Learning How To Build and Use
Shared Virtual Worlds for Education
J. Michael Moshell, Charles E. Hughes
School of Computer Science
University of Central Florida
Orlando, FL 32816
moshell@cs.ucf.edu, ceh@cs.ucf.edu
Research Summary
The authors have built a series of 2.5-dimensional and 3d shared graphical
virtual worlds for educational use within a formal learning model called
the Virtual Academy (VA). VA is based around a progression of roles from
Guest to Cast Member to World Builder to Tool Builder, and has been tested
with third graders through college undergraduates. This paper reports the
principle successes and problems that experiments have revealed in the
VA model.
Research Methodology
Students work with teachers to select an educational theme and develop
a story line. They then implement the virtual world by constructing graphical
models and programming behaviors (as few as possible). The emphasis is
on puppeteer (role-playing) control of props and activities, rather than
on automated behaviors. The 2.5-dimensional ExploreNet system was
used to build and test worlds built around stories about African American
history (Zora's World), ecology (DinoLand) and economics
(AutoLand.) The 3 dimensional Parkview system was used to
build Caracol Time Travel, an archaeological project about the Classic
Maya.
Insights about Guests and Cast Members. The maturity level of
Cast Members is crucial; younger learners do not manage others' experiences
well. Sixth graders can generally succeed as Cast Members. With third graders,
an in-person buddy ("shoulder surfer") with prior experience works better
than a cyberspace Cast Member/mentor. This is partly due to the lack of
typing skills of this age children. It may also be due to our failure to
develop worlds that motivate younger students to want to play a nurturing
role.
Insights about World Building. Teacher input is essential if
you want the world actually used. A hard problem is to balance the needs
of the story with the actual lesson to be taught. (One story team had the
players cast artifacts into the fire to release the spirits; a big no-no
in archaeology. After brainstorming, they tossed in a drawing instead.)
Another hard problem is to get the right mix of storytelling, graphical,
auditory and enactment talent on your world building team. As with a small
church choir, you have to find useful roles for all comers.
Techies and dreamers, boys and girls. In our middle school DinoLand
experiment we found that boys were more interested in programming behaviors,
while girls were more interested in graphic design. At the college level
there was less gender specificity but more job specialization. People with
skills for "early" jobs such as initial story-line development are in danger
of becoming uninvolved later, so we made them team leaders. This worked
well by empowering the humanists, vis-a-vis the technologists.
Future Directions
Communication Substructure. Shared worlds require a responsive communication
and coordination infrastructure so participants can interact in a common
environment. Our earlier efforts have been based on variants of the dead
reckoning protocols developed in the distributed interactive community,
with a mixture of UDP and TCP/IP used for the actual message transportation.
Our current efforts are intended to raise the level of abstraction by developing
within the conceptual framework of tuple spaces, and the specific contexts
of JavaSpace and TSpace. This approach raises challenging issues of scalability,
while providing convenient and simple solutions to retrospective analyses
of user interactions.
Authoring Behaviors and Worlds. Since our typical users are teachers
and students between fourth and twelfth grades, we must have a way to support
the easy creation of worlds with a minimum of effort in authoring new behaviors.
To some degree our basic philosophy of puppeteering helps to reduce the
need to program behaviors, but not to eliminate it. We are interested in
others' solutions to this problem.
Peer Mentoring. In our experiments to date, we have either not
used mentors, randomly assigned them, or had teachers make the assignments.
In a different context (web-delivered college courses) we have been able
to show the effectiveness of automated matching for peer mentoring. How
effectively can we do this in the open context of web-based shared virtual
worlds? What features can be provided to world builders that assist them
in developing worlds in which such peer relationships make sense?
Other Important Issues for the Field
Autonomous and Semi-Autonomous Characters. Puppeteering depends
on the availability of participants (called "cast members") who are "in
on" the secrets of the world and who help to carry the story line forward.
There are occasions where an autonomous character might be better able
to play this role (e. g. when cast members are not available.) We would
like to work with developers of agent technology to explore this area.
Selected Publications
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C. E. Hughes, J.
M. Moshell and M. Pullen, "Two
dimensional Shared Virtual Worlds in Middle and Elementary Schools: Lessons
Learned,” Virtual Worlds and Simulation Conference, pp. 139-144,
San Diego, January, 1998.
-
C. E. Hughes and J.
M. Moshell, "Shared
Virtual Worlds for Education: The ExploreNet Experiment," ACM Multimedia
5(2), pp. 145-154, March, 1997.
-
J. M. Moshell and C.
E. Hughes, "The
Virtual Academy: A Simulated Environment for Constructionist Learning,"International
Journal of Human-Computer Interaction 8(1), pp. 95-110, 1996.
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C. E. Hughes and J.
M. Moshell, "ExploreNet" in The Virtual Reality Casebook (C.
E. Loeffler and Tim Anderson, ed.) Van Nostrand Rheinhold, New York, pp.
118-122, 1994.