Just back from Training 2010 where I heard Tony O’Driscoll speak and also bought the book! (Learning in 3D from Pfeiffer) Here’s my first thoughts. The book is definitely worth the investment – we all need to keep up on the affordances of new technology. An excellent story leads off Chapter 2 – I won’t be a spoiler – take a look. See Brian’s reply to my previous post for good ideas on how to use virtual worlds in training.
Some bones to pick. I think a technocentric approach to training can lead us down some unproductive paths – technology per se is never a solution. To their credit, the authors stress the need to use VW when it makes sense to promote organizational goals. Social collaboration is one of the sells – BUT we have very little evidence on collaboration and learning in 2D much less 3D. In Chapter 3 they contrast synchronous e-learning with a virtual 3D lesson. I think they set up a misleading dichotomy by contrasting a poorly implemented synchronous session with a (better designed?) VW session. I’d rather instead read about the strengths and drawbacks to VW. Most of us are beyond the “Which medium is best?” question. I also disagree regarding their recommendations for use of token economies to motivate learning in VW or any other medium. What say you?
Ruth Clark
I have only been in 3D VW a few times and do not use it for learning purposes. I’m concerned however over the current emphasis on social learning and would wholeheartedly welcome research on the subject in regards to its learning effectiveness. Certainly a lot of hype out there, but “where’s the beef?”
GREAT question Wendy. Like 3D VW, social learning hype holds all of the pitfalls of any media-centric approach. However, Mayer’s research shows a personalization effect e.g. when learners feel engaged in a conversation or connected to the instructor and their fellow learners in a social manner, learning outcomes benefit. I suspect judicious use of social media can improve learning. We need some good research on the conditions underwhich social media can improve learning.
You asked about token economy learning – I imagine most users would be ambivalent or indifferent; unless, of course, the subject matter is economics itself! World of Warcraft, an online gaming VW, and Second Life support virtual economies that are connected with the real economy to varying degrees and the study thereof is fascinating.
Might we have avoided some of the financial chaos if we built some sort of virtual Wall Street for would-be bankers?
I don’t really recall discussing token economies – unless I misunderstand your use of that term. Regarding Wall Street – I’m not sure to what degree the root problem was one of knowledge and skills and whether any form of training- virtual or traditional would have made a difference? What say you?