusses their potential for learning, with particular reference to higher education. The paper discusses virtual gaming worlds from a theoretical pedagogic perspective, exploring the educational benefits of gaming environments. Then practical considerations associated with the use of virtual gaming worlds in formal settings in higher education are considered. Finally, the paper considers development options that are open to educators, and discusses the potential of Alternate Reality Games (ARGs) for learning in higher education. In all, this paper hopes to provide a balanced overview of the range of virtual gaming worlds that exist, to examine some of the practical considerations associated with their use, and to consider their benefits and challenges in learning and teaching in the higher education context
Agent mediation and management of virtual communities: a redefinition of the traditional community concept
The paper explores the evolution of the concept of community in the light of computer mediated immersive virtual environments. The traditional concept of community has become strained in its attempts to capture the evolving virtual community. We believe the concept of the virtual community is of paramount importance and examine the extent to which this is being redefined to cater for it. We examine the management and mediation of such an environment and specifically the social process associated with the cohabited users. We advocate the use of multi-agent systems in delivering this functionalit
From Multi-User Virtual Environment to 3D Virtual Learning Environment
While digital virtual worlds have been used in education for a number of years, advances in the capabilities and spread of technology have fed a recent boom in interest in massively multiāuser 3D virtual worlds for entertainment, and this in turn has led to a surge of interest in their educational applications. In this paper we briefly review the use of virtual worlds for education, from informal learning to formal instruction, and consider what is required to turn a virtual world from a MultiāUser Virtual Environment into a fully fledged 3D Virtual Learning Environment (VLE). In this we focus on the development of Sloodle ā a system which integrates the popular 3D virtual world of Second Life with the openāsource VLE Moodle. Our intent is not simply to provide additional learning support features for Second Life, but to study more generally the ways in which integrated virtual environments can benefit teaching and learning, and this is the focus of our closing discussion
Peripatetic electronic teachers in higher education
This paper explores the idea of information and communications technology providing a medium enabling higher education teachers to act as freelance agents. The notion of a āPeripatetic Electronic Teacherā (PET) is introduced to encapsulate this idea. PETs would exist as multiple telepresences (pedagogical, professional, managerial and commercial) in PETāworlds; global networked environments which support advanced multimedia features. The central defining rationale of a pedagogical presence is described in detail and some implications for the adoption of the PETāworld paradigm are discussed. The ideas described in this paper were developed by the author during a recently completed ShortāTerm British Telecom Research Fellowship, based at the BT Adastral Park
Visualising mixed reality simulation for multiple users
Cowling, MA ORCiD: 0000-0003-1444-1563Blended reality seeks to encourage co-presence in the classroom, blending student experience across virtual and physical worlds. In a similar way, Mixed Reality, a continuum between virtual and real environments, is now allowing learners to work in both the physical and the digital world simultaneously, especially when combined with an immersive headset experience. This experience provides innovative new experiences for learning, but faces the challenge that most of these experiences are single user, leaving others outside the new environment. The question therefore becomes, how can a mixed reality simulation be experienced by multiple users, and how can we present that simulation effectively to users to create a true blended reality environment? This paper proposes a study that uses existing screen production research into the user and spectator to produce a mixed reality simulation suitable for multiple users. A research method using Design Based Research is also presented to assess the usability of the approach
Using Augmented Reality as a Medium to Assist Teaching in Higher Education
In this paper we describe the use of a high-level augmented reality
(AR) interface for the construction of collaborative educational applications
that can be used in practice to enhance current teaching
methods. A combination of multimedia information including spatial
three-dimensional models, images, textual information, video,
animations and sound, can be superimposed in a student-friendly
manner into the learning environment. In several case studies different
learning scenarios have been carefully designed based on
human-computer interaction principles so that meaningful virtual
information is presented in an interactive and compelling way. Collaboration
between the participants is achieved through use of a
tangible AR interface that uses marker cards as well as an immersive
AR environment which is based on software user interfaces
(UIs) and hardware devices. The interactive AR interface has been
piloted in the classroom at two UK universities in departments of
Informatics and Information Science
Collaboration in the Semantic Grid: a Basis for e-Learning
The CoAKTinG project aims to advance the state of the art in collaborative mediated spaces for the Semantic Grid. This paper presents an overview of the hypertext and knowledge based tools which have been deployed to augment existing collaborative environments, and the ontology which is used to exchange structure, promote enhanced process tracking, and aid navigation of resources before, after, and while a collaboration occurs. While the primary focus of the project has been supporting e-Science, this paper also explores the similarities and application of CoAKTinG technologies as part of a human-centred design approach to e-Learning
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