Just heard on the grapevine (not from the publisher or anything helpful like that) that my latest book on virtual worlds Experiential Learning in Virtual Worlds has just been published. https://www.interdisciplinarypress.net/online-store/digital-humanities/experiential-learning-in-virtual-worlds
Looks good doesn’t it? It’s sort of a hybrid book, in that it’s largely a collection of chapters by a range of authors, edited by Greg Withnail and me (tempted to say Withnail and I, but that would be grammatically incorrect). I’ve got a few chapters in there though, the introduction, which is cannibalising a bit more of my PhD, a chapter I wrote with Anna Peachey on the various reasons why students hate Second Life (again adapted from my PhD) and finally a chapter on the various futures of virtual worlds, including a short description of a potential view of an augmented reality classroom. If you read that description, I’ve deliberately included something that’s almost impossible into the description as a sort of test to see which bit people will pick up on.
Although the book is £25, the introduction is downloadable for free. In the introduction, what I’ve tried to do is write it as a proper academic paper, covering a specific subject (in this case how notions of reality influence learning in virtual worlds), but focusing on the chapters in the book as my literature sources. With this the aim was to try and kill two birds with one stone … both introduce the chapters, but also provide something new to the debate. It was prompted by an argument between Greg and me about whether we should permit the authors to use the phrase “real world” to describe the physical world, my position being that this relegates virtual world activity to a secondary status, of not real when it can seem like that for a lot of people, and Greg pointing out that this is just not how people talk; for most people the physical world is the real world. In the end I went along with Greg and we just let the authors do their own thing, but wanted to raise this as an area that is problematic to some extent.
Most of the book chapters were actually relevant to this argument (the one or two that weren’t were more looking at the technology) and so it became an interesting task to pull together what the other authors had to say about how reality is perceived in a virtual world setting. I came to these conclusions:
- Presence and embodiment are key to effective experiential learning, but do not always occur.
- Immersion is fostered by the open navigable space of virtual worlds in balance with appropriate learning design. (which is covered in more depth in an upcoming book)
- To be effective for learning, not everything has to be perceived as real, but it is more effective if all participants agree on which parts are real and which are not. (Actually that probably applied to life in general, in the physical world too).
- In some cases, it is the non-real aspects that have value for learning. (in short, the people that complain that virtual worlds are not real are completely missing the point)
Anyway, take a look and see if you feel like shelling out for the whole thing.