Black and White or Shades of Grey

In the WSJ article on June 5, 2010 Does The Internet Make You Smarter or Dumber?, Clay Shirkey author of Cognitive Surplus: Creativity and Generosity in a Connected Age and Nicholas Carr author of The Shallows: What the Internet is Doing to Our Brains describe opposing viewpoints – who is correct?  As usual, they are both right and wrong.  I happen to agree more with Shirkey’s perspective but I have to acknowledge the research described by Carr. The bottom line is that it is a revolutionary time,  the digital world has arrived and it is what we do with it that matters.  There are always negative byproducts – we can’t stop innovation because of those – we need to learn to mitigate the negative while moving ahead with new developments, we simply cannot go back to the way things were.

To apply the title to the use of Virtual Worlds – Do Virtual Worlds Make You Smarter or Dumber?  Well, again – it’s what you do with it.  Some of it will be inane and meaningless and even bizarre, there are also positive aspects like collaboration, experiential learning, engagement,  constructivism, improved communication, and motivation.  As educators we need to take advantage of innovations and learn to use them to benefit our students.  That means as educators we will need to learn to do things differently, to use these technologies to instruct, assist and guide our students.  There are examples of this being done effectively.  Those who are at the forefront have intellectual curiosity, a sense of adventure, and the realization that it is a different world than the one we were students in.

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Consumer and Producer

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Frequent questions regarding Virtual environments in education are “So what does a student do in a virtual world?  How/what does a student learn?”.   What students can do falls into two categories, they can consume content and they can produce content. … Continue reading

Cultural Evolution

The sophistication of the modern world is a collective enterprise, according to Matt Ridley Humans:  Why They Triumphed – WSJ Saturday May 22. This notion validates the collaboration those in virtual worlds often make reference to.  I know that my learning has been positively impacted through the collaboration I have had with “friends” I have never met, friends who live in another time zone and in a different culture than mine.  My “experience”  is richer through my interaction with others who share my interests but not my geography.  Trade, in ancient times, caused ideas to spread and cultures to evolve – today we can trade ideas and move the evolution of culture through online  activities in virtual worlds.  What are the implications for our students?  The 21st century Pen-pal can be an avatar who works with someone from a different culture and solves problems in real-time.  Am I being overly hopeful that this would bring greater understanding between people?

Virtual Environments and Education

In virtual environments students are able to experiment with identity and develop shared values. As they use and interact with the environment and objects, observe and interact with others, student participants can experientially develop a deeper understanding of a theme, topic, period of time, or concept. Since players are offered many options and the environment responds to their choices, student-players often feel as if they are in control of their learning and, as a result, own their learning process (Herz 2001).

Some students claim that they learn more through an online game than they would have if they had only read the text (Van 2007). Additionally, scaffolded activities are likely to create a safe environment with minimal risk of failure or embarrassment (Steinkuehler 2004).  Virtual environments enable students to practice skills vital to the world of work including but not limited to collaborating, communicating, critical thinking, navigating and evaluating resources. The power of play is motivating for some students ( Squire 2005), another feature available in virtual environments.

Hello Virtual World!

MultiUser Virtual Environments (MUVEs) designed for the educational community allow participants to engage in this environment.  Participants

• Interact with content (other participants, objects, activities)

  • Select a representation of themselves – an Avatar
  • Explore the environment
  • Communicate with other participants
  • Use and interact with objects
  • Analyze data

• Create content

  • Collaborate with others to accomplish a task
  • Gather information to perform tasks and solve problems
  • Plan and implement projects
  • Develop activites