Managing a Virtual Environment Classroom

The traditional physical classroom has not changed much in the past hundred years.  It contains desks and chairs for students, a teacher desk and chair, a board on which to write or project and wall space which is often decorated with appropriate curricular materials. The most important instructional resource in the classroom is the teacher. A skilled teacher manages the space, materials, furnishings, and students to ensure that students are engaged and learning.  A virtual learning space has less boundaries and limitations and a skilled teacher is again the most important resource.  The teacher must  manage the three-dimensional virtual space, guide students to navigate and interact with the environment and provide experiences to ensure that learning takes place.

Often virtual learning spaces are a replica of the traditional, providing a frame of reference for participants and taking advantage of the potential available in a virtual setting with ‘backchannel’ chat and follow-up assignments.  Teachers and students understand the traditional role of  “sage on the stage” and play the respective roles in the virtual setting, with the added benefits of a virtual setting.  Students can be physically in the same room using computers (a lab setting) requiring both real world and a virtual world classroom management strategies or in remote locations which would require more intensive virtual strategies to ensure engagement of students.  The teacher must :

  • Plan
  1. Design experiences which are interesting, relevant and aligned to curriculum objectives
  2. Plan appropriate amount of time for completing of tasks
  3. Provide direction and guidance so that students know expctations
  • Deliver and Guide
  1. Give clear directions
  2. Encourage questions and answer according to the protocol established
  3. Circulate (virtually and/or physically) among students to provide individual support and ensure engagement
  4. Institute a “buddy” policy for peer support
  5. Intervene when necessary

Norma Underwood uses both real-life and virtual world classroom management strategies to ensure learning for 5th - 8th grade art students on her sim in Reaction Grid.

Constructivist Learning, Virtual Worlds and Future Work Skills

Teachers know that differentiating instruction is most effective and that the more involved in the learning a student is, the more that student will learn.  Thus knowledge/concept retention from lecture is significantly less than from group discussion and actual practice by doing.  As educators we also know that when an individual “teaches” or provides instruction to another they learn it better themselves.  Using gaming in a constructivist teaching environment has merit. The theory of constructivist learning comes from the philosophy that people can understand only what they have personally constructed.  The nature of constructivism:

  • is interdisciplinary with the emphasis on the learner rather than the teacher
  • requires that the learner interacts with the environment and gains understanding
  • ensures the student making meaningful connections
  • requires problem solving
  • requires personal involvement
  • is based on the application of concepts to be learned

Constructivist teachers structure learning experiences that foster the creation of meaning,  building lessons around big ideas to foster learning.  Virtual worlds used in a way that students can build, collaborate, solve problems, and teach others certainly are aligned with the tenets of constructivist teaching.

According to Gartner information, the  World of Work in 10 Years will require a similar set of skills:

  • Work Swarms -problem solving with less structured  situations
  • Weak links – work with people you don’t know or barely know
  • Working With the Collective informal groups of people, outside the direct control of the organization
  • Spontaneous Work new opportunities and creating new designs and models.
  • Simulation and Experimentation active engagement with simulated environments
  • Hyperconnectedness – existing within networks of networks, unable to completely control any of them.
  • Virtual workplace – meetings occurring across time zones and organizations  increasingly happen 24 / 7

The alignment between  constructivist learning and skills for the future make teaching in a virtual world an obvious option.

VW – What’s the Point? Would a score help?

I have been in a cloud – in a trough of disillusionment.  As I encourage colleagues and superiors of the potential in using VW for teaching and learning – and actually get some to register and spend some (limited) time in a virtual world, I get the questions “So what is the point?”  or  “Ok I kinda get it – but is this the best way to…?”  Both are valid questions and questions like these require a thoughtful response.  Some people get it right away, others need guidance, support and demonstrations.  Many need proof – yes metrics.  A hunch is great, a description of happy children makes for good feelings but nothing works like data.

Rubrics are an effective way to capture observations and quantify what participants accomplish and the way in which they do so.  A simple rubric design may look something like this:

Communication Collaboration Problem Solving Use of Information Points
Objective: Participants will work together in teams of … to …..
Participant has minimal communication with other participants Participant works alone Participant has no unique contribution Participant includes only known information 1Points

each

Participant uses voice to effectively communicate with peers Participant demonstrates ability to work with 1 to 2 individuals primarily as a follower Participant participates in solving problems in a unique way Participant contributes to information by completing some research 2points

each

Participant uses both text and voice to collaborate with peers Participant collaborates with peers as a follower as well as a leader Participant provides unique contributions to solve problems Participant contributes with both known and newly researched information 3points

each

Participants would benefit knowing how well they are doing and the objective in the use of the environment needed to succeed. Success depends on the process. So points are awarded when students

  • work with others to accomplish a task
  • communicate effectively
  • locate and use information effectively