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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Immersive Virtual Reality, Presence and Engagement: What is the pedagogic value of immersive virtual worlds?</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Jane Stone</string-name>
          <email>Jane.Stone@uwe.ac.uk</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>University of the West of England</institution>
          ,
          <addr-line>Bristol</addr-line>
          ,
          <country country="UK">United Kingdom</country>
        </aff>
      </contrib-group>
      <fpage>115</fpage>
      <lpage>122</lpage>
      <abstract>
        <p>This proposal for research sets out the purported generational and technological issues that might influence engagement with education in virtual reality. It examines the pedagogical questions that might emerge in the course of this research with particular reference to that of communal constructivist theory and information and communications technology pedagogy in online learning. The chosen route for this study is that of ethnography, as involvement in virtual reality research requires participation, observation and immersion in the scenarios to fully comprehend the potential educational advantages and shortcomings of the environment.</p>
      </abstract>
      <kwd-group>
        <kwd>Virtual world</kwd>
        <kwd>second life</kwd>
        <kwd>virtual environment</kwd>
        <kwd>computer mediated communication</kwd>
        <kwd>higher education</kwd>
        <kwd>communal constructivism</kwd>
        <kwd>interactive learning environment</kwd>
        <kwd>digital native</kwd>
        <kwd>net generation</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>
        With the exponential development in technology hardware, applications and software,
it has become incumbent on educational institutions to engage fully with Technology
Enhanced Education (TEL) [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. Three dimensional (3D) virtual worlds have been
among the most controversial and contentious of these technologies. Despite this, they
have been increasingly adopted as the preferred means of delivering distance
education. [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ], [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ], [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]. Virtual worlds have been regarded as a tool for providing the
possibility of in depth student engagement with the collaborative ability to construct ideas
and virtual objects within the virtual environment and engage with the complex ideas
in a kinaesthetic manner [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ] [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ].
      </p>
      <p>
        A virtual world environment can be defined by the following characteristics: it
exists beyond the login of the user, it has multiple users able to engage in interactive
synchronous chat within an environment that is both immersive and gives a strong
sense of presence [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ], [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]. While there may be differing definitions of what is a virtual
world, the general consensus is of a persistent online reality that allows people to
interact and collaborate through the use of avatars [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ], [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ]. The user is able to change
existing content but as a corollary this content can in turn evolve whether he is there
or not, just as in the physical world the environment is impacted by a multitude of
factors. Other online environments in higher education, such as BlackBoard, share
many of these characteristics but the most significant difference is the 3D
environment and the presence of embodied avatars allowing synchronous discussion and a
strong feeling of presence within the virtual environment [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ]. Virtual worlds also
provide opportunities for synchronous interaction in a designed space with objects
and conditions created by the designer. Current e-learning tools are unable to provide
the sense of total immersion within the on-screen virtual reality made possible by the
use of virtual worlds.
2
      </p>
    </sec>
    <sec id="sec-2">
      <title>The Primary Research Questions</title>
      <p>It is this embodiment and presence in virtual space that will be the subject of this
research proposal and how the presence of three generations of users inworld affects
the performance of students and staff and resultant pedagogies. The proposed research
areas are as follows:
• To research and understand by participant observation how a virtual world,
Second Life, might facilitate immersion and how this will enhance student
engagement in the educational context of the MA in Virtual Worlds.
• To attempt categorization of attributes that facilitate this immersion and
equally, the constraints that prevent with particular reference to the possible
differing perspectives of academic staff and their students.
• To participate in and critically analyse an immersive educational activity or
series of activities within the MA in Virtual Worlds at the University of the
West of England (UWE).
• To identify the properties and assets needed to sustain immersive
experiences in virtual worlds, particularly technology requirements, and to investigate
whether generational technological issues hinder understanding of teaching
and learning in virtual worlds.
• To work towards formulating a policy for approaching the design of
immersive educational activities in virtual worlds and to develop an understanding
of the experience of virtual immersion with reference to age and technical
proficiency.
3</p>
    </sec>
    <sec id="sec-3">
      <title>The Generational Technological Issues in Academia</title>
      <p>
        Currently, according to Jones, Ramenau, Cross and Healing [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ] there is a new
generation of students entering our higher education institutions. Known either as the Net
generation [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ], Digital Natives [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ] and Millenials [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ] these students arrive with a
set of skills that are more appropriate to the information age than are being taught by
the existing staff. Although it is possible that these claims are not valid, they have
introduced an atmosphere of panic among academic staff who are largely not of the
generation introduced by these authors. Significantly the idea of generational
expertise is reinforcing the idea that older members of staff are not capable of teaching
them in the desired format. It is the intention of this research to examine and possibly
repudiate these claims.
      </p>
      <p>
        The JISC report ‘Information Behaviour of the Researcher of the Future [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ]
suggests that the readily available information on Google is preferable to a visit to the
physical library. Botterbusch and Talab [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ] propose a further definition -
Generation“V” (Generation Virtual) which has grown up with an online presence that allows
filesharing, social networking and multiuser virtual environments, graduating from
Club Penguin to the next stage in adult virtual realities. Thus, higher education must
rethink how they deliver knowledge.
      </p>
      <p>
        At the University of the West of England, (UWE) much of this has already been
achieved. However, the introduction of a UWE island in Second Life has raised new
issues, both with the academic staff and the students who participate inworld. Most
academics who work in higher education did not do so through a desire to work with
the latest technology, nor do they want to engage with the rapidly changing interface
of information retrieval and education in virtual worlds. Instead, they face not only
the unavoidable advance of technology into their personal and professional lives but
also the presence in their classrooms of students who engage with information
retrieval and social networking in online virtual environments. It is these academics
who write about the Internet Generation and its transformative potential, create and
regulate the media technologies consumed by these young people but view them in
normative, moral terms as ‘other’ [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ]. Students are observed through a lens of
historically situated perspective, and this sense of ‘otherness’ drives the apprehension often
apparent in the engagement by academic staff in virtual worlds.
      </p>
      <p>
        This research will, therefore, also consider the changes introduced by technology
in academic teaching and learning and how these advances are necessarily reshaping
the recognised teaching processes, and in turn changing the role of the university
Technology Enhanced Learning (TEL) leaders. Traditionally, the key roles of
university academics are teaching and research. Each of these roles is being substantially
changed by technology. There has been a paradigm shift in the way that faculty
members are expected to engage with teaching, learning and research that is completely
different from the ways in which they themselves were taught [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ]. Added to this is
the exponential increase and adoption of virtual worlds in education.
4
      </p>
    </sec>
    <sec id="sec-4">
      <title>Methodology</title>
      <p>
        The enhanced scope for analytical and global research enabled by the Internet means
that academic researchers have been able to engage with a range of perspectives and
in a manner that has never before been viable ([
        <xref ref-type="bibr" rid="ref16">16</xref>
        ]. There have been of particular
import for this study, ethnographic accounts of specific virtual places [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ], [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ], [
        <xref ref-type="bibr" rid="ref19">19</xref>
        ],
[
        <xref ref-type="bibr" rid="ref20">20</xref>
        ], [
        <xref ref-type="bibr" rid="ref21">21</xref>
        ]. This interpretative flexibility based on social constructivism is in turn
based on a wider epistemology that reacted against logical empiricist methodology
and its application to the social sciences. The phenomenology of the social world
described by Alfred Schutz [
        <xref ref-type="bibr" rid="ref22">22</xref>
        ] and the philosophical rationality of George Herbert
Mead [
        <xref ref-type="bibr" rid="ref23">23</xref>
        ] produced social constructivism with its claim that scientific knowledge is
always the result of a situated perspective or world view. Social reality is created
through an iterative process with man as both the producer and product of the social.
[
        <xref ref-type="bibr" rid="ref24">24</xref>
        ]. The complexity of social worlds even in virtual realities, cannot be defined
entirely by any underlying means of communication. Proponents of the Social Identity
Model of Deindividuation Effects (SIDE) [
        <xref ref-type="bibr" rid="ref25">25</xref>
        ], [
        <xref ref-type="bibr" rid="ref26">26</xref>
        ] demonstrated that on-line
behaviour could be even more social than real world collaboration.
4.1
      </p>
      <p>
        Ethnography and Technology as Methodology
One common feature of conventional ethnography is that the ethnographer becomes
involved in the setting, and develops a deep understanding of the practices of that
setting. Hammersley and Atkinson [
        <xref ref-type="bibr" rid="ref27">27</xref>
        ] discuss this, stating that only with this
profound immersion can an understanding of the society be attained. New
communication technologies are not only a medium for transference of information, but also
instrumental in creating new social spaces in which people network and form virtual
communities. This virtual world is parallel to the actual real life world and in turn
creates differing social and cultural phenomena. Sociologists, anthropologists and are
exploring the everyday realities of those whose social interactions are mediated by
and through the Internet.
      </p>
      <p>
        Bryn Holmes, Brendan Tangney, Ann FitzGibbon, Tim Savage and Siobhan
Mehan [
        <xref ref-type="bibr" rid="ref28">28</xref>
        ] argue that social constructivism cannot fully capture all the possibilities
that networked learning offers and they suggest that 'communal constructivism' is a
better explanatory framework. This is illustrated by the ability of students in a
communal constructivist learning environment to collaboratively create their own
knowledge, as well as constructing knowledge for a wider audience. Communal
constructivist thought encourages collaboration between tutors, academic colleagues and
students in knowledge construction thereby enabling collaborative development of the
areas of study. Communal constructivism also endorses methods of assessment that
supports richer and more in depth learning such as e-portfolio work, reflected in the
assessment in the MA Virtual Worlds, in which learning gains are reflected on over
longer periods of time. The MA in Virtual Worlds will generate its own virtual
environment, community, culture and normative behaviours, but there will be reference to
participants’ physical world situations as this affects the manner in which the students
participate in the course. Unlike Boellstorff [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ] who, in his ethnographic study of
Second Life, maintains that it is important to observe the virtual world inhabitants as
they are seen to develop appropriate research methods, this study will examine both
the physical and the virtual and physical embodiments. Communal constructivism, as
proposed by Leask, Ramos and Younie [
        <xref ref-type="bibr" rid="ref29">29</xref>
        ] could therefore be described as a
facilitator of new pedagogical methodologies, rather than as modernised learning theory.
This research will be more focused than recent ethnographic studies, taking as its
model the work of Mead with the isolated group of Trobriand islanders. The students
and staff on the MA are the equivalent of these islanders allowing in-depth study of
pedagogic values within the virtual environment.
5
      </p>
    </sec>
    <sec id="sec-5">
      <title>Methods</title>
      <p>The methods used will include participant observations, participant online
journals/blogs, descriptions and interviews. This will necessitate embracing the virtual
world environment and culture and mastering the inworld tools and technologies. This
phase of the research has already taken place as I have participated as a student on the
MA, fully engaging with the assessment process. In addition, as a lecturer in TEL, I
will be engaging with the environment as both researcher and member of faculty. This
dual approach coupled with participant observation should highlight possible
significant differences in immersion. In addition, it will be possible to observe colleagues
new to the virtual environment.
6</p>
    </sec>
    <sec id="sec-6">
      <title>Synopsis</title>
      <p>
        In Thomas Kuhn's book 'The Structure of Scientific Revolutions' [
        <xref ref-type="bibr" rid="ref30">30</xref>
        ] he postulates
that a paradigm shift or change in worldview cannot take place until society is ready.
Thus the Copernican scientific revolution was the transition from a Ptolomaic
cosmology required a scientific revolution or change in worldview.
      </p>
      <p>
        Kuhn's model of scientific change differs puts an enhanced emphasis on the
individual scientists, thus introducing human vagaries into the logical or philosophical
scientific process. Hence it should follow that a worldview or paradigm shift within
SecondLife will follow human interests and actions. As Manguel states [
        <xref ref-type="bibr" rid="ref31">31</xref>
        ]:
All technology has a human measure; it is impossible to remove the human
strand even from the most inhuman of technological devices. They are our
creation, however eloquently we try to deny them. (p9)
      </p>
      <p>
        These anomalies cause the current paradigm to be thrown into crisis and new ideas
are investigated. The new paradigm gains its own adherents thereby creating an
intellectual disagreement between the supporters of the new paradigm and the intransigent
followers of the accepted paradigm. This would seem to reflect the current crisis in
Education within our schools and universities - the intransigent followers of
'naturalistic 'education versus the invading technologies. The pedagogies in place
largely reflect the worldview as seen from the twentieth century and although many of
the viewpoints are still valid, the information era and technology continues to change
at an unforeseen pace. If educators fail to keep up, they are in danger of failing to
prepare their students for the society in which they live. Max Planck stated that [
        <xref ref-type="bibr" rid="ref32">32</xref>
        ]:
.a new scientific truth does not triumph by convincing its opponents and
making them see the light, but rather because its opponents eventually die,
and a new generation grows up that is familiar with it. (p22)
      </p>
      <p>Education institutions have to decide whether this is an appropriate worldview for
the future or whether they should engage with the new technologies for the benefit of
the students they teach.</p>
      <p>The prevailing worldview of technology however, is also one of such
unpredictability that it may mean that both academics and students have to both teach and learn
with the understanding that what is learned at the beginning of a three year
undergraduate degree may be rendered redundant by the final year.</p>
    </sec>
    <sec id="sec-7">
      <title>Conclusion</title>
      <p>
        This research should enable better and more insightful teaching and learning in the
online environment, with particular reference to online postgraduate and
undergraduate teaching. Academic institutions are using different types of Computer Mediated
Communication (CMC) to improve the teaching and learning process. Several studies
have discussed the benefits of using such systems in the learning process [
        <xref ref-type="bibr" rid="ref33">33</xref>
        ], [
        <xref ref-type="bibr" rid="ref34">34</xref>
        ];
[
        <xref ref-type="bibr" rid="ref35">35</xref>
        ], [
        <xref ref-type="bibr" rid="ref36">36</xref>
        ], [
        <xref ref-type="bibr" rid="ref37">37</xref>
        ] such as anytime, anywhere features, and multiple ways of
communication. However, the increasing interest in the potential of using metaverse platforms
in education has created excitement and in some cases apprehension among academic
staff and students. The purpose of this ethnographic study should allow a unique
insight into pedagogic collaboration within a bounded virtual environment. The
intention is to record and analyse data through student involvement as well as the
perspective of teaching students in a CVE. There have been studies of students and teachers
by researchers but not one that demonstrates immersion and presence from both
perspectives. This study aims to illustrate how ethnographic research within set
boundaries (the UWE SL island) can go some way towards improving both the learning and
teaching process in an environment often perceived as not just innovative, but alien
and unfamiliar.
      </p>
    </sec>
  </body>
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