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TRANSCRIPT
Felicia Beard
INDT 501
9/20/2010
Immersion Worlds
21st Century Education is drastically evolving, using many different types of
technological advances. We currently live in the digital age that is very diverse, globalized, and
media saturated. Immersion Worlds (3D Worlds, Virtual Reality Worlds) are examples of how
technology has changed and now being integrated into the learning environment. According to
Wikipedia, immersion is the state of consciousness where an immersant’s awareness of physical
self is diminished or lost by being surrounded in an engrossing total environment; often artificial.
There are hundreds of virtual worlds and in mainstream society, millions of subscribers who
access these worlds. People log onto virtual world not only for gaming use, but other
communication purposes such as chat rooms, being in one place at the same time, common
interest locations and so much more. Specifically, in education, Immersion Worlds, help
facilitate the learning environment with a wide range of opportunity. Students can build self-
worlds, complete educational task, and learn about teamwork and strategy.
Focusing on how to use virtual worlds in the classroom, I wanted to research and locate
worlds that were appropriate for classroom use and could promote learning on topics mainly
discussed in school, such as math, literature, science, and history. I had a hard time finding actual
worlds; most worlds were for entertainment purposes or for adults. I visited a website called
Quest Atlantis. According to the project director, Sasha Barab, Quest Atlantis is an international
learning and teaching project that uses a 3D multi-user environment to immerse children, ages 9-
15, in educational task. Quest Atlantis combines strategies used in the commercial gaming
environment with lessons from educational research on learning and motivation. It allows users
to travel to virtual places and perform educational activities (known as Quests), talk with other
users and mentors, and build virtual personae.
The image below shows a virtual hub or chat room that has a group of students logged in
at the same time. Just like most immersion worlds, students can create and personalize their own
avatar and teleport from one quest to another. I wanted to try the quest myself, but I
had to subscribe and be excepted. Quest Atlantis videos can be viewed on you tube, and I had the
chance to view several. In particular, I viewed Quest Atlantis-Getting Started tutorial and Quest
Atlantis Line Dance video put together by a group of students
The second immersion world I had the chance to explore was through the popular Second
Life website. Like Quest Atlantis, in Second Life, you have to create an avatar to fit your profile
and explore different islands. I did get the chance to download the Second Life program and I
was able to explore the functions of the program. At first it was a bit confusing, comparing my
experience to the videos I watched. The videos made it seem very easy to create avatars and
create scenes that reflected an imaginative world. I was very hard for me to create an avatar and
navigate my way through the program. I did find out that you could literally buy items with real
money. This was a turn off because once I finally got comfortable with the program. I had to
purchase clothes and land to go beyond the getting started phase.
I wanted to explore Second Life more and research how it could be implemented into the
classroom, similar to Quest Atlantis. Second Life is mainly for the mainstream population and
not solely centered on the educational process. Second Life is a good opportunity for students to
immerse themselves into the virtual reality world and have a realistic experience in real world
events. Loyalist College in Canada set up a Second Life world simulation-training program for it
students in training to be US-Canadian border guards. This program was designed in Second Life
tailing closely to professional border guards to experience the daily routine of their future job.
Second Life offered the students a hands-on
experience that was more realistic than doing
classroom scenarios. For example, students
were able to practice riding across the border
as civilians, while others played the role of
border agents validating identification against
records and conducting interviews. Second
Life was programmed to generate
information
for the guard booths. From that, students were
able to experience real world issues that may
arise at the borders.
Immersion worlds correlate with many
learning theories including, Active Learning,
Cognitive Load Theory, Scaffolding, Zone of
Proximal Development, and social
constructivism. Immersion learning provides
students with the ability to use virtual worlds,
simulations, technologies and activities that
supports communication. This enables learners
to be immersed in their learning experience.
References
Immersion (virtual reality). (2010 , September 10). Retrieved September 13, 2010, from http://en.wikipedia.org/wiki/Immersion_(virtual_reality)
Immersive Education. (2010). Retrieved September 13, 2010, from Education.Au http://www.educationau.edu.au/immersive-learning#3D
Virtual World Simulation Training Prepares. (2009). Retrieved September 13, 2010, from http://secondlifegrid.net.s3.amazonaws.com/docs/Second_Life_Case_Loyalist_EN.pdf