Gisbert, T. and Bullen, M. (2015) Teaching and Learning in Digital Worlds: Strategies and Issues in Higher Education Tarragona Spain: Publicacions Universitat Rovira i Virgili (pdf version available online for 2.84 Euros).
What the book is about
From the Introduction
[The book] examines the teaching and learning process in 3D virtual learning environments from both the theoretical and practical points of view. It is divided into four sections:
- the first section discusses education in the 21st century from the perspective of learners in a digital society and examines the basic competences students need to respond to the personal and professional challenges they are likely to face. It also explores the issue of quality…..
- the second section focuses on the educational and teaching strategies higher education professionals must take into account when developing educational processes in technology environments…in such environments simulation will be our best teaching strategy and evaluation our greatest challenge.
- the third section explores the use of 3D virtual environments in education in general and in higher education in particular….
- The fourth section examines the range of experiences we consider to be good practice when applying 3D technological environments to the teaching of competences at secondary and tertiary levels of education both nationally and internationally.
However, this doesn’t quite capture for me what the book is really about, so I will discuss a little more closely below some of the themes addressed by individual chapters.
As a point of clarification, I will use the term ‘immersive environments’ as a shorthand to describe simulations, games and virtual reality, a point I will come back to in my comments at the end of this post.
Who wrote it
The book is edited by Mercè Gisbert of the Universitat Rovira i Virgili in Catalonia, Spain, and Canadian Mark Bullen, formerly of the University of British Columbia and the Commonwealth of Learning. However, the majority of chapters are based on a study (Simul@) funded by the Spanish Ministry of Education and coordinated by Universitat Rovira i Virgili, but involving universities in Spain, Germany, and Portugal, thus providing a valuable insight into the thinking about immersive environments for education in Europe.
Full disclosure: I wrote a short prologue for the book.
Themes covered in the book
Rather than a chapter-by-chapter summary, I have selected certain themes that re-occur through the book.
1. Digital learners
There is a lot of discussion in the book about the nature of digital learners and their ‘readiness’ for learning through digital technologies. In particular, Bullen and Morgan summarise the conflicting views and the research around digital natives and digital immigrants, and provide a more ‘nuanced’ profile of categories of digital learners. Martinez and Espinal in their chapter provide a detailed description of digital competence and how to assess it. Throughout the book there is emphasis on the need to ensure that learners have the necessary ‘digital competences’ to benefit fully from the use of immersive technologies for learning purposes (although the same applies to teachers, of course). For instance, de Oliveira et al., in their chapter, identify various components of digital competences.
One of the strengths of the book is that several authors make the point that the main educational value of immersive learning environments is for the development of ‘general competences’ such as learning to learn, teamwork, communication, problem solving and decision-making. Astigarraga provides a very good overview of the definition, identification and evaluation of competences, and Isus et al. develop this further with a chapter on evaluating the competences of teamwork and self-management. Larraz and Esteve devote their whole chapter to evaluating digital competence in immersive environments. These chapters will be valuable for anyone interested in competency-based learning, whether or not using immersive learning environments.
3. Key educational principles and affordances of immersive technologies
Another strength of the book is that several authors related the features of immersive environments to possible educational affordances, and the educational principles needed to exploit such affordances. Camacho and Esteve-Gonzáles have a list of 14 educational reasons for using immersive environments for learning and Cervera and Cela-Ranilla have collated from the general research literature about 15 key pedagogical principles ‘to be observed during learning processes’ when using immersive technologies for learning purposes.
4. Planning and implementing virtual learning environments
Towards the end of the book there are several chapters focusing on more practical issues. Marqués et al. describe the planning and implementation of a virtual world built in Sloodle, which combines OpenSim with Moodle, for educating both physical education and business management students. Estevez-González et al. take this further with a chapter on the tools used in Sloodle and the necessary steps needed to integrate OpenSim and Moodle. Lastly, Cela-Ranilla and Estevez-Gonzàlez provide an educational rationale for the design of the project. Garcia and Martin set out a design methodology for an immersive learning environment.
5. Experiences and good practices
The book ends with five chapters that describe actual applications of immersive learning environments, including PolyU developed at Hong Kong Polytechnic University (hotel and tourism management), a review of applications in economics and business courses, the use of an educational platform Virt-UAM developed at Universidad Autònoma de Madrid, and applications in law and psychology, and lastly a review of applications in secondary/high school education.
First, this is a very welcome and timely publication for several reasons:
- it sets out very clearly the pedagogical rationale for the use of immersive learning environments;
- it links immersive technologies very strongly to the development of competences;
- it provides practical advice on the planning and implementation of immersive learning environments;
- it provides a welcome European perspective on the topic.
From a personal perspective, it complements very nicely my own open, online textbook, Teaching in a Digital Age, where, because of space and time issues, I was unable to give this topic the treatment it deserves. Although not an open textbook, it is very accessible, available online for less than three euros ($3-4).
Given the book is mostly written by people for whom English is a second language, the chapters are clearly and well written, mostly free of the European English associated with European Commission projects.
Nevertheless, the European Commission has adopted the term competence rather than competency, which really irritates me, and this term is used throughout the book, when what the authors are really talking about are skills. Competent is an adjective meaning a minimal capacity to do something; incompetent is more frequently used in English English, and it is used to describe inadequacy. What we are really talking about here are skills, not competence. Skills have no limit, while competence tends to be categorical: you either have it or you don’t, which is why competency-based learning often requires 100% pass-rates. But skills such as problem-solving can get better and better, and that’s what we should be striving for in higher education, not a minimal pass requirement.
The editors have done a good job in ensuring that there is a coherence and progression between the different chapters, always a challenge in a multiple-authored book. However, I would have liked a summary chapter from the editors that pulled all the threads together, and also some more information about the authors.
The books strength and its weakness is the academic nature of the book, with more focus on theory, competences and affordances, and less on the actual technology design issues, although to be fair these start to appear at the back of the book. I would have liked to have seen more integration in the writing throughout the book between theory and practice.
The main omission is any discussion of costs in planning and developing immersive learning environments, which are time demanding of both learners and teachers. There are clear economies of scale that need to be employed to justify the high cost of initial design. If a virtual world and allied teaching strategies can be shared across several courses or even disciplines, the cost becomes more acceptable. There is also a high cost for students in terms of the time needed to master the technology and its educational applications if they only get one course in a virtual world. So it is a pity that there was so little discussion of costs and time in the book, and about the transfer of innovation into mainstream practice, which are significant challenges for the wider adoption of immersive technologies in education.
Nevertheless, this is a book I would highly recommend to all concerned about the implications of technology for learning design. Virtual learning environments hold great promise. We need more concerted efforts in higher education to use immersive learning environments, and this book is an essential guide.