Best of Both Worlds
- By Rama Ramaswami
- 09/01/09
Advocates for immersive
technologies are finding
a foothold in higher
education by combining
virtual with real-world
learning.
Aaron Walsh coined the term "immersive
education" for a reason. "As educators, we
know that people learn best by doing," he
says. "When students are doing something
rather than reading or learning about it,
they learn better. Immersive environments help students
retain more information and speed up their learning.
There's an enhancement in the way they learn."
Walsh, a faculty member at the Woods College of
Advancing Studies at Boston College and director of The
Grid Institute, has been working in immersive environments
in education for over a decade. He has won recognition
from Campus Technology as one of our 2009
Innovators,
as well as from organizations like Computerworld, which
in 2007 named him as one of the 40 most innovative people
in technology, citing his work on immersive education
as an "…innovative, promising technology which holds the
potential to significantly affect society in the near future."
Immersive environments-- which utilize technologies
like simulations, virtual reality, augmented reality, Second
Life (see photo at left), and the like-- have long held sway
in the gaming world, where advances in digital, information,
and online technologies have helped to create mind boggling
artificial spaces that absorb users into an
alternative or amplified reality.
Immersive education employs the
same technologies, but unlike gaming,
immersive education doesn't isolate students
in an imaginary world, but rather
uses the technologies to bridge the conceptual
with the concrete-- giving students
a virtual laboratory, if you will, in
which to work out real-world problems.
Walsh explained the reason behind this
hybrid approach in a 2007 interview
with the virtual weblog Terra Nova:
Initially we wanted…all learning
materials to be presented inside of
the environment itself, thinking
that a single seamless environment
would be best. And while that may
be the case for the entertainment
industry…for education there's no
reason why all content has to be
delivered inside of the virtual environment.
In fact, it can be quite
restricting to do so. Why not simply
open a browser window when
necessary, allowing students to use
a wide variety of learning content
that can't (and probably shouldn't)
be shoehorned into the virtual
environment?
An Immersive Future
IMMERSIVE EDUCATION advocates would like to see the technology move beyond
medical and health care studies, where it has been having an impact for some years
now. But does immersive education have a real future in general academia? Yes, very
possibly, say some experts in higher ed.
According to "The Future of Higher Education: How Technology Will Shape Learning,"
a study of 289 higher ed and corporate executives conducted in 2008 by The Economist
Intelligence Unit and the New Media Consortium (the latter a group of educational
organizations focused on new technologies in learning),Web 2.0 technologies such as
wikis, instant messaging, and social networking-- now common at colleges and universities--
are expected to decline in use in the next five years. By contrast, the study
found, respondents expected online gaming and simulation software (the building
blocks of immersive environments) to become much more prevalent in universities in
the same period. Of the 189 higher ed participants in the survey, 68 percent said that
advanced campus technology will be a core differentiator as colleges compete for the
best students and faculty, and 83 percent believed that the strategic application of
new technologies can greatly enhance a university's overall reputation.
Jason Leigh, director of the University of Illinois at Chicago's Electronic Visualization
Laboratory (EVL)-- which has created an immersive, 360-degree "cyber commons" classroom--
describes his university's move toward immersive education this way: "Instead of
fighting the trend toward digital media, we want to embrace the skills students already
know and give them an environment that would dramatically enhance the way they learn,
with technology they can't afford at home. That's the role of a top university."
Beginning in Fall 2009, UIC students studying visualization and visual analytics,
video game design, scientific visualization, and virtual reality will meet at the cyber
commons, which is outfitted with a high-definition display wall with nearly 20 million
pixels of contiguous workspace and 20 Gbps of networking capacity. Standing 6 feet
high and 20 feet wide, the wall supports a montage of streamed and local digital
media and information, such as high-resolution images, animations, websites, and
PowerPoint slides. "In some ways the new display wall is almost a replacement for the
traditional blackboard or whiteboard," Leigh says. "But the traditional blackboard is
information-sparse.We want to bring into the classroom these new technologies in the
hope that we can enrich the way students learn, teach them strategies, show them how
to put lots of information together, and draw conclusions."
To download "The Future of Higher Education," go here..
Authentic Learning
According to Thomas Reeves, professor
of learning, design, and technology at
The University of Georgia and formerly
a scientist responsible for designing interactive
systems for military training and
medical education, the best immersive
scenarios are those that involve "authentic
activities" that simulate the real world
but that also engage students in real-life
problems and events. "What I'm interested
in is serious immersion in real-world
activity," Reeves says. "For example, for
a Unicef ecology program, we sent students
into the field to assess new-growth
and old-growth trees, local pig farms,
run-off water, and so forth. Then we ran
simulations of the same environment, and
had the students bring data back from the
real environment, then go into the simulation,
integrate that with EPA and other
data, and write research reports based on
all this data. They went back and forth
from real to simulated."
While immersive education has its
detractors-- one comment posted on
Walsh's blog interview, for instance,
decries the approach as "fake education"--
Walsh staunchly defends its
value. "An immersive environment
engages the learner's mind and leads to
better learning results," he says. "The
military and medical industries have
been using virtual reality simulations for
over 30 years. Now we're using it for
broad-based education."
Walsh's declaration of the "broad-based"
use of immersive environments in
education is probably several years ahead
of the reality (see "An Immersive
Future?"). Nonetheless, there is no
doubt that a small but growing number of
universities around the country are using
immersive education approaches to
achieve critical educational outcomes.
Here is a look at several of these projects,
each using slightly different immersive technologies, but all seeking to enhance
student learning by merging digital and
real environments, to achieve the best of
both worlds.
Immersive Education Building Blocks
SINCE THE MAJORITY of higher ed institutions
are unlikely to have the funding or
technology to create virtual learning environments,
the Immersive Education Initiative
(IEI)-- a nonprofit global alliance
of universities, research institutes, and
businesses-- offers free open-standards
educational resources. The IEI is a project
of The Media Grid, a standards group that
provides free frameworks and technology
to create immersive environments, using
three open-source toolkits: Sun Microsystems'
Project Wonderland, realXtend, and
Open Cobalt.
Boston College faculty member Aaron
Walsh directs the The Media Grid and the
IEI project, and he and his colleagues are
committed to disseminating "pre-made,"
"reusable" immersive environments for a
growing array of academic disciplines--
such as biology, psychology, chemistry--
to achieve their goal of the broad-based
use of immersive environments in education.
"The body of material is growing,"
Walsh says. "We have specific and special-purpose
simulators. In some, each of the
learners needs to install the software and
connect to virtual worlds.We also have
group systems where a bunch of students
can use the same computer-- this is
good for K-12 students. Mixed-reality
technologies are also available, where
the software creates 3D environments in
the air. Our mission is to get the technology
into the hands of educators. It is
fundamentally a nonprofit activity,
because this is technology that benefits
humankind. Not sharing it would be like
having access to books but not allowing
people to read them. Our driving force is
to educate people."
For more information, go here.
Virtual Practicum
Health care is probably the field that has
and will continue to benefit the most from
immersive education techniques because
of its need to safely expose its students to
the high-stakes, sometimes even life-and-death,
experiences that they will be facing
in their real-world practices.
One of the pioneers of using virtual
environments in medical training is
Joseph Henderson, professor of community
and family medicine and director
of the Interactive Media Laboratory
(IML) at Dartmouth Medical School (NH). At the forefront of a movement to
combine emerging technologies with
new instructional design, Henderson
has developed what he calls a "Virtual
Practicum" for continuing medical education.
What he and the IML team are
trying to do, he says, is to mix old and
new media and traditional and innovative
teaching methods. "The pioneering
aspect of our work is using technology
to communicate. It's a combination of
traditional education with the active
things that students can do by using simulation
and dealing with various pieces
of information."
Henderson describes the Virtual
Practicum-- whose modules students
can download and install on their computers--
as a technology-based "virtual
clinic" or "virtual mini-fellowship" that
approximates the world of clinical practice.
For example, a program on HIV
patient care uses interactive video,
sound, and graphics to move the student
through a virtual clinic that includes an
orientation, a learning resources room,
encounters with a virtual patient, and
interviews with real patients. By simulating
actual medical practice, the Virtual
Practicum teaches students to
"work in the swamp," Henderson says.
"Often, we teach theories and a systematized
way of looking at the world. We
don't prepare people to function in a less
deterministic world where decisions are
often made without all the knowledge."
A technology-based ‘virtual clinic' at
Dartmouth Medical School simulates
encounters with patients to prepare
students for work in the real world.
He makes sure to point out, though,
that the technology is only a backdrop
to the human element. "A senior practitioner
and mentor would act as a coach
guiding the student," he says. "The simulations
are activities where one is playing
with pieces of the active world, like
a pianist playing arpeggios. It's a reflective
practicum in a technology-based
environment."
The Augmented
Anesthesia Machine
The merger of physical and virtual
spaces, it turns out, can also achieve
learning outcomes that had been elusive
in only simulated or only physical environments.
Over a decade ago, the Center
for Simulation, Safety, Advanced Learning,
and Technology at the University of
Florida took on the challenge of improving
medical technician training to reduce
the serious problem of operator error.
According to one study, for example, 75
percent of anesthesia machine-related
accidents resulting in death or brain
damage are due to user error. Scientists
at the center attribute user error, in part,
to a lack of understanding of how the
machines work, so they created a web-based
simulation engine and dozens of
downloadable medical-machine simulations
to help address the conceptual gaps
in students' technical training. These
simulations make manifest the abstract
inner workings of the equipment (for
example, the invisible oxygen flow of an
anesthesiology machine), something students
don't get to visualize or experience
when just working with concrete (and
very opaque) equipment.
However, the center soon realized that
they faced another challenge: Students'
performance improved on conceptual
testing (a 2006 study confirmed this), but
some students were still not able to transfer
that conceptual knowledge to the
actual operation of the machine. "For
some students it is difficult to take the
VAM [virtual anesthesiology machine]
and map it to the real thing," says John
Quarles, a graduate student at the university
who is doing his doctoral research on
interactive computer graphics. The center
needed a way to provide "some learning
scaffolding," he explains.
So the question became: how to help
these struggling students transfer
abstract knowledge to the concrete
domain? The center turned to work done
in the 1990s by Paul Milgram and
Fumio Kishino on "mixed reality," or
what Quarles calls the "co-location of
virtual objects and real objects in the
same space." Using magic lens technology
(a tablet-like digital overlay that filters
physical objects to reveal hidden
information or to enhance data), along
with web cams and 2D optical tracking
with infrared markers and infrared
LEDs embedded in the anesthesia
machine, the center created an "augmented
anesthesia machine" or AAR.
Essentially, the AAR is an actual anesthesia
machine augmented by the overlay
of a magic lens that reveals its inner
functioning while the student operates
the machine. For example, holding the
magic lens tablet (about the size of a
netbook computer screen) over the actual
machine's oxygen control knob, and
then turning the knob, the student will
see on the tablet an animation of the
direction of the real oxygen flow.
"It's as if you were looking at the
inner workings through a window," says
Quarles. This kind of immersive, mixed
learning, he believes, significantly
"improves training transfer into real
world demands."
ARGH!
That bridge between the conceptual and
real world underlies what researchers at
the Local Games Lab (LGL) at the
University of Wisconsin-Madison are
doing in their development of "augmented
reality" (AR) educational games. The
LGL is a project of the university's Academic
Advanced Distributed Learning
Co-Lab (AADLC), whose mission is "to
provide expertise, facilities, and administrative
services to enable the research
and development activities of our academic,
K-12, government, and industry
partners."
The LGL's specific charge is to work
closely with local middle schools, community
organizations, and nature centers
to develop and study the educational
effect of AR games designed to enrich
students' experiences of their neighborhoods
and natural surroundings. Called
Augmented Reality Games on Handhelds
(ARGH), the project explores the
use of emerging mobile technologies
in learning.
Partnering with Harvard University (MA) and MIT in a three-year research
project funded by the US Department of
Education's Star Schools Program,
ARGH is creating and testing location-based
AR games for middle school education.
Graduate students at the
university design and build the games;
middle school teachers who sign up to
participate in the project receive a
stipend and can earn continuing education
credits.
Immersive=Engaged
HOW VALUABLE AN immersive environment
is depends almost entirely on the
student's level of engagement, The University
of Georgia's Thomas Reeves
believes. In a 2007 report that Reeves
co-authored with educators from universities
in Australia, "Immersive Learning
Technologies: Realism and Online
Authentic Learning," the authors debunk
the notion that the virtual world can substitute
for or in any way threaten the real
one: "Engagement with the task appears
to be of greater import to both teachers
and learners than an exact replica of a
real-life learning situation, particularly
for learning in higher education. Our
research has indicated that it is not necessary
for learning environments to comprise
resource-intensive virtual reality,
or highly realistic simulations utilizing
custom-built projection rooms or visual
and audio headsets…to be fully immersive."
For the full report, go here.
In a typical ARGH game-based course,
students walk around a real-world community
or natural setting, using simple
handheld computers equipped with Windows
Mobile 5 and GPS software. As
they walk, the game players see themselves
as icons moving on a map. When
they reach specific locations, the GPS
software triggers virtual interviews, photos,
videos, data, and other material that
adds to or "augments" reality.
UW-Madison's ARGH project
augments reality by connecting
students to virtual interviews, photos,
videos, data, and other informational
material in real time.
"Let's say we're walking around the
farmers market in Madison," says Mark
Wagler, an ARGH project manager at
LGL. "There's so much to see. There's
music, food, people making marketing
pitches-- it's a very rich environment.
While we're walking around, the computer
gives us additional information. A stand may be selling spinach. The computer
could show a video interview with
the farmers, and we could see the hoop
houses where they raise their spinach,
tomatoes, and flowers."
Next, says Wagler, the students might
view old photos, learn the history of the
market, and "interview" real or fictional
characters. "To turn this into a gaming
kind of environment, we would have
roles-- you might be a restaurant buyer.
We're all getting different information,
but we have a common challenge: The
market is going to close because the city
is building a large covered building that
will change this environment. The challenge
is: What's the answer to this?"
Each role receives different information,
so to come up with solutions, the
students need to work collaboratively--
another benefit of the game.
This immersive environment is an
improvement over traditional instruction,
Wagler says, because the connections
to actual places and people, and the
variety of informational materials available
to the students in real time, provide
learning opportunities that would not
have been possible otherwise. And while
the games have been designed for middle
schools so far, "the concept will
work at any age level," he says.
He adds that future designs will also
bring the games indoors, making them
suitable for just about any environment.
"Our games have all been outdoors
because of the use of GPS," he says. "But
you can do it with WiFi indoors in museums.
We're working on new games for the
iPhone that you can play indoors."
Wagler believes that immersive educational
approaches like AR games work
"very well in natural and cultural environments.
You can use it for subjects
from forestry to farming to biology-- a
whole range of things that are outdoors.
But it's also useful for history, contemporary
culture, economics, geography,
sociology-- anywhere you can use data
to augment actual observations. The
field is new, but I can't tell you somewhere
where it wouldn't work."
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