Using Avatars and Virtual Environments in Learning: What do they have to offer? Article Review By: Amanda Lawrie.

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Presentation transcript:

Using Avatars and Virtual Environments in Learning: What do they have to offer? Article Review By: Amanda Lawrie

Introduction This paper explores and discusses arguments for the use of virtual environments and interactive avatars in supporting the achievement of student learning goals within conventional educational contexts.

Benefits of Virtual Worlds As Stated by Falloon(2010), 1. Virtual worlds give users the ability to carry out tasks that could be difficult for them in the ‘real world’ due to constraints, including cost, scheduling or location; 2. Virtual worlds’ persistence allows for continuing and growing social interactions, which can serve as a basis for collaborative education; 3. Virtual worlds can adapt and grow to meet user needs. (Antonacci & et al, 2008: 3)

Learner Engagement According to Falloon(2010)Increasingly, bodies of research are exploring the use of avatar- based virtual worlds for supporting student learning, with particular emphasis on the establishment of authentic, rich learning tasks, which, according to Deuchar & Nodder (2003: 257) ‘provide a safe pedagogical platform to facilitate the achievement of learning goals’.

Student Thinking and Communicating Ideas Since the early 1980s, visionaries such Seymour Papert have been exploring the role computer-based learning Microworlds are able to play in supporting the development of higher order thinking skills, advanced mathematical concepts, and problem- solvingcapabilities. (Falloon, 2010)

Marvin Project The MARVIN project—an exploration of student-developed avatar virtual worlds within the context of a community- promotion-based unit of learning MARVIN is an avatar-based presentation and storytelling tool Falloon(2010)

Research Method According to Falloon(2010), Research was conducted in two urban Intermediate schools (578 and 417 students and 49 and 25 staff respectively), with a total of five classes of year 7 and 8 students being selected to participate in the study. Teachers from each of the five classes were involved in preliminary workshops which introduced them to literature related to the use of avatars in learning, and took them through the initial processes involved in designing and developing animations using MARVIN(Falloon, 2010).

Data Collection Falloon(2010) says that data were collected from teachers using a range of procedures including pre- and post intervention teacher interviews, a survey, student observation, video analysis, the recording and transcribing of staff meeting presentations where some teachers shared their experience with colleagues, and an article relating to their experience produced by the teachers, for the media.

Data Collection The data collected from students included videoed working sessions where dialogues with peers were recorded, post intervention interviews, and the archiving of video clips produced by students as part of the intervention. Key Competency ‘themes’ were extracted from the transcripts and triangulated against the other data sources to confirm their validity. (Falloon, 2010)

Primary Research Question? Falloon (2010) To what extent, and in what ways for this particular student group, does using MARVIN to communicate outcomes from a unit of learning provide an engaging medium to support the development of the Thinking and Relating to others Key Competencies from the New Zealand Curriculum Framework?

Findings and Discussions According to Falloon(2010), Qualitative data gained from both student and teacher interviews clearly indicated the high motivational value of using MARVIN to communicate outcomes from this unit of learning.

Findings and Discussions As stated from Falloon(2010), From the outset, it was apparent that the students found working in the avatar-based environment provided them with a flexible and creative medium within which they could construct their knowledge representations, and that the availability of avatar characters which had been ‘customised’ with their own school uniform and accessories added to their sense of ownership and identity

Student Quote... MARVIN is really cool because they have all the different characters to show things and you can put in your own backdrops and stuff. It’s a new way of showing your work... (my clip will) make other people want to see Hamilton and all the cool things about it.... (ER, 2008, transcript,0.59)

Student Quote... you would not feel embarrassed because you are doing it (the presentation) in front of a computer, instead of doing it in front of a live audience. You can make sure you put everything into it without feeling nervous... (ER, 2008, transcript, 1:30)

Conclusion While acknowledging the limitations of this small scale study in terms of its ‘generalisabilty’, initial data suggests that when an inquiry learning model is combined with the use of avatar-based virtual environments for the presentation of unit outcomes, a powerful, motivating, and educationally valuable learning opportunity can be createdfor students. (Falloon, 2010)

Bibliography Information Falloon, G. (2010). Using avatars and virtual environments in learning: What Do They Have To Offer. British Journal of Educational Technology,