Virtual Worlds and Dreams

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Posted on 24th October 2009 by admin in 3D Virtual Worlds

Second Life is one of many virtual world products on the web that allows a user to assume an avatar persona and socially interact with other people in a virtual world. On October 24th, 2009, 9:40 am eastern standard time, there were 52 thousand people logged into Second Life. In the past 60 days 1,222,789 people logged into Second Life. In addition to Second Life there are currently 150 virtual worlds online today and by 2012 that is expected to grow to 900. (Mitham, 2009)

The purpose of this study is to investigate the nature of this new phenomena in terms of learning in these environments. These environments are live social environments and as a result learning theories including social learning (Bandura, 1977), and situated learning (Lave & Wenger, 1991) could apply to these environments but there is very little research in this field to confirm that social learning is occurring and more importantly if newly learned behaviors are transferred to the external world. Bandura (1977) discovered in his experiments then when a child watched a video of someone hitting a punching bag in anger that they would imitate the behavior. However in virtual 3D worlds you are not only watching the behaviors of others but you are watching a projection of yourself in the third person. It is like watching yourself in a dream and having control over what is happening in your dream.

Virtual worlds are now being introduced into the workplace for the purpose of supporting organizational learning goals. If  organizations jump into these unchartered waters too quickly the technology could be quickly rejected by learners in large global and highly diverse organizations.

How can we categorize the learning if any, that is occurring when people engage in activities in an online virtual environment? Can we observe the application of theories in social learning, specifically situated learning theory (Lave & Wenger, 1991) in online virtual learning activities and are the behaviors demonstrated online, transferred to the real world or do they remain in the virtual environment? If the behaviors remain in the virtual environment then the technology has very little value supporting organizational learning goals which seeks to change behavior in their employees. In fact, this study could discover that learning in these environments could negatively impact behaviors in the workplace.

References
Bandura, Albert. (1977) Social Learning Theory. Englewood Cliffs: Prentice-Hall. Print.

Lave, J. , & Wenger, E. (1991). Situated learning: Legitimate peripheral participation. New York: Cambridge University Press

Mitham, N. (2009, September 16). Laying out the foundations of Lifelogging. Retrieved October 24, 2009, from http://www.kzero.co.uk/blog/?s=Number+of+Virtual+Worlds

Social Learning Theory – Old Wine in New Virtual Bottles

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Posted on 23rd October 2009 by admin in Cognitive Science

Learning in a Social Environment for 20 Years
We all grew up learning in a social environment in a traditional teacher centric classroom. The learning was normally information centric and intentionally not contextualized. Then we went on to college to sit in a live lecture hall with a large group generally followed by a small group practical or lab experience. As a result, following sixteen to twenty years of learning in a social environment, it is not natural to arrive at a corporation and learn using an online asynchronous elearning models. However, corporations, for the past 15 – 20 years have pushed self-paced elearning to their employees, while learners and trainers continually fight back asking for live classroom and lecture style experiences.

A Decade of Poor Online Programmed Learning
Despite the availability of nearly 50 years of research in instructional technology, much of corporate self-paced online learning is boring and in-effective. Very few online learning modules actually apply research in learning theory other then the fundamental programming instruction principles developed by Skinner in the 1960s. Money is frequently wasted both in the development of poor online instruction together with the lost opportunity time consumed when workers are forced to sit through ineffective online learning.

Three Generations Working and Learning Together

There are currently three generations in the workplace all with varying experiences learning from technology. The generation currently entering college have never known a time when there was no internet or online gaming. They have never known a time when they couldn’t communicate instantly to anyone with an internet connection in the world. How do we merge the learning styles of the Atari© Generation of the 80s with Playstation© Generation of the 90s and coming soon the virtual online generation of the new millennium. Games are now played live online with players from all over the world.

New live collaborative learning technologies promise to offer functionality to support social, action and situated learning theories, specifically multi-user 3D virtual environments. (Dieterle & Clarke, in press) The investment in these environments can be quite high and acceptance by older generations can be quite a challenge. Situated learning theory (Lave & Wenger, 1991) suggests that learning occurs in a collaborative contextualized setting however it is difficult and costly to implement situated learning theory in traditional corporate learning programs. Online virtual 3D environments provide an opportunity to explore the application of social learning principles like Action Learning Theory and Situated Learning Theory in ways that were not previously possible.

References:

Dieterle, E., & Clarke, J. (in press). Multi-user virtual environments for teaching and learning. In M. Pagani (Ed.),Encyclopedia of multimedia technology and networking (2nd ed). Hershey, PA: Idea Group, Inc.

Lave, J. , & Wenger, E. (1991). Situated learning: Legitimate peripheral participation. New York: Cambridge University Press

Applying action theory in multi-user learning environment to corporate disaster

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Posted on 10th October 2009 by admin in Cognitive Science

There is no question that we have a serious social problem in regards to the developing values and ethics in management. We have skilled managers but how are they looking at problems and addressing them. What values are they using to make decisions? Clayton Cristensen points out that when management constantly follows after the profits, which every MBA program tells them they should, they can fall into a trap of growing a company beyond it’s bounds to support it. This results in cycles of lay-offs, mergers and consolidations. Finally the company can not sustain these cycles and simply die. Can learning technologists and learning theorists come to the rescue?

Action learning theory tells us what most instinctively know, that we learn through working out relevant problems, practicing our skills and reflecting upon them (Pedler, 2005). Social learning theory suggests that we learn through modeling after demonstration and also when we know that a positive reward will be provided if we pay attention to the modeling. (Bandura, 1977) Situated learning suggest that we learn when we practice in context of the real life task (Lave & Wenger 1991). Despite the research in these foundational learning principles, we still find learning in corporate training centers delivered either in a traditional lecturer centered setting or through knowledge centric online learning. Very little learning is contextualized and provides for sufficient practice, reflection and social learning. New learning technologies promise to offer these attributes, specifically multi-user virtual environments. (Dieterle & Clarke, in press)

Can multi-user virtual environments support action learning and social learning, and situated learning theory more effectively than individualized learning models and technologies?

Keywords: action learning, social learning theory, multi-user virtual environments, distributed cognition, situated learning

References:

Bandura, Albert. Social Learning Theory. Englewood Cliffs: Prentice-Hall, 1977. Print.

Dieterle, E., & Clarke, J. (in press). Multi-user virtual environments for teaching and learning. In M. Pagani (Ed.),Encyclopedia of multimedia technology and networking (2nd ed). Hershey, PA: Idea Group, Inc.

Lave, J. , & Wenger, E. (1991). Situated learning: Legitimate peripheral participation. New York: Cambridge University Press
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Pedler, Mike. “A General Theory of Human Action.” Action Learning: Research and Practice 2.2 (2005): 127-32. Print.