Where is education going in Virtual Worlds?
An earlier (2008) view of a Duke University foray into virtual worlds
- just one of the university’s many virtual projects
With the Obama Administration turning to the virtual world to extoll the virtues of a science education through expansion of the STEM Education Initiative and NASA also using virtual worlds to promote engineering education to the next generation of potential NASA employees it seems certain that educators around the world will not be able to avoid the MUVE issue although it is apparent many would wish to.
It also appears certain that Governments, if they wish to keep abreast of world education trends, can no longer allow their telcos to limit bandwidth or to obfuscate the issue of the need for consistent, high speed Broadband – which New Zealand telcos dont deliver outside the major centres - if all are to benefit from the growing acceptance of virtuality, in all its guises. In future education poverty might be determined by one’s access to Broadband, particularly in the sense of distance education, as we move away from on-campus learning to virtual campus learning which is available to everyone.
Following President Obama’s announcement early in his term of initiatives to encourage American students to pursue careers in science, technology, engineering and math (STEM), the White House now appears to be moving into the Metaverse in an attempt to expand its flagging science education initiative, according to Max Burns (pictured left) of the Washington-based Pixels and Policy blogs .
Quoting a press release issued by Duke University, Durham, North Carolina, in which the Duke Center announced a partnership with the White House to promote the development of virtual learning worlds related to science and engineering especially in middle and high school by linking into virtual worlds and the digital generation’s undoubted video-gaming experience, Burns said:
- The third-annual Digital Media and Learning Competition will award $2 million in support to 21st Century learning lab designers for learning environments and digital media-based experiences that allow young people to grapple with social challenges through STEM-based activities.
- Digital media of any type (social networks, games, virtual worlds, mobile devices or others) may be used. Proposals are also encouraged for curricula or other experiences that link or connect to any game, especially but not limited to Sony’s LittleBigPlanet™ on PlayStation®3.
“Lifting American students from the middle to the top of the pack in STEM achievement over the next decade will not be attained by government alone,” said President Obama at the event in late November at which he announced the “Educate to Innovate” campaign. “I applaud the substantial commitments made today by the leaders of companies, universities, foundations, nonprofits and organizations representing millions of scientists, engineers and teachers from across the country.”
KZERO’s current virtual world universe – an ever-increasing population.
Moves cannot be seen in isolation
But the White House moves cannot be seen in isolation. The University of Texas has already announced plans to put all its 16 campuses across the State online in the virtual world of Second Life; The prestigious Australian Film Radio and Television School, based in Sydney, has announced a Graduate Certificate in Video Games and Virtual Worlds starting next year; the University of California at Irvine has received a US$100,000 National Science Foundation grant to study World of Warcraft; the creation of an US Federal Consortium for Virtual Worlds by the Information Resource Management (IRM) College of the National Defense University, to ‘ prepare leaders to direct the information component of national power by leveraging information and information technology for strategic advantage’; Glasgow’s Caledonian University has become the first university in the UK to offer a complete, integrated module on 3D Internet Virtual Worlds, teaching students all components involved in this relatively new branch of internet design and multi media; the Immersive Education Initiative, a 1000-plus member, non-profit international collaboration of universities, colleges, research institutes, consortia and companies that are working together to define and develop open standards, best practices,platforms, and communities of support for virtual reality and game-based learning and training systems, is growing apace; and closer to home the New Zealand Tertiary Education Commission’s NZ$500 000 SLENZ Project to determine the benefits of virtual education is nearing completion with the formal evaluation process currently taking place; The University of Auckland, under the aegis of lecturer Scott Diener has set up a medical centre for training purposes in Second Life; and that university has also seen lecturer Judy Cockeram, gain international recognition for her virtual architecture study programme which is schedule to accept more than 100 students in the New Year.
But these are not alone. They are among the more than 500 universities and tertiary institutions now in Second Life and other virtual worlds. The launching of both learning and research programmes into virtual worlds is continuing apace throughout the world, despite some skepticism from those who have never been immersed, who are not members of the digital generation or not digital migrants. Unfortunately for them virtual worlds, with 690 million participants worldwide, according to the UK-based research organisation KZero, will probably leave them behind as the flotsam and jetsam of the virtual age.
Probably one of the best recent summations of just where virtual education in the world is and where it is going has been given by Robin Teigland (pictured right), Work Associate Professor in the Center for Strategy and Competitiveness, at the Stockholm School of Economics, Stockholm, Sweden.
Her Powerpoint presentation to the Online Education Conference in Berlin on December 2 is well worth taking the time to look at.
And the US National Defense University initiative.
Filed under: Distance education, Education, Education in Second Life, Education in virtual worlds, Second Life, Sl Conferences, SL Medicine, SLENZ Project Tagged: | Australia Film, Broadband, Caledonian University, Digital Media and Learning Competition, Distance Education, Duke University, Judy Cockeram, kzero, Max Burns, NASA, National Science Foundation Tertiary Education Commission, New Zealand, Obama, Online education conference, PlayStation3, Radio and television School, Robin Teigland, Scott Diener, Second Life, Sony LIttleBigPlanet, STEM, Stockholm School of Economics, The University of Auckland, University of Califronia, University of Texas, Virtual education, White House, World of Warcraft