The
article highlights the potential of 3D MUVEs, particularly SL, from the
perspective of future developments in higher education. The author, Gilly
Salmon, notes 3 perspectives, such as trends and emerging issues, the power of
pedagogical imagination and the potential impact of humans as learning avatars.
The
trends identified are the following:
·
Awareness from teachers of
the potential of virtual worlds, especially in the teaching of history and
science
·
Transfer of pedagogical
concepts from other e-environments to frame group development and group working
·
Creation of artefacts for
educational purposes, sometimes by the learners themselves
·
‘Immersion’ in cultures
otherwise inaccessible
·
Creation of realistic
environments for practice
·
Awareness of virtual worlds
and interest from internet users
·
Integration with other
learning technologies with a view to creating 3D virtual classrooms
·
Predictions of interest
from commerce and industry for skills development
(Salmon,
2009, p. 530).
In
terms of pedagogical imagination, Salmon (2009) argues that creativity can be
one of the ways to see things outside the square and explore both learning and
teaching approaches we haven’t had the chance to do before. Furthermore, as she
notes, if “we look back too much, we risk inventing the future based on
outdated models of teaching and learning” (Salmon, 2009, p. 531). Perhaps,
Salmon is being a bit critical of the research based solely on literature
reviews and inferences from the past studies, or secondary analyses. Or she is
trying to signal that some teachers and academics are not progressing in terms
of their contribution to the knowledge and practice. Indeed, it is the new
elements – be it experiments, alternative research methods or new technology
trials and implementations - that make pedagogy and academic research progressive
and innovative. She suggests that SL provides an opportunity to experiment and
discover possibilities that could have positive contribution to the practice.
For example, virtual artefacts can be manipulated in ways that are impossible
in the real life or they can be used as a spark to start a dialogue. For the
language teachers it could be seen as a trigger to motivate learners to
communicate with each other and practice what they have learned.
Speaking
of avatars, it should be noted that avatars aren’t independent creatures; they
are visual representations of their ‘operators’ (Hew & Cheung, 2008 as
cited in Salmon, 2009). For Salmon (2009), they are a personification of the
individual who drives the avatar. However, the functionality of an avatar in SL
allows users to change appearance, physical features, clothes, etc. whenever a
user feels like, which is not possible in the real life. Given such
opportunities to create various identities and position oneself accordingly,
Salmon suggests we need to focus on how avatar-learner and avatar-teacher can
work together in this environment and examine how relationships and
interactions are embodied. Examples include: greeting, playing signaling group
affiliation, conveying opinions or feelings, creating a strong sense of
presence or ‘being there’ with others, etc. I guess these examples fall under
the group of factors that affect both teaching and learning processes and
examining them will help us have a better understanding of interactions and
relationships that are built in SL.
Salmon’s
(2009) article is written in the genre of an academic essay and provides a
strong advocacy for being creative as a way to contribute to the knowledge and
practice. Although the focus of the article is quite generic, as suggested by
its name - the future for (second) life and learning - it can be quite helpful
for those who plan on committing themselves to the research on SL and its
potential.
Reference:
Salmon, G. (2009). The future for (second) life and learning. British
Journal of Educational Technology, 40(3), 526-526. doi:
10.1111/j.1467-8535.2009.00967.x
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