Tài liệu hạn chế xem trước, để xem đầy đủ mời bạn chọn Tải xuống
1
/ 106 trang
THÔNG TIN TÀI LIỆU
Thông tin cơ bản
Định dạng
Số trang
106
Dung lượng
3,97 MB
Nội dung
IMMERSIVE SIMULATION GAMES:
A CASE STUDY OF LEARNING IN A 3-DIMENSIONAL
MULTI-USER VIRTUAL ENVIRONMENT
JOHN YAP YIN GWEE
(BA Multimedia Design, Curtin University of Technology)
A THESIS SUBMITTED FOR THE DEGREE OF MASTER OF ARTS
DEPARTMENT OF COMMUNICATIONS AND NEW MEDIA
NATIONAL UNIVERSITY OF SINGAPORE
2012
IMMERSIVE SIMULATION GAMES:
A CASE STUDY OF LEARNING IN A
3-DIMENSIONAL MULTI-USER VIRTUAL
ENVIRONMENT
JOHN YAP YIN GWEE
(BA MULTIMEDIA DESIGN, CURTIN UNIVERSITY OF TECHNOLOGY)
A THESIS SUBMITTED FOR THE DEGREE OF MASTER OF ARTS
DEPARTMENT OF COMMUNICATIONS AND NEW MEDIA
NATIONAL UNIVERSITY OF SINGAPORE
2012
Declaration
I hereby declare that this thesis is my original work and it has been written by
me in its entirety.
I have duly acknowledged all the sources of information which have been used
in the thesis.
This thesis has also not been submitted for any degree in any university
previously.
Name: John Yap Yin Gwee
Matric. No.: HT081332A
Date: 12 April 2013
Table of Contents
Summary
Chapter 1.0: Introduction ------------------------------------------------------------------
1
1.1: Context of Study -------------------------------------------------------------
2
1.2: Relevance of Study ----------------------------------------------------------
4
Chapter 2.0: Literature Review ------------------------------------------------------------
7
2.1: Serious Games: Games and Immersive Environments ----------------- 7
2.2: Presence -----------------------------------------------------------------------
15
2.3: Flow, Immersiveness and Engagement -----------------------------------
20
2.4: Research Questions ---------------------------------------------------------- 25
Chapter 3.0: Methodology ----------------------------------------------------------------- 26
3.1: Overview ----------------------------------------------------------------------
26
3.2: Virtual Ethnography ----------------------------------------------------------
27
3.3: Proposed Design of The Virtual Learning Environment(VLE) ---------- 29
3.4: Data Sources ------------------------------------------------------------------- 34
3.4.1: Screen captures of in-progress simulation game -------------- 34
3.4.2: Participant-observations ------------------------------------------- 37
3.4.3: Interviews (post exercise) with 36 students -------------------- 38
3.4.4: Interviews (post exercise) with lecturer ------------------------- 38
3.5: Data Collection Process -------------------------------------------------------
39
3.6: Data Coding for Analysis ------------------------------------------------------
42
Chapter 4.0: Findings ------------------------------------------------------------------------
44
4.1: Virtual Identity: Choice of Avatars -----------------------------------------
44
4.2: First Contact: Accessing the VLE -------------------------------------------
48
4.3: Local Chat Activity ------------------------------------------------------------
54
4.4: Avatar Behaviours ------------------------------------------------------------
58
4.5: Presence of Other Avatars --------------------------------------------------
61
4.6: Sense of Time and Immersive Engagement ------------------------------
65
4.7: Challenges in the Game -----------------------------------------------------
65
4.8: Strategy and Sense of Competition in the Game ------------------------ 66
4.9: Affordance of Activities Not Possible in Real Life -----------------------
69
4.10: Assessment of Students’ Learning Objectives and Outcomes ------- 74
Chapter 5: Discussion and Conclusion ----------------------------------------------------
78
References -------------------------------------------------------------------------------------
90
Appendix A - Simulation Game Brief
Summary
Playing online games is a pervasive phenomenon observed in our daily lives of
today’s evolving digital age. As online games like World of Warcraft, Diablo and online
virtual environments like Second Life begin to emerge as some of the biggest gaming
communities that we indulge in, it became evidently possible that learning could take place
in such an influential digital medium. Such game play concepts begin to emerge
progressively as educational technology enabled for learning, particularly Serious Games, a
game-based learning concept targeted at specific learning other than entertainment. The
Serious Games initiative was popularly identified as the new education technology wave
that will fulfil the learning ambitions which edutainment has failed to achieve in past
experiences.
This thesis seeks to develop a case study of a design of a robust virtual learning
environment in the form of a simulation game, using the serious games concept in a 3dimensional multi-user virtual environment. The design of the game, based on a real life
case study, will also leverage on the affordances of the virtual environment and be heavily
influenced by the significant factors of presence, flow, immersive and engagement theories
in a virtual environment. The game will first actively engage the students of an academic
module in a fun and challenging task, thereafter, to empower and afford them the ability to
test out various decision options in the environment without any consequences in reality.
Students were then academically assessed in their turning in of a reflective essay, based on
their heuristic experience of the game in relation to the real life case study.
An eclectic mix of data was consequently collected in a qualitative perspective to
build up the case study, including online ethnography, avatar-participant observations,
communication transcripts and post-exercise, in-depth interviews with the lecturer and a
sample of 36 undergraduate students from the module. The thesis hopes to design a fun
and engaging game that can leverage on affordances of a multi-user virtual environment to
encourage emotional reactions for the real life case, predicted to be able to derive a positive
learning outcome for reflective and critical thinking that was challenging to achieve in
traditional methods of learning. Students’ behaviour was found to be generally neutral or
positive towards virtual simulation of games for learning. Though communications can be a
challenge at first, some students deployed other modes of communication to overcome
such communicative challenges between themselves. Their perceptions and attitudes
towards presence of virtual elements and interactivity were positively reflected in demands
for more challenges and loss of consciousness of time in the game. Lastly, the assessment of
the learning outcomes achieved by the participation in the simulated game generated
significant and positive learning engagement in the submissions of their post-experience
reflective essays.
Acknowledgments
This research was never conceived to be an academic thesis at first. It was my deep
foray into this parallel universe of Second Life that opened my eyes to a world that I had
always only imagined in dreams and fantasy. The experience and subsequent encounters
made me want to write this so that the world will know the immense potential of what this
world could do for our world today. Most people steered clear of virtual and game
environments with the paranoia of being sucked into a stereotyped world of crazy
delusions, thus their disbelief that true friendships or relationships can never exist in such
virtual circumstances. That is NOT TRUE. I want to first and foremost thank Mr Eric Kostal, a
current research faculty in Mississippi State University, also known as Indigo Lucerne in
Second Life, for he, whom we have never met in person, has inspired me and selflessly
shared such levels of intelligence, creativity and character that made us friends for life
despite our geographical distance apart. Thank you, my friend, for all our crazy discussions
about simulations, about avatars and life in the middle of those nights. My gratitude for this
lifelong friendship cannot be described enough in this short paragraph.
Its amazingly bizarre how a chanced encounter with Antonio, son of Ms Sofia
Morales, in Second Life, sparked off this entire opportunity to realistically use this platform
for research in learning. My deepest heartfelt gratitude for Sofia, for it was your tenacity,
faith and risks that you took that made all these possible. Thanks also go to Mr Alvin Saw
Teong Chin, my creative friend, classmate and fellow compatriot in the vision that one day
games will change and shape the landscape we live today.
My most sincere thanks also goes out to Associate Professor Milagros Rivera, for
taking that second chance in me, for believing in my passion for this concept and that I will
make this thesis work against all odds of my medical condition, crazy work schedules at
work and family.
Extra thanks go to my 2 supervisors, Dr Zhang Weiyu and Dr Anne Marie Schleiner,
who have in spite of their hectic teaching schedules in the department, were always patient
and made time for me to steer me towards the right direction and focus to complete this
academic thesis.
Special thanks goes to Associate Professor Cho Hichang, for having taken his module
on Computer Mediated Environments, his most important teachings also eventually became
the appleseed of theories and analogies of communications that inspired the direction of a
large part of this thesis. Thank you for sharing this amazing wealth of knowledge and
inspiration.
To my fellow coursemate and BFF, Kintu Annie Joseph, I wonder what would I do
without you. For that tenaciously loyal friendship, you are the 1 pillar of strength that I
could not have asked for more in life. Thanks for being there for me when the going gets
tough.
Last but definitely not least, I want to specially mention the appearance and
entrance of the Karasu in my life. Without you, life would be meaningless. Without you, I
would not have done anything right. My eternal thanks to you for becoming the love and
centre of my life. Hooray!
1.0 Introduction
Digital games are prevalent in everyday contemporary life ranging from the simplest
gaming engagements from children on various forms of digital media to the intense
indulgence in role-playing gaming communities by the adults. A report from the
Entertainment Software Association reflects such pervasiveness of gaming, stating “75% of
heads in households play games, and that 62% of the game players are over 18 with a mean
age of 30” (Gibson, Aldrich, & Prensky, 2007). Evidently, the leisure hours that gamers spend
in such popular online games like World of Warcraft 1 (WoW), amounts to a staggering 5.93
million years to its community yearly (McGonigal, 2011). Gaming advocators like Gonzalo
Frasca and Jane McGonigal proposed that such gaming phenomenon could possibly be used
to help us find solutions to our real world problems by playing these games (Frasca, 2001;
McGonigal, 2011).
Online games can also be understood as virtual environments, for example, Club
Penguin, Habbo, Gaia (Wankel & Kingsley, 2009) has a thriving teenage population and both
adults and young players populate the realms of Open Wonderland (previously funded by
Sun Microsystem Laboratories), Activeworlds and Second Life 2 (SL). Such digital worlds
provide us with a myriad of activities such as socializing, entertainment and learning (Hodge,
1
World of Warcraft is a commercial massively multiplayer online role-playing where game players control a
fantasy character avatar within a game world in third- or first-person view, exploring the landscape, fighting
various monsters, completing quests, and interacting with non-player characters (NPCs) or other players.
(source: http://en.wikipedia.org/wiki/World_of_warcraft)
2
Second Life is an online virtual world developed by Linden Lab, launched since June 23, 2003. Free client
programs, or viewers enable Second Life users, called Residents, to interact with each other through avatars.
Residents can explore the world (known as the grid), meet other residents, socialize, participate in individual
and group activities, and create and trade virtual property and services with one another. It is a virtual world
intended for people aged 16 and over.
1
Collins, & Giordano, 2009). Multi-User Virtual Environments3 (MUVEs) like SL, amongst the
largest of virtual environments with over 21,000 simulators since March 2009 (Schiller,
2009), can be deployed in an enhanced learning mode for learners to encourage
“communication, interaction, collaboration, teamwork, feedback, engagement and
constructivist learning activities” (Hodge, et al., 2009). Various modes of communication
and learning can now be implemented in such virtual spaces to achieve learning objectives
when engaging, appropriate and effective pedagogical practices and learning theories are
implemented.
1.1 Context of Study
One of the ways that digital or online games are helpful in a real world context is in
the industry of education. As of summer 2009, over 4000 educators have joined the SL
Educators List, and more and more educational institutes joining the SL grid (Wankel &
Kingsley, 2009). After their initial stage of establishing presence in the virtual world, schools
using SL have started to lean towards the vision of providing “student-centred, especially
collaborative activities” (Atkins, 2009). The fact that SL, unlike most mainstream commercial
games like WoW, has neither game rules to abide by, nor any hierarchy in gaining gaming
credits or progress experience in “levels” (Jones, 2008), makes it a popular choice among
virtual worlds for education especially since it is cost free and this encourages many
interested educators to get started (Wankel & Kingsley, 2009). From University of
3
Multi User Virtual Environments refers to online, multi-user virtual environments, sometimes also called
virtual worlds. They are built on 3 important aspects: The first is a server or a farm of servers, which are used
as the host of the virtual world. Second, a program or an interface is needed that allows people to create a
user name and some sort of identity that they can use when they log into the server. The third is there has to
be some reason for the person to want to be in the Virtual Environment.
2
California’s Davis Medical Centre to language learning with The British Council to cultural
heritage learning of Singapore in Temasek, innovative researchers in the virtual education
frontier have pioneered and paved the way for the vast possibilities of virtual education in
MUVEs like SL (Rufer-Bach, 2009). In the last few years in education, the gradual acceptance
of educational games in the curriculum has helped engage students in learning (possibly
further fuelled by the novelty of its introduction), and has also led to a lower attrition rate of
learning students generally (Moreno-Ger, Burgos, & Torrente, 2009). The virtual
engagement of attending classes in virtual environments is also now provided for students
in the universities today (Wang & Hsu, 2009), and is usually offered as an overlapping
concept commonly known as ‘e-learning’, for enhanced learning or even distance education
(Susi, Johannesson, & Backlund, 2007).
Notwithstanding SL as a 3-Dimensional (3D) MUVE with advanced capabilities in a
virtual environment, there has been an increase in popularity of other mainstream social
networking sites on the internet, like “blogs, facebook and wiki” (L. Jin, Wen, & Gough,
2010). However, the emergence of these networking and social software like Facebook are
noted to be still limited to the heavy use of “text, image and video” media. By contrast, in a
MUVE like SL, the 3D simulation of live human gestures and spatial navigations appeals to
our natural reactions to non-verbal behaviours in synchronous communications (L. Jin, et al.,
2010). In “social virtual worlds” like SL, players can “explore, meet others, socialise and
participate in individual or group activities for education or business purposes”(L. Jin, et al.,
2010). It might appear that MUVEs like SL, possess some relevant qualities and affordances
for learners which other technologies lack. The affordance referred here can be defined as
“attributes of something in the environment to an interactive activity by an agent who has
3
some ability” (Dalgarno & Lee, 2010; Greeno, 1994). In this context, we infer the meaning of
affordance in association to the ability learners are given in a VLE (Dalgarno & Lee, 2010).
1.2 Relevance of the Study
The objective of most game-based learning is largely to yield a better and deeper
understanding of the teaching content. This study will draw on a few different areas of
observed behaviours, phenomenon, and new media paradigms through the study of a
simulation game made for learning. One of the more pedagogical tools educators draw
upon is the case method approach. Through the case method of teaching, students can try
to further understand teaching contents based on related research in various publications
and the internet. Developed in 1870 at Harvard University, the case method of teaching has
been practised and associated particularly with law schools and most business schools
(Shugan, 2006). Critics of the method alleged that such case contents are sometimes not
written in pertinence to the actual social impact, cause and effects of real life situations.
They also contend that the selection case tends to overemphasize or underwhelm the
underlying connections and correlations of illustrated scenarios (Flyvbjerg, 2006). It might
appear to be highly engaging to partake in such a typical case in reality, but it does not
necessarily translate into knowledge transfer that students can associate with in their
cognitive or affective domains of learning (Anderson, Krathwohl, & Bloom, 2001), since it
really is just written texts to be analyzed and discussed in a class, with little engagement
emotionally. It is also time consuming to synthesize large amounts of contents in illustrated
cases(Heskett, 2008) and neither possible nor feasible for the students to revisit an actual
industrial accident site due to geographical distances or other hazardous threats.
4
In our current demanding climate of innovative education, the pervasiveness of
games in the lives of high school and college students made it a popular “medium of choice”
for education (Jenkins, Klopfer, Squire, & Tan, 2003). MUVEs like SL, are fast becoming one
of the few known virtual 3D environments that academic institutes have been leveraging on
for their new technologies in education recently. Using avatars, which are essentially 3D
digital representations of its users, educators saw the justification of deploying the
technology when simulating environments and its affordances for education. Since a MUVE
is “conceptually” built up mirroring what the real physical world looks like, a 3D MUVE
would also serve to provide an “enhanced feeling of presence” of themselves in an
environment (Park, Hwang, & Choi, 2009). With more advancements in technology that
enable the customization of contents and environments, these gaming platforms now
empower game designers and even amateur players with a large amount of flexibility and a
powerful decision making ability to “play out consequences” (Jenkins, et al., 2003). Such
natural advantages of the gaming platforms make a 3D MUVE, conducive vehicles to expose
students to the learning process. James Paul Gee established that a simulated military video
game like “Full Spectrum Warrior” 4 can be beneficial for learning, since a basic simulation
game can embody “values, identity and doctrines” in context, thereby enabling learners to
examine all possible actions and decisions that could eventually bring about a consequence
(Gee, 2005). With a highly immersive environment that allows for zero life-threatening
consequence in simulating our physical world in all possible scenarios, the MUVE becomes a
learning environment with such learning affordances.
4
Full Spectrum Warrior is is a real-time tactics videogame. Gameplay revolves around the concept of fire and
movement, with one team providing suppressive fire while the other moves. The game has also been adapted
by psychologists to assist veterans from Iraq overcome the effects of post-traumatic stress disorder.
(source: http://en.wikipedia.org/wiki/Full_Spectrum_Warrior)
5
This research, would firstly assume the significance of the current gaming
phenomenon’s impact in our lives, and therefore highlight and examine the learning
derivatives and impacts of serious game design in a MUVE like SL. Secondly, by leveraging
the affordances of the unique nature of the virtual reality, this study will attempt to
introduce the notion of game play to exploit and experience the simulated learning from the
serious game without real life consequences, to examine 3D virtual environment as a gamebased learning environment as a viable resource for such educational purposes. The design
of the simulation game will attempt to encapsulate the factors leveraging on the
exploitation of presence in an asynchronous mode of learning for multi-users in a virtual
environment. Considerations of other factors of heuristic design will also include the
psychological influences of flow and engagement. Various ethnographic methods of online
observation and qualitative techniques of query through in-depth interviews will be applied
to the field for the anthropological study of a cohort of students subscribed to a real
learning module in an institute of higher learning. Data will subsequently be collated and
analyzed to isolate relevant themes from a representative sample that will support or relate
itself to the existing literature in games research. The research would then finally analyze
and present the factors, issues, phenomenon, potentials and impacts of such a virtual
learning environment through a serious game perspective.
6
2.0 Literature Review
2.1 Serious Games: Games and Immersive Environments
In the mid-60s, retrospective observations has indicated in academic publications,
that games had shown immense possibilities in shifting the learning paradigm with the
evolvement of digital and simulation games in the social sciences (Gibson, et al., 2007).
However, this research will need to exclude the review of game literature published from
the 1980s and early 1990s because of the lightning-speed evolvement in digital game
technology that has rendered most of these past publications obsolete and inapplicable to
our current state of technology. The other reason for excluding them here is ultimately, that
games that were built in the earlier era have little relevance and had mostly failed to deliver
much expectations of possible learning (Becker, 2010). This review is not intended to be an
exhaustive repertoire of all studies on game research but a broad selection of relevant ones
covering the field of serious games for learning. The aim of this presentation will eventually
highlight the possibility and impacts of the implementation of learning using a MUVE as a
virtual learning environment.
In the monumental year of 2002, serious games first gained the world’s attention
when it was founded as an establishment, at the “Serious Games Initiative” by Woodrow
Wilson Center for International Scholar in Washington, D.C.; despite the commercial failure
of previous edutainment software as an educational technology (Michael & Chen, 2006;
Susi, et al., 2007). Serious Games have since come a long way by sustaining a slow but
incremental progress in extending substantial foothold in the potentials of the convergence
of both learning and gaming into teaching contents in schools. In an effort to present this
change of our learning paradigm, this chapter will seek to build a body of knowledge by
7
exploring and understanding the representations, significance and impacts of serious games
in the domains of learning today.
There are various definitions, analogies and related concepts drawn on the current
meaning of serious games. These perspectives were established in the current applications
of games and their derived definitions from the various industries of entertainment,
government, corporate, healthcare, military, educational etc, none of which have led to a
commonly accepted definition of serious games as yet (Susi, et al., 2007). One of the most
common understanding of serious games defined simply by most serious games advocators
is: “a game in which education (in various forms) is the primary goal, rather than
entertainment” (de Freitas, 2006; Michael & Chen, 2006). A more detailed but direct
definition from Crookall defined the concept as, “computerized simulation/game for
training and learning” which leverages on computing power with its superior video graphics
for the education (Crookall, 2010).
The concept of serious games as a means of enhanced education has also often been
directly associated with other educational phenomenon like game-based learning and digital
game-based learning established by the likes of James Paul Gee and Marc Prensky
respectively. Gee, referred to learning games as “problem solving spaces” that enables the
learning of individuals in a variety of domains, skills and disciplines (Gee, 2009). If built with
the correct features and implementation, game-based learning environments would
become such a vehicle for players to experience the combination of both entertainment and
learning (Gee, 2009). With similar optimism to this gaming phenomenon in education,
Prensky’s vision of a “digital game-based learning” (DGBL) evolution also seeks transforming
the education system on the premise of coupling entertainment and engagement of games
8
with learning contents (Prensky, 2007). Prensky believed that maintaining a high level of
constant learning style and motivation needed to sustain engagement, will result in a good
digital game-based learning system. With this, Prensky conclusively alleges that even serious
games must be entertaining, for the youth of today he calls “digital natives”, and the “game
generations” (Prensky, 2007).
In another critical and important comparison of serious games with computer games
made for entertainment, Zyda, critically addressed the existence and significance of more
substantial components like “story, art and software” in contrast of those serious games
which only emphasize pedagogy. Like Prensky’s notion of DGBL in emphasizing learners’
engagement through fun or entertainment elements, this approach was highly
controversial. This is because it contrasted most educators who emphasized heavily on
pedagogy over story, where the latter is usually the driver of the entertainment in most
games (Zyda, 2005). Zyda proposes that in the future, through the assimilation of serious
games into the education system, learning can become visceral and intuitive. Zyda’s vision
was of a future perfect “emotion-cognizant” game mechanism designed to reduce or
diminish the conventional questions and answers tutoring system that schools practiced
traditionally today (Zyda, 2007). This hypothesis was grounded in the game developers’
measurement of “immersive experience” using presence, where the dichotomy of serious
game conspicuously excludes pedagogy, as a subordinate and separate factor, to implement
instructional design into the gaming experience (Zyda, 2005). Most educators
misunderstood and deemed it a frivolous perspective that undermined pedagogy when
what Zyda really was asserting, was that it is through the addition of pedagogy as means to
instruct for learning, that makes any form of game a serious game (Susi, et al., 2007).
9
Despite the surgence of serious games and development of numerous overlapping or
related concepts of education technology, many areas of learning games research have yet
to be fully conducted, theorized and explored (Gibson, et al., 2007). Serious games,
alongside with the advancement of technology brought forward by the commercial
developers of the game industry, will in essence transform learning by deploying “scenarios
to fail safely and creating memories through suspended disbelief that improve performance
through recall” (Harris, 2009). Thus the importance of the players’ allowance and tolerance
for failure during the learning process becomes paramount in leveraging on such
affordances of the learning environment.
Before we go further into the affordances of the virtual simulation as a game made
for learning, it is crucial for us to understand the nature of the medium of digital games, its
capabilities and its representation. Janet Murray introduced a popular analogy of video
games as a medium, alongside with a few other digital mediums, and isolated 3 critical
factors: immersion, agency and transformation (Murray, 1997). In this similar digital context
drawn in parallel to simulation games, Murray theorised that in an immersion, the digital
medium although assumed to be making its players suspend disbelief, was actually actively
aiding them in the construction of a belief in the unreal world instead (Frasca, 2001;
Murray, 1997). This theory also alleged that it was always the players’ subconscious
inclination to accept and partake in a make-believe world and not to doubt the realism of it
which led us to fortify this belief of the imagined (McGonigal, 2003; Murray, 1997).
McGonigal also conceptualised a similar factor of this “longing to believe” in the imagined
despite the consciousness of reality as “the Pinocchio effect” (McGonigal, 2003).
Consequently, we would begin to desire a perceptible result in the environment, where we
10
experience ‘agency’, which Murray referred as our need for the medium to carry out a
meaningful action and to witness the cause and effects of that representation (Murray,
1997). Finally, Murray asserted that with the belief of the imagined and ability of seeing the
consequences in the immersion, it therefore empowered us an ability to transform and
comprehend the consequences as new, multifaceted forms of representations (Murray,
1997). In extending the cultural representation of digital games, Murray also concurred with
Michael Tomsasello’s earlier findings which identified insightful benefits derived under
“joint attentional scenes”, a cognitive framework which shapes the basic cognitive
development in humans (Murray, 2006, 2007; Tomasello, 1999). In this theory, Tomasello
established 3 beneficial cognitive reinforcements in the “core adaptive benefits” of games
which included: the awareness of the self as an entity agent and object with others, the
ability to empathise with another being and the ability to impart knowledge and learn from
it (Murray, 2006, 2007; Tomasello, 1999).
In what could be seen as an extension to the establishment of Murray’s theory, her
former Masters student Gonzalo Frasca, further examined the influence of video games and
simulations in his foundation study of ludology (studies in video games). He alleged that
digital games can be used as a method to represent simulation which has immense potential
to “foster critical thinking, creating personal empowerment and effecting social change”
(Frasca, 2001). Frasca highlighted an important fact through his differing perception with
Murray, of Tetris as a simulation, which concluded in a fact that as a player of the Tetris
game, one could test out consequences of its rules while as an observer, the rules remained
limited as how it was being portrayed (Frasca, 2001). This further proved that the meanings
behind any simulation game was never dictated entirely by the author but is instead
11
deciphered individually and uniquely by each observer’s or participant’s perceptions (Frasca,
2001, 2003). The participants in particular, when in the game, often have such control over
the consequences via the reactive response to an impetus (for example: joystick, gamepad,
keyboard keys) by the player and then they form differing representations through this
behaviour (Frasca, 2003).
The way video games, digital games or simulation games are visually represented
might not be original environmental designs that are out of this world, since they inherited
these from models existing in reality. In similar representation to serious games used for
experiential learning (Kolb, 1984) in education, digital games can be designed to model our
reality and at the same time strategically devised with rules and procedures to achieve
goals. Such games can be designed to impart skills and learning through a player’s heuristic
process of the causes and effects exacted in the environment (Gee, 2009). With the
accessibility and availability of such games in the age of internet, particularly serious games
like “Darfur is Dying” 5, they can also provide an avenue for learning through activism for
social change of a real situation in Africa. The learning objectives of a serious game like
“Darfur is dying” has encapsulated various dangerous consequences that can happen to the
specific playable characters while carrying out familiar, domestic tasks. These were devised
and designed in the hope of engaging its players to incite empathy for victims exposed to
such environments filled with fear and hardship in light of perils of genocide (Huang &
Tettegah, 2010).
5
“Darfur is Dying” is a thesis project of Susana Ruiz, University of Southern California, created as a pioneering
project of serious game made to instigate or encourage real social changes of the genocide in western Sudan
in Africa. The game combines several smaller game sequences to give the player a range of consequences and
experiences aimed at invoking empathy for the victims and consequently educating a need for social change.
(Source: http://cinema.usc.edu/imap/projects/darfur.cfm)
12
In earlier scholar reviews, it was also discovered that in the eclectic use of games for
education which includes a multitude of disciplines like healthcare and common literacy,
there were signs in the prevalent usage of simulations, particularly to achieve learning by
experience (Becker, 2010; Mitchell & Savill-Smith, 2004). One successful simulated game by
Jesse Schell and students from Carnegie Mellon’s Entertainment Technology Center,
“Biohazrd: Hotzone”, is an example of how education leverages on its technology to engage
their students in such learning by experience (Squire & Jenkins, 2003). The obvious fact that
a dangerously simulated environment cannot be replicated nor experienced in reality makes
the game a suitable answer to the constraint of risks involved. With the ability to simulate
various settings in the hazardous environment of exposed toxin, students who experienced
the game could, individually or use group strategies, to learn essential survival and
evacuation management skills in a crisis like these. Skills they could learn included observing
signs and symptoms in victims, formulate how to deploy emergency remedies by trying out
different alternatives or predicting outcomes in familiarly simulated environments like, a
shopping mall (Squire & Jenkins, 2003).
What MUVEs have essentially brought to us, is the ability to host learners as players
in “worlds where we experience things” thus making the virtual state of a serious game a
much “deeper and abstract space” of learning (Gee, 2009). Galarneau and Zibit quoted
Kelly, who described that players in games have progressed at a deeper level,
“...they are making progress on an emotional level. They’re
not just getting ahead in the virtual world, but actually
maturing, growing, learning from their experiments with
behaviour, and reformulating their views of themselves and
13
their fellow human beings as a result of their experiences in
the virtual world” (Galarneau & Zibit, 2007; Kelly, 2004).
Such game experiences in the virtual environment can also take players into a
psychological and emotionally-charged learning journey, which could ultimately bring about
an attitude change that shifts one’s values and belief system (Hung & Van Eck, 2010). In
order to study how players emotionally perceive their characters and how they detect their
sense of ownership to its social perspectives, we can examine how they personalize their
virtual outlook to carry out game tasks to solve problems (Huang & Tettegah, 2010).
Through the use of a virtual representation in games like “Darfur is Dying”, “Biohazard:
Hotzone” and even “Full Spectrum Warrior”, digital games afford us the ability to put
players into the dimension of learning through problem solving (Gee, 2009). The players’
virtual representations in digital games are also known as the avatars, often referred to as a
personal digital and graphical representation of their real self. Celia Pearce inferred that in
games, the “addition of the avatar gave the player a specific, customizable identity and
sense of embodiment” that empowered “all players to enjoy a new kind of inhabitation and
agency in the world, of which they are now physically and representationally a part (of each
other)” (Celia Pearce, 2007).
Unlike most video games or massively multiplayer online role-playing games, SL
avatars were highly customisable and can exist in various forms ranging from fantasy states
to forms that resemble our human selves. With the absence of typical restrictive game rules,
avatars in SL also did not require health replenishments to survive and would not perish or
reduce any survival vitalities like games such as WoW (Clark, 2011). Besides these
characteristics, MUVEs like SL also empowered its avatars with abilities that are not possible
14
in real life, including navigation and movement without physical exhaustion (by flying,
walking or running) and the ability to communicate and interact with multiple people using
text, gesture and voice within the environment (Reeves & Minocha, 2011).
Arguably, the biggest benefit these games bring to learning is the possibility of
accessing such rich immersion in a learning environment by a much wider mass of people
(McGonigal, 2011). “Learning communities” could be evolved organically by leveraging on
the natural advantage of the MUVE being asynchronous and by assuring respectful
communication practices that gives players a sense of social community and bonding to one
another in a virtual environment for learning (Riedl, McClannon, & Cheney, 2011). Such a
communal nature also enabled a common virtual experience, making it attractive to
communicate in when it resembled familiar elements that learners could have experienced
in a typical classroom in reality (Brown, 2008). Furthermore, with each student experiencing
the dynamic environment differently, it makes class discussions more reflective when
students discuss individual experience of their choices played in an off-game mode (Jenkins,
et al., 2003). The affordances of the environment which fostered social communication,
development of behaviours, enhanced interactivity evolved will bring us further into
another important aspect of discussion in the virtual learning environment.
2.2 Presence
The concept of presence has been often been used to measure the immersiveness
and to detect engagement of human subjects of “being there”, in a virtual environment
mediated by technology (Klimmt & Vorderer, 2003). It is important that we understand the
15
explication of the presence concept by notable scholars before we discuss the occurrence of
this phenomenon in human experiences in virtual environments like SL.
The human experience becomes virtual in 2 perspectives: When the process of
experience is “mediated by a man-made technology” or when objectification of the
experience is “artificially created or simulated by technology” (Lee, 2004). The result of such
a virtual experience when engaged by its users has been defined as any “presence caused by
virtual technologies” (Lee, 2004; Sheridan, 1992). The significance of such impacts of
presence has been a constant factor identified and emphasized by scholars from various
disciplines for measuring experience and interactions of users of such technologies (Biocca,
1997; Biocca, Harms, & Burgoon, 2003; Lee, 2004).
According to Biocca and Lee, the experience of humans in simulations resulting from
technology has been known to broadly exists in 3 forms of presence: physical, social and self
(Biocca, 1997; Lee, 2004).
There is manifestation of physical presence, when the
psychological state of human sense virtual or simulated objects as how they would of
physical objects in reality (Lee, 2004). Physical presence also disregards sense of
transportation since it does not warrant for “feeling of self-existence” in the virtual reality,
resulting in its possible inclusion of virtual experiences resulting from both low and hightech media (Lee, 2004).
Social presence is evident in psychological states where the human sense of the
“virtual social actors” (avatars as non-human intelligences) in the virtual environment are
perceived to be no different from the human self in reality (Lee, 2004). This is particularly
prevalent in MUVEs dominated by the interactions and exchanges of the avatars. However,
social presence defined here by Lee, should not be confused with another common
16
interpretation of the presence concept which refers it to the degree of “social richness in
the interpersonal interaction of its users that a medium could bring” (Lee, 2004; Short,
Williams, & Christie, 1976)
Self presence is referred as the psychological state of humans in their virtual self (eg.
their avatar) being experienced just like its true self in reality (Lee, 2004). When technology
users of MUVEs experienced self presence in the environment, they do not realise any
difference between their virtual self (eg. an avatar), be it “para-authentic” or artificially
created by the virtual environment as any different from their real self (Lee, 2004).
In a nutshell, Lee’s explication has established the assumption that presence can
exist in a multitude of experiences by users when they become indifferent and oblivious to
the nature of its artificial presentation, or its mediation in objects, agents and environments.
It became clear that the way humans experience the virtual environment, is depended
largely on how they would perceive the physicality and environment of the game, the
artificial characters involved and the human’s own game avatar forged in the environment
(Lee, 2004). Biocca, Harms and Burgoon also established an important fact that the social
presence or copresence in an environment is usually determined by the ability to sense
another avatar in virtual reality. This also meant that the computer mediated
communications (CMC) that gave birth to the interactivity between avatars are mandatory
factors that dictate the experience of “being there” with another being (Biocca, et al., 2003).
Lee et al conducted another recent noteworthy experiment which compared online
educational games made up of multi-players with offline games and standalone games using
traditional mediums. The results from this study have established the positive impacts of
social presence with multi-players in online games since these studies observed a mediated
17
process of networked interactivity between players which influenced positivity in the
learning process, eventually leading to multiple significantly favourable learning outcomes
(Lee, Jeong, Park, & Ryu, 2011).
When compared to face-to-face encounters, CMC has been established to exclude
the significance of physical appearances, gestures, or even voice of the virtual graphical
appearance of avatars. It was argued that such social factors of CMC played a more
substantial role in the factors influencing “trust, attraction and friendships” between users
of mediated technology (Schroeder, 2010). There were also differing studies that shown the
emphasis of presence has always been about the ability of people to concentrate within a
virtual space and not their intentional omission of non-verbal cues in the environment
(Wrench & Punyanunt-Carter, 2007). Notwithstanding these, in “embodied social presence”
established by Mennecke et al, it was alleged that in their study of avatars in virtual
environments, players can embody their virtual representations in a deep way which
included “avatar characteristics, body visualizations and movements/gestures” This virtual
embodiment has significance in tasks that are goal and activity based (Mennecke, Triplett,
Hassall, Conde, & Heer, 2011). Additionally, data findings from research on CMC between
avatars often still sighted casual conversations of communications that scrutinize the
physical appearances of the corresponding avatars and even their movements and
positioning within the virtual environment (Schroeder, 2010). Results from other studies
also show that perceived aesthetics of interactive avatars in a MUVE have a significant
influence to engagement in the virtual environment(van Vugt, Konijn, Hoorn, Keur, & Eliëns,
2007).
18
On the other end of the spectrum of avatars being controlled by a human, there also
exist non-player characters (NPC) also known as “computer-controlled agents”, purposefully
designed and placed strategically in games, often bearing striking resemblance to any other
human-controlled avatars (Shapiro, Pena-Herborn, & Hancock, 2006). NPCs or sometimes
also known as “animated pedagogical agents”, serve highly useful functions within a game,
usually to enhance realism and to perform increasingly intelligent functions of interactivity
in collaborative activities with the human-controlled avatars in the environment (Rickel,
2001). Studies have also since concluded that when game players knew distinctly of
differences between avatars and NPCs, they were found open to interact with avatars that
are believed to be human more than they would with NPCs (Shapiro, et al., 2006). It appears
there is critical CMC involved here related to social and copresence between the NPCs with
its players that needs to be further examined.
Social presence in a MUVE made for learning could also be defined from a different
perspective. The engagement of learners in an online learning environment can be affected
by the lack of social presence. The disengagement is often discovered in users with the
absence of or lack of social affinity to other learners or the teacher in a typical online
asynchronous learning environments when compared to their usual face-to-face learning
environments (Garrison, Cleveland-Innes, & Fung, 2004). Therefore, it becomes crucial for
students to be encouraged to stay engaged by meeting their lecturers and peers frequently,
to bond themselves with stronger social community ties in the virtual learning environment
since it encourages interactions with one another using various synchronous
communication tools like text and voice chat, using non-verbal communication functions
like poses, animations et al, all experiencing through their own personalised avatars (Wang
19
& Hsu, 2009). Thus, this research will focus on the social ‘synchronous’ live immersion and
the interactivity between avatars in a virtual environment, also interpreted here as
“presence”.
This study would boldly predict that with mediated sense of presence and
engagement in the simulation game, virtual environments could possibly provide for an
accessible and media rich platform that enables players to learn constructively and
experience simulations, scenarios that are often impossible in our real world today due to
the various cost and safety constraints (Squire & Jenkins, 2003). There has also been major
research that has indicated that the satisfaction of games are multiplied when copresence
and social presence of other players are prevalent in games and that it further intensified
the relevant factors of “immersion, engagement and flow” (Gajadhar, deKort, & Ijsselsteijn,
2011). The next section shall discuss these other factors of engagement in the context of
the learning experience in a VLE within a 3D MUVE.
2.3 Flow, Immersiveness and Engagement
To understand the state of mind in the game players’ engagement in an immersive
simulation made for digital game-based learning, this study will elaborate on the crucial
occurrence of fundamental factors in the experience of “flow” (Csikszentmihalyi, 2008;
Csikszentmihalyi & Csikszentmihalyi, 1992). It is inferred that the flow is a mental state of
intense focus, accompanied by the satisfaction of the senses and a liberated sense of
consciousness of self and time, all of which occurs during the process of such an enriching
experience (Csikszentmihalyi, 2008). The experience of flow has been concluded to give rise
20
to the engagement of an activity while this engagement is known to be a significant
contributory factor to an effective learning process (Shute, Ventura, Bauer, & Zapata-Rivera,
2009). Game play, as advocated by various scholars, emphasized that in the abundance of
the flow experience during the activities, will also generate positive impacts on its players
(Csikszentmihalyi, 2008; Kiili, 2005; McGonigal, 2011). The absence of flow would
consequently incur negative perceptions from the players and results in the player’s
disengagement and eventual exit from the game (Van Eck, 2006).
The state of engagement in the mind can also be referred as a psychological
condition where the user undergoes an uninterrupted experience which captivates him/her
sufficiently to unreservedly dispel any incredulity of an imitatively simulated environment
(Schuurink & Toet, 2010). Noted in the affective influence of engagement, is also the
readiness of the user to “think and feel both in terms of the contents and context” when
immersed in the simulated environment (Schuurink & Toet, 2010). Game play particularly in
virtual worlds, often introduce the intentional accompaniment of interactive stories in order
to facilitate contextual background for problems solving in tasks and laying out learning or
assessment objectives to enhance the immersion of its players (Shute, et al., 2009). Murray
defined immersion in simulation games by its participatory nature designed for its game
players, granting them this ability to bring them out of its once apparently impossible
boundaries:
“The experience of being transported to an elaborately simulated
place is pleasurable in itself, regardless of the fantasy content. We
refer to this experience as immersion. ...We enjoy the movement out
of our familiar world, the feeling of alertness that comes from being in
21
the new place, and the delight that comes from learning to move
within it.” (Murray, 1997)
In the crafting of virtual and game-based learning environments, there is the need
for the game’s design to be “intrinsically motivating” (Malone, 1981) to learners in order to
better engage them for its maximum effectiveness. Malone identified 4 such major features
(Malone, 1981; Toro-Troconis, Meeran, Higham, Mellström, & Partridge, 2010, p. 114)
which were similar to Csikszentmihalyi’s theory of flow (Csikszentmihalyi, 2008). Therefore
by ensuring that these features are considered in the context of the proposed design in the
game play, learners will be fully engaged with the basis of “fantasy, challenge, control and
curiosity” (Csikszentmihalyi, 2008; Malone, 1981; Malone & Lepper, 1987; Toro-Troconis, et
al., 2010, p. 114). It is often through these identified factors combined in the design of
games that gives the experience its optimal immersion and for its players to experience
“flow” (Shute, et al., 2009).
When in games, particularly when simulation games often allowed players to take on
a special blend of identity that intertwined their real selves with their virtual characters into
what is known as “projective identity”(Gee, 2005). According to Gee, this fantasy identity in
game play, is firstly a depiction of the player’s “values and its desires” and secondly, a
purposeful character forged to become an accomplishment or achievement of an aspired
self (Gee, 2005). Jane McGonigal defined our modern day’s digital representation as avatars,
“Avatars are a way to express our true selves, our most heroic,
idealized version of who we might become.” (McGonigal, 2012)
22
The prevalence of such identities can be found particularly intense in role-playing
games which usually reflects players’ real world fantasy and ideals of a better world (Gee,
2005). It was found that learning through games would be truly fortified if students can
identify with their projective identities so much that they believe they could become that
aspired self over progression of time, to be assimilated into the learning process (Gee,
2005). Such fantasy affordances in games also provided its players the ability disregard the
consequences it has in reality, further enhancing the immersion and allowing the experience
of the game play take on a new dimension of possibility (Garris, Ahlers, & Driskell, 2002).
Challenges in the games can be strategized in a variety of creative avenues in
sustaining engagement in games. With meaningful goals being explicitly indicated in the
design of the game, players of the game could be introduced to the engagement of
challenges gradually to attain the ultimate goals through a blend of balance in ambiguity of
results and a stable, exponential progression of its difficulty in achieving them (Garris, et al.,
2002; Kiili, 2005). Games design, particularly in its level of difficulty, has been advised not to
be made too easy (not engaging) nor too difficult (too daunting) and should consider
carefully and sufficiently balanced feedback timed to respond according to the performance
(Van Eck, 2006). Shute et al formulated their game design’s challenge strategy as “Each level
‘dances around the outer limits of the player’s abilities’, seeking at every point to be hard
enough to be just doable” (Shute, et al., 2009), to incite players of games to consistently and
persistently push themselves over their threshold of perceived competency.
The amount of control a player is provided during game play can also affect the
players’ engagement in the experience. A clear definition of this significant form of game
play motivation is “Control refers to the exercise of authority or the ability to regulate,
23
direct, or command something.” (Garris, et al., 2002) Game play is often motivated by the
latitude provided in the game’s ability to regulate player’s own performance at levels that
are comfortable enough for challenges to be persistently present (Kiili, 2005). This
important factor is also found to be much based on our inherent self-esteem and sense of
self ability (Ullén et al., 2012). This becomes necessary if we wish to empower players with a
sense of control in games that allows for the execution of different solutions which greatly
enhances the knowledge associated with the reflective topic, and also allows them to
discover better and creative solutions (Kiili, 2005). Another point to note here is during the
experience of flow, a good game always has an immediate feedback mechanism that will
interact and keep its players engage in its control of the game progress (Csikszentmihalyi,
2008; Ermi & Mäyrä, 2005).
The sense of mystery in games is often used to inciting a sense of curiosity and
enthusiasm that encourages the continuation of flow in games (Garris, et al., 2002; Malone
& Lepper, 1987). Studies has shown that this sense of excitement in external experiences
not possible in our reality, drives players in their constant engagement in games, especially
in exploration-based simulation games (Ermi & Mäyrä, 2005). Curiosity is a natural reflection
of human’s need to comprehend what is not explainable or possible in our world and having
such “sensory stimuli” created in games, satisfied the sensation of players’ need for the
knowledge behind it (Garris, et al., 2002; Malone, 1981).
24
2.4 Research Questions
The present studies of serious games, presence and theories and analogies of
immersiveness, engagement and flow acknowledges the impacts of digital games and video
games in the field of education. The challenge remains how we can leverage on the best of
the advantages identified in digital and video games that can be weaved into a design and
instruction made for learning, particularly in the education for higher learning. This thesis
will therefore aim to use this study, to explore and evaluate the support in education
technology with its communication, design and instruction of a VLE, in SL to achieve the
targeted learning outcomes. The research proposed to examine and study the affordances
and the influences of a virtual learning environment in a 3D MUVE, SL, using a virtual game
simulation concept with various communication considerations designed as a serious game.
To sum up the discussion, the main research questions the thesis seeks to address are as
follows:
RQ1: What factors of presence are significant in the engagement of learners in a serious
game?
RQ2: How can we leverage on the design and affordances of a serious game to effect
learning in a MUVE?
25
3.0 Methodology
3.1 Overview
This research features the construction of a descriptive study with emphasis on
exploring the design of a VLE, in order to gain insights to the process of its communications
and suitability for academic delivery. Virtual ethnography is the recommended
anthropological approach here, can be described as the “multiscaled approach of studying
both the individual players and the system as a whole, our repeating theme of looking at the
forest and the trees concurrently”(C. Pearce, 2009a). The research via virtual ethnography,
which is in its unique element of researching by passive observations in a 3-D virtual reality
environment and inquiry thereafter, thus becomes paramount to the research objectives of
studying behaviours of human controlled representation used for learning within a
simulation game system. The study derived its findings from a simulation game exercise
with an undergraduate academic module NM3202: Governance and New Media, run yearly
by the Department of Communications and New Media, Faculty of Arts and Social Sciences,
National University of Singapore. The academic module under this research runs from
January to May 2012, attended by 88 undergraduate students, of which 67 are females and
21 are males between the ages of 21 – 26 years old. The research capitalises on the ease of
access to a student population in a higher learning institute, applying convenience sampling
to its participants since all students subscribed to the module are required to complete this
simulation game as part of their mandatory assessment for credits to graduate. Out of the
88 students subscribed to the module, 20 female and 16 male respondents eventually
accepted the call for involvement in a more intimate study; forming the final sample of 36
respondents, where individual, face-to-face, post-exercise interviews were conducted
26
immediately in the weeks after the simulation game. This simulation game is not made to
enable the cognitive development of knowledge but more designed with the objective of
engaging students affectively through experiential learning(Becker, 2010; Mitchell & SavillSmith, 2004), to incite empathy to a real life scenario (Gee, 2009; Squire & Jenkins, 2003)
similar to typical serious games like “Darfur is Dying” (Huang & Tettegah, 2010), made to
assess their development for critical thinking.
3.2 Virtual Ethnography
In the current internet bound state of our lives, there exist identities that transcend
beyond the typical CMC of textual formats, what we know as the avatars, accompanied by
corresponding graphical visuals of idealised selves and gestures. Such communicative selves
and their actions became an area of study that the researcher found richness in the limits of
the virtual environment like how a typical research would be applied in a face-to-face
situation(Williams, 2007). The important reason for adopting a more anthropological
methodology like virtual ethnography is that the reality of the students’ learning behaviours
today are so closely related to their social lifestyles and communications of today where no
single student’s observation can justify for a complete discovery; it calls for more in-depth
explorative research in the interconnectivity to each other in a broader perspective(Berg,
2001; C. Pearce, 2009b; Williams, 2007; Yin, 2009).
With an unique context of a virtual environment filled with computer-mediated
communications and game-based learning, there was an obvious need for the study to be
conducted by ethnographical immersion in the field, to participate critically as an observer
27
in order to gather more insights into this phenomenon. This research seeks to derive its
qualitative data collected from the virtual ethnography of the students’ learning experience
particularly because of the intricacies of how learning activities are being carried out in a
VLE like SL(Lazar, Feng, & Hochheiser, 2010). 3D MUVEs like SL are highly immersive, rich
environments and communications occur through rich graphical modes of identity and
consequence of actions in visual forms of a digital avatar in a simulated VLE. With such a
unique nature of the virtual environment, the manifestations of any phenomenon in the
communications and learning experience becomes the undiscovered nature of the
technology that calls for more in-depth study.
Using researcher’s observatory reflections plus the analysis of students’ feedback,
the qualitative aspect of this study may uncover the implicit meanings behind game player
behaviours when students are exposed to designed environments made to encourage
curiosity and thinking (P. Jin, 2011). This study would seek to examine, solicit and collate all
relevant raw data from the virtual environment, to subsequently analyze for any patterns of
occurrence, insights into behaviours, communications or phenomenon that can be
explained by theories in an inductive manner(Lazar, et al., 2010). The fieldwork here
included accounts for ethnographic observations of participants in their 3D virtual avatars
during the simulation game exercise, transcripts of avatars’ chat communications in the
virtual environment and the solicitation of qualitative data via in-depth face-to-face
interviews immediately after the academic assessment. These are further supplemented by
detailed tracing of procedures and instructions leading to the students’ eventual exposure
to the simulation game exercise.
28
3.3 Proposed Design of The Virtual Learning Environment(VLE)
Most educators today are accustomed and exposed to 2-dimensional (2D)
technologically enhanced environments for teaching that exists commonly in likes of virtual
chat rooms, forums and various web-based classrooms. Introducing a 3D virtual
environment like SL to an academic curriculum is a radical enhancement to the traditional
way to carry out the typical academic delivery. SL, is a 3D digital virtual environment that
allows students and faculty to co-exist as avatars, to interact and carry out activities, like
how typical game players would engage in a typical MMORPG. The limitation, however, is
that most MMORPGs, like WoW, are restrictive of its players’ activities as avatars and
almost does not allow any customizations, reconstructions or manipulation of its interactive
elements within the environment. The silver lining for enabling such virtual affordances was
the emergence of a MUVE like SL, engineered to resemble a typical MMORPG equipped to
perform activities in a game-like virtual environment, only with abundance of latitude and
liberty for users’ content creation and customizations. In the media-richness of the virtual
environment of SL, an “online 3D virtual world, imagined, and created by its residents” as
described in www.secondlife.com, where players in their 3D avatars’ are empowered to do
anything desired is the essence of the digital life of its residents within the virtual
environment; users and their avatars are able to carry out the following basic functions
(Tapley, 2007):
1)
Customize and personalize a digital representation of themselves as an avatar
2)
Ability of flight as a means of movement in the virtual space
3)
Teleport to different locations and simulators/island as mode of
transportation
29
4)
Interact with objects through touch, visuals and other experiential functions
5)
Communicate via chats, socialize, make friends and build/join community
groups of specific interests
6)
Create, build, design, customize, script and programme interactive objects
and digital consumables for avatars and its environment
The background of the proposed simulation game was designed in reference to a
real life industrial accident introduced as a reading supplement in the suggested readings of
the module. The design of the game stems from the tragic industrial accident in Bhopal,
India, circa 1984, which killed many of its people in a toxic gas leak. The obvious lack of
governance and legislation of preventive measures against such industrial accidents at that
time, coupled with the corrupted nature of its apparent remedies, have caused the people
and its environment suffer prolonged languishing effects till today. As this industrial
accident’s legislative woes continue to rage on in reality with its social and economic
repercussions on the people, there appeared to be no appropriate resolutions or corrective
actions of governance to improve the dire situation of its victims. The proposed game will
simulate this real life accident with reference to this example study in a similar toxic,
hazardous environment, designed with a game-based learning quest objective. The students
will first complete a simple but engaging task of the quest of exploration within the
simulation game, and thereafter, write a reflective essay on their choice of a proposed
corrective action to the simulated situation, based entirely on their personal interaction and
experience in the game.
The learning objectives, as established by the lecturer for the module, Ms Morales,
Sofia, were to encapsulate a heuristic and holistic curriculum that will empower the
30
students to not just apply what they have learnt from the concepts taught in the course, but
also to objectively analyze the reality of their choices to solve problems of today. In past
experiences of students in this module, it was observed that they have solicited the typical
illustrations conveniently from their prescribed readings or the transpired lectures with
minimal independent thinking and little critical analysis of any underlying problems or
consequences. The game-based learning in SL was strategically designed as a serious game,
leveraging on this ubiquitous mode of learning that enables a simulation of extreme realities
we see today that are often impossible to be experienced or revisit in real life. By exposing
students to this game-based learning environment, this study hoped to engage the students
in a way that will enable the students to first be affectively invested in a game-like
simulation of a similar or familiar reality. With the engagement and immersion in the VLE,
these students can learn to apply independent and critical analysis to a range of options
with their empowerment of testing the available options with zero consequences in reality.
Using these affective involvements in the exercise, the students could consequently be
catapulted into an independent evaluation of a scenario and then analyze critically what the
likely consequences of actions are before deriving individualized solutions in a reflective
essay for assessment of their learning.
The simulation game of the toxic plant is designed and strategically built 1200ft
above ground, in the skies on a private simulator of NUS, 65,536 square metres in size,
capable of supporting up to 15,000 3D prims. As the flying height limit of all avatars in SL is
set at 4096m, avatars in the simulation will not be able to fly up beyond this height since the
location is already situated at 1200 ft above ground. This will enable the simulation to
restrict the site’s height limits and prevent the students from flying off the tangent of focus,
31
away from the buildings and the simulation, which they will obviously be distracted and lose
their way. The toxic plant is a simple rectangular space protected by barbed fences on the
perimeter, with 2 main plant buildings in the middle. Adding to the realism of a simulated
plant, are several transportation vehicles scattered in the middle and a toilet building at the
northwest corner (see Figure M1 and M2). There are highly interactive elements here where
the shutters will open or shut upon the avatars’ touch. Each building has a total of 6 cojoining shutters, where 1 out of the 6 shutters will open to reveal a machinery control room,
while the other 5 shutters open to smaller storage units filled with simulations of fixtures
and fittings one will commonly find in a plant. Out of the 12 shutters in total, only 1 shutter
will open to reveal the toxic waste evidence and the informant, whom will be discovered to
be deceased due to unknown reasons.
Figure M1: Bird’s Eye View of Simulation Game Site
32
Figure M2: Lateral View of Simulation Game Site
Students will be required to complete the simulation game exercise with a noble
objective like a typical game mission (see appendix: Simulation Game Brief). The mission
contains mainly 2 tasks to be fulfilled for assessment. Firstly, students have to physically
locate the informant avatar and uncover evidence of the apparent toxic waste by taking a
snapshot of their avatar at the discovered site, to be submitted for qualification for
participation. This task will build up the student’s engagement to the game since it will pose
a substantial level of challenge of accomplishment to anyone who has not explored the
place before. Subsequently, they will need to proceed to the end of the plant for the second
task, where they will be exposed to 3 choices of decision consequences. The options are
open to their testing or experience with no restrictions. This scenario is supposed to instil a
sense of empowerment to them, to be able to react, to effect a change immediately to the
dire situation of the toxic waste evidence that has just been uncovered. Thereafter, they are
33
required to submit a reflective essay as a reaction paper 6, in direct pertinence to their
empowered choice of remedy for the toxic situation, based on this simulated experience.
This reaction paper6 will effectively form the final and most critical assessment of the entire
learning experience in the simulation game experience. At the end of the submission week,
a formal debrief session will be held during lecture to officially present a demonstration
walkthrough of the entire game sequence, the ideal route of learning and also to reiterate
any overlooked learning outcomes that could not be addressed during the game.
3.4 Data Sources
This study seeks to exhaust rich, descriptive and heuristic data through the
implementation of: unobtrusive, detailed, ethnographic observations as a participant within
the environment, supplemented with digital captures of students in their avatar forms in
the designated VLE. Subsequently, face-to-face, in-depth interviews not exceeding 45
minutes each, were conducted individually with the sample students immediately after the
week to solicit data from the sample of students.
The following sources of data formed the fieldwork which was carried out, with
particular focus on the sample of 36 consented participants for the post-exercise interviews:
3.4.1. Screen captures of in-progress simulation game
Students’ learning and activities will be illustrated by screen captures (See figure
6
Reaction paper, in this teaching module, is a evaluation tool in the form of submission of a post learning essay
that undergraduate students are required to write immediately after each learning experience. Students can
write anything about their learning experience in their own terms and are often encouraged to write in their
personal perspectives and capacity. This paper is commonly used by lecturers to ascertain the student’s
takeaway from the lessons, to evaluate student’s progress in learning, for assessment in grading and most
importantly, to ensure that learning outcomes have been achieved at the end of the lessons.
34
M4) made by the ‘Snapshot’ function within the SL interface(see figure M1)
through the unobtrusive presence of the researcher’s avatar. About 5-10
snapshots of the students’ avatars were made at every site of contact with an
avatar. As it might be unpredictable how the avatars will move or interact in the
environment, there was a need to capture as many snapshots as possible, in the
fastest manner. More snapshots were immediately taken wherever there are
sightings of communication between any 2 or more avatars. Different angles up to
360 degree of these captures were also made possible with discretion from the
zooming and panning functions(see figure M3) found in the camera view. This
capturing process does not disrupt any avatar being observed since the observer’s
avatar does not display any signs of movements or gestures of capturing during
the snapshot. All students’ avatars were all protected and represented
anonymously in their SL created avatar names.
35
Figure M3: Typical Second Life Control Interface
Figure M4: Typical Avatars Snapshot in the VLE
36
3.4.2. Participant-observations
As a participant-observer in the environment, field notes were recorded discreetly
in plain text using a text editor outside of the SL interface. These descriptive data ,
were written in short notes but in a descriptive-narrative form of the avatars’
interaction and activities during the simulation game exercise and also reflective
notes on outcomes encountered. Transcripts of chat communications between
avatars, textual emoticons used and how their avatars’ gestures(if any) were
activated were recorded in public group chat formats by copying local onscreen
chat text onto individual plain text file(out of the SL interface) logged for
subsequent in-depth analysis. Interactive elements in the environment which
reacted to students’ curiosity in exploring were also captured in the chat
transcripts(see example of transcript below) by enabling and activating chatlog
function in the observer’s user interface. Students’ avatars were all represented
anonymously in their SL created avatar names in all the logs of chat transcripts.
Avatar names in SL are all anonymous but it will be replaced by an assigned
pseudo name (example: F1, F2, F3 etc) if student had used their real name as their
avatar names to protect their identity in this research. Below is a sample of how a
typical recorded transcript appears on the local public chat screens of the
observing avatar:
[05:50] F1: Is she behind
[05:50] F1: think she’s lost?
[05:50] F1: Oh
[05:50] F1: or she went afk (abbreviation for away-from-keyboard)
[05:50] F2: hmm
[05:51] F1: Hey they looking for u
37
[05:51] F3: oh?
[05:51] F1: wait here
[05:51] F1: I get them
[05:51] F3: am looking for the options
[05:51] F2: let's go
[05:51] F1: I go teleport back le
[05:51] F1: shes here
[05:51] F1: at the options place
3.4.3. Interviews(post exercise) with 36 students (20 females, 16 males)
In-depth, semi-structured qualitative interviews(see appendix Interview Guide),
lasting not more than 45 minutes each, were conducted face-to-face in the
premises of NUS, with the sample of 20 female and 16 male respondents. The
Interviews were conducted to probe, discuss and conclude any other observations
and responses observed in the simulation game. This was done immediately in the
week after the simulation game exercise to ensure their memory of the
experience can still be freshly articulated. All students’ real life names featured in
the interviews will be replaced and represented here in the study by an assigned
pseudonym.
3.4.4. Interview(post exercise) with lecturer
An in-depth, semi-structured qualitative interviews was conducted face-to-face,
with the lecturer, Ms Morales, Sofia, to gather any other feedback and responses
to the students’ assessments and learning outcomes.
38
3.5 Data Collection Process
The cohort of students was given a week to complete the assignment with the
flexibility of access at their own time within the designated week. Prior to the actual weeklong simulation exercise, a familiarisation lecture on how to use the general
controls(particularly the camera views, movement and communication modes) of the avatar
within the user interface of SL were conducted in a lecture session. This was introduced
early into the academic curriculum to ensure there is a general standardization of basic
knowledge to use the simulation game controls in SL across the entire cohort of students in
NM3202 before they embarked on the actual simulation exercise. Such an orientation
lecture ensures that any student who had no prior experiences to any similar gaming
environments will not be alienated but will also be equipped with the necessary skills during
the implementation of the simulation game exercise. In addition to this, students were
encouraged and empowered to take the opportunity to be creative, by customizing and
personalizing their digital representation and identity in their SL avatar. This activity was not
compulsory and thus not academically assessed for grades, but it gave them their first
exposure into the SL without any specific academic instructions or restrictions.
During the familiarization lecture for using SL and the brief period of time leading to
the exercise, there was minimal disclosure of details of the simulation game or
specifications of any academic expectations of the students in their avatar forms during the
week long exercise. Disclosure of what to expect in the simulation, was announced to the
students with prudence and discretion for assurance of data collection integrity(Lazar, et al.,
2010). In order for the ethnographic study to be most effective, it would require the
students to participate as naturally as possible within the boundaries of the VLE that was
39
created for this purpose. The students were briefed in the lecture to react to the learning
instructions as natural as they are encountered and not to behave or react deviously
towards any opinions or expectations that they might think they are supposed to in a
scientific experiment(Knapper, 1980). Without excessive disclosure of the details in the
research, this would also greatly prevent any likely contamination of data from the
“Hawthorne effect 7”(Adair, 1984). This was executed by the minimum declaration
mandated by the NUS Institutional Review Board (IRB), made known ethically to the
students from the start of the module during the SL orientation lecture, that this was
declared an observation study only and not a scientific experiment. The study was further
explicitly disclaimed to contain any implicit forms of classification or segregation of any
order of their participation into specific control or experimental groups used for subsequent
data comparison after the exercise. All students were also provided with consent forms to
indicate their consent for their avatars to be observed in the environment, to be visually
captured in snapshots and subsequently documented for analysis. The students were
further assured that there is homogenous, zero-biasness and asynchronous access of the
VLE for all participants in a very fair manner that ensures academic assessment in the fairest
possible way. This simulation game exercise has also been pre-tested with a typical
undergraduate female student from the department, 21 years of age, in the second year of
the programme who has no prior experience in the module or using SL from the same
department. It was observed that this student who was briefed, learnt the basic controls
and had used SL for the first time, took about 48 minutes to fulfil the requirements in the
7
The Hawthorne effect is referred to as the effect of resistance and suppression of natural reaction by test
subjects, in an intentional bid to prevent observation of occurrences during an experiment due to the
knowledge of themselves being observed in the laboratory.
40
simulation game. This duration is close to or similar to the approximate time taken for a
typical tutorial class in the university.
All the data collection were carried out in the English language, within the SL virtual
campus and academic premises of the National University of Singapore. In any report,
publication or oral presentations of this study, only participants above the legal age of 21
will be admitted into the research and they will not be identified by their real names; only SL
avatar names or assigned pseudonyms will be used accordingly to replace their real-life
names. Other identifiable information will not be used without their express consent. These
conditions and boundaries were all clearly elaborated in the consent forms signed by the
participants before the actual simulation game exercise.
Prior to the week-long simulation game exercise, students were also informed during
lecture of the overt presence of ethnographic observations in the exercise and were
subsequently observed in an unobtrusive participative manner (through a self-declared and
co-present avatar by the SL name of, LividEye Yoshikawa) that allowed the students to
behave as natural and free as they wish within the VLE in SL. There were also ethical
declarations that other than avatar observations, screen captures will be also made in a
non-disruptive manner of their activities in the VLE.
Despite the vast boundaries set within the VLE, screen captures of the participants’
activities were recorded unobtrusively by leveraging on the use of extreme distance
zooming enabled by the capabilities of the camera mode(see figure M1) in the extensive
user interface of SL. With this capability, the researcher, in his avatar form, need to stay only
within 20 metres of local chat limit distance of observed participants and can appear less
intrusive, to capture and record all communicative conversations in text between the
41
avatars through public chat transcripts. Field notes were then recorded simultaneously of
the observations in behaviours of the avatars, interactions and flow of activities in a discrete
way.
Following the week of the simulation game exercise, the sample students of 20
female and 16 male respondents were presented with the consent forms for their
interviews to be audio recorded and were individually interviewed immediately. This is to
ensure their responses remained lucid and that their reactions and sentiments of their
experience can be vividly articulated and recorded during the interviews. All 36 interviews
were audio-recorded and subsequently transcribed into plain text in a text editor for data
coding for interpretive analysis by the identified themes as discussed in the Findings and
Results Chapters.
3.6 Data Coding for Analysis
The bulk of the data for detailed analysis were acquired from the chat transcripts
within the VLE and from the in-depth, post-exercise interviews with the students. With
increasing popularity for qualitative investigation studies in virtual worlds like Second
Life(Tran, Minocha, Roberts, Laing, & Langdridge, 2011), qualitative thematic analysis has
mostly been selected for appropriate analysis. Themes, or sometimes known as “abstracts
constructs”, are formed from the basis of any researcher’s understanding of the literature of
the topics(Ryan & Bernard, 2003). With considerations for subjectivity and objectivity issues,
this study also seeks to strike a clear balance between any previous knowledge from other
studies and phenomenon that could have been observed to emerge by keeping an open
42
perspective to any new discovery. With the prior understanding of the literature in place,
these constructs naturally emerged during the vigorous and repetitive scans for their
relevant appearances and often becomes salient, associative and repetitive enough to be
picked up forming the main themes(Ryan & Bernard, 2003). For example, an obvious
appearance that emerged immediately in multiple frequencies was the mention of how
much their avatars are an extension of their real selves and how they can be affected by
how they look to other avatars despite the acknowledgement that this is not real(C. Pearce,
2009a). Often enough, the sub themes of loneliness in a big space also emerged naturally
during the collation of the main themes. Such emerging themes and sub themes are
highlighted immediately to isolate them from the vast sets of data transcriptions collected
for analysis. Thematic analysis when applied throughout both chat and interview transcripts
would uncover firstly, the codes or key themes. These can now be identified and organized
into particularly significant factors of presence and affordances unique of the VLE(Tran, et
al., 2011). Other indirectly related phenomenon which could be observed appearing,
especially in multiple frequencies, were also isolated and selected as possible sub-themes to
be analyzed for its impact and significance. All 36 interviews were arranged alphabetically by
the subjects’ names for rigorous reading, to first identify all major themes that emerged
from the text. The initial set of data is read another time to allow the identified themes to
be refined and re-coded to eliminate any errors(C. Pearce, 2009a). Basic themes are first
formed and collated, which are comprehensive themes that can also allow the formation of
sub themes that could also possibly be salient in the findings.
43
4.0 Findings
This chapter seeks to collate, describe, analyse and translate all field data,
descriptive notes and codings formed during the process of the fieldwork for research.
These data presented here, were derived from the various sources of ethnographic
observations of avatars’ behaviours in the VLE; screen captures of avatars activities in the
simulation game, transcript of avatars’ local chat communications and the in-depth, postexercise interviews with the sample of 36 students and finally post-assessment interview
with the module’s lecturer. The study of the data derives codes that will provide the
pertinent direction to which the themes of the analysis can be developed to possibly
provide us with insights to the research objectives. Themes that were emerged and derived
from these codings were analyzed using phenomenological approach as the research’s focus
has always been on the “perceptions, feelings and lived experiences” of the students(Guest,
MacQueen, MacQueen, & Namey, 2011). These data collected were further broken down
into the final themes for analysis as follows.
4.1 Virtual Identity: Choice of Avatars
The cohort of students was briefly introduced to SL during the orientation lecture
which covered an aspect of customizing and personalizing their avatars before the week for
the simulation game exercise. They were encouraged to browse from the catalogue of
canned avatars to select an avatar that best represented them. Avatars provided in the
default catalogue (see Figure F1) of each avatar ranged from radically fantasy to human
ones that mirror our typical everyday lifestyles. As the avatar customization was introduced
44
earlier prior to the simulation game, the students had already enthusiastically spent some
time browsing through the catalogue and selected their avatars by the time they login to
complete their game exercise. It was observed that majority of the students had selected
avatars that are very much lifestyle humanoids while the second majority chose avatars that
are in fantasy forms of animalistic humanoids known as furrys. A minority of them chose to
be mechanical-looking, robot avatars.
Figure F1: Choice of a typical fantasy furry avatar from default catalogue
It was revealed in the interviews that when a group of avatars who know each other
out of the environment enters a virtual environment like SL, they have the tendency to
influence each other in their avatar representation. Students who arranged to do the
simulation game together were found to be in avatars that are similar despite their personal
preferences of their virtual identity to be human. They followed the group’s norm despite
the common choice being an identity that might apparently make them look ridiculous.
45
Source: Interview Verbatims
Interviewer: Describe what is your avatar like in the simulation game.
M1: My SL avatar was a panda with 2 of my friends, I chose this because my friends
were in a fox avatar and another one also in animal avatar so we chose the avatars
that were a little quirky and did the exercise together. I chose the panda avatar
because my friends decided on those animal avatars and I wanted to choose
something that can be more fun like my friends. My friends were my group mates in
school, we arranged to do it together and so we sort of decided to have the same
avatars.
F2: At first I thought if I get to see something like yourself, a projection of maybe
yourself or something similar to yourself, then it will be like you can connect to it like
you can feel that it’s a little more realistic. It can sort of represent more of you. I
know this sounds ridiculous, but my friends chose the animal avatars out of fun and I
didn’t want to be left out so I also followed them choosing an animal in the end.
However, there was another observation of students who came in a group, choosing
to spend more time in customising and personalising their avatars out of the default library,
making themselves radically different from their friends. These avatars were found to be
popular amongst the social group of avatars when they were in the simulation game and
often at times, appeared to be assertive in persuading the team to move in their suggested
directions in the exploring part of the game.
Source: Local Chat Transcripts
[[21:41] Vestier Ashland: take the geaaaaar and equip!
[21:41] MacsBreakfast Deluxe: hello guys! Sorry I am late!
[21:41] Vestier Ashland: I mean wear what equip this is not skyrim
[21:42] Vestier Ashland: FASTER MA! We must find the dead guy! :<
[21:43] Vestier Ashland: so just click anywhere and activate the shutter, you can see
inside
[21:43] Vestier Ashland: you know how to interact with the stuffz anot o_o
[21:44] Jodium Kroll: Damn noob ):
[21:44] Jodium Kroll: eh I go to next building, you all meet me there later, I can’t wait
[21:44] MacsBreakfast Deluxe: hahaha I don’t know how to turn my avatar around
46
[21:44] Vestier Ashland: see the gate opened?
[21:44] Vestier Ashland: come follow me, don’t wait anymore
[21:44] Vestier Ashland: -_[21:44] Vestier Ashland: why she keeps changing clothes? get from where one?
[21:46] Vestier Ashland: Just click on the shutters
[21:46] MacsBreakfast Deluxe: M2 your avatar is as loud as your afro in reality! LOL
Source: Interview Verbatims
Interviewer: Can tell me why did you customize your avatar that way?
F2: I got so many different avatars, which one? Hahaha I keep changing my clothes
because the ones they gave in the library is the same as everyone else. In other
words, boring la! I think my avatar is like me in school, cos I also make an effort to
look different every time. I only wish it is that easy for me to change my look like in
SL. Imagine can save me so much time to get ready for school!
M2: Hahaha, I know you ask because my avatar looks damn weird right? It is a black
dude crouching like a dragon. And he has a cape on with a big afro.
Interviewer: So why did you made it weird like you just said?
M2: Because this is like in real life. If you are boring, who wants to talk to you? If
your avatar looks the same like everyone else, you become boring as well. And I
want to let everyone inside there knows I am Colin, the Colin in school which they all
know. I used to keep my hair without cutting for a year and it was so long, everyone
in school knows me as the guy with the big hair. So yeah, somehow my avatar is like
me. Anyway, its so easy to customise it inside.
The majority of the students who chose the humanoid avatars felt the choice of a
humanoid has more representation of them in reality. However, they also do think that they
should still be somewhat different from their real life look since this environment has that
special affordance for them to be radically different from their real selves. Some believed
this will also enhance their experience since the background story is based on a real life
industrial accident.
Interviewer: What was your avatar in SL like?
47
M3: My avatar should still be distinctively me. Still humanoid character and in terms
of dressing more outrageous, hair colorful hair, an alter ego, something I can’t be in
real life. But I still want me to look asian, after all this game is academic.
M4: I chose my SL avatar as the vampire because it looks like the lead character
vampire from “The Vampire Diaries”, because I watched the TV series, its just
something I chose when I first saw it. Something I can relate to or like, but
something I cannot be in real life.
F3: Think most of them chose the gothic people and I thought I should be more
ethnic. Plus this background case study is in India... So I chose this Indian lady avatar
with a saree. It suits the case. Maybe I will feel more for the case study now? I don't
know but it was fun that I can be something I am not in reality.
4.2 First Contact: Accessing the VLE
As the students were given the liberty to access and complete the simulation game
asynchronously within the week, most of the them have been observed to login to the VLE
in SL alone with minimal or no coordination with one another to complete the exercise
together. This could be observed in the usual solo entrance into the simulation in the
avatars’ first arrival, only to be joined by seemingly random avatars that subsequently came
online, subsequently teleporting individually to the simulated site. There was usually no sign
of immediate communication between the avatars until any one of them initiated contact or
engaged the other in the local chat.
Students will experience their first avatar teleportation in SL from the point of entry
with simple instructions (see appendix: Simulation Game Brief) for preparation to arrive at
the stipulated simulation to commence their experience. Many of them, when in their
avatar forms, appeared to be bewildered, psyched up or some even excited to play. This is
usually sighted in their first contact of the simulation and or with another avatar during their
arrival at the start point of the simulation game. Such a sentiment could also be attributed
to the atmosphere of the simulation which resembled a gloomy and heavy industry-like
48
environment (See Figure F2) in the VLE. The following transcript extract and interview
verbatim depicts the typical atmosphere and interaction between avatars when they first
arrived into the simulated site.
Source: Local Chat Transcripts
[04:55] F1: you can see everything here right?
[04:55] F2: yup
[04:55] F1: Quick go take the mask, its for protection
[04:55] F2: Yes, i saw the toxic protection mask
[04:55] F1: faster go wear leh. Oh my, this place looks damn gloomy, so scary.
[04:56] F2: done let's go!
[04:56] F2: so cool, this is getting so exciting, like mission!!
Source: Interview Verbatims
Interviewer: How did it feel when you first started the simulation game in SL?
M5: There is that sense of mystery because you don’t know what to expect but you could
see there are things going on around. This feeling is largely negative because we were
given a mission at the start so we know that we are investigating a certain disappearance
of an agent so there is definitely a sense of conspiracy going on in that place and when you
arrive at the area around you saw that scene, there is definitely a negative sense of
mystery because you will feel that something bad is going down here but you don’t know
what is it and you are still trying to find out and trying to guess and you are also very wary
of what is going to happen.
M1: It felt like you are more into the assignment and into the mission suddenly when we
started. Because for some of the games I played that started off with a teleportation from
the village to maybe like the wilderness or something… it had some sort of the feeling like
from a safe place then you get transported to a dark grey place and you feel like you are
into the mission and objective now. It’s very much like a factory setting and there is not
much people around and looked kind of isolated. The atmosphere is very dark and
industrial like. Actually at that time, I felt very ready and psyched up to do it!
M6 My feel was the place and environment does really look replicated from a real place.
In fact, it was a bit more moody and ambient than I think it would be. I thought the normal
SL environment was by default bright day and sunny. That was the thing. It was a very
ominous feel kind of feeling. I didn’t know SL could do this because I didn’t explore SL
enough to get that kind of exposure, that’s the first time I was in such an environment in
SL. I thought it looks very game-like and interesting, it looks almost entirely like how I will
remember it in a game. I was really excited and raring to go immediately.
49
M3: The place did give a sense of apprehension and you don’t know what to expect and
the atmosphere is quite dark, this adds on more to the suspense at the location. You know
you are in for a mission of grave importance immediately.
F4: There was quite a difference because in u-hall where we teleported from, I think
weather always looked good. When I went over to this place, the sky is quite grey and
everything... so it’s a bit different. Like something ominous is going to happen in this
mission. Kind of scary really but I know this is the game and its supposed to look that way
right? Yeah. It’s actually quite fun if you think about it.
Figure F2: View of the simulation upon arrival at the toxic plant
Upon their entry into the site, the first instruction in the simulation game was
implemented to engage the students, by instructing them to put on a toxic-protection mask
for their avatar. Such an activity was implemented to simulate a life-like exposure of an
apparent location that was contaminated with an industrial toxic leakage (see Figure F3).
Despite some of the avatars existing in fantasy forms (eg. animals, robot etc) which can look
ridiculously out of place with the gas mask on the avatar, all the students were observed to
have picked up and worn their toxic gas mask dutifully upon their first contact at the start
point. There were no signs of disbelief or any questioning of the rationale or consequences
50
of such an activity with the item on their avatar despite their knowledge of their existence
being artificially created in the virtual environment and therefore not real. Upon probing
during the interviews, it was discovered that there was an immediate suspension of disbelief
of the virtual state they were in. Apparently, they had assumed the removal of the toxic
protection mask in the game might endanger their avatar’s lives or bring about an
unexpected consequence.
Source: Interview Verbatims
Interviewer: Did you walk into the simulation with or without the mask?
F5: I went in with it. Because I believed in the story like I am in the mission and that I need to
put it on myself. I’m not sure what will happen to me if I didn’t put it because I might die in
the mission? It’s toxic exposure right?
M7: I thought, “oh, something might happen to me." I didn’t try. I was afraid. Yeah, I thought
I would die. So I didn’t remove it (the toxic protection mask), not at all.
M3: I don’t know when to put on the mask actually because I thought there will be a prompt
or something to say that your health is degenerating or something. Then you will know that
there is a toxic contamination in the air? I was reminded by Muttoncutter later at the
entrance that I need to wear the mask to proceed. I didn’t remove it in the game anyway.
M5: I felt the place was very mysterious. First thing was the prerequisite to wear the mask so
you will realized that there is a sense of danger because if you are required to wear the
mask, that means in that world there is a certain level of toxic fumes in the surroundings
that will require you to do it to this extent. As we look around, we pan across the place, we
saw fumes emitting out of the buildings, so you could really feel that there is something
going on around here but you don’t know what to expect, you don’t know whether there are
people there or there is just an empty place. Better be safe, just wear the mask.
51
Figure F3: Student avatars putting on toxic gas masks upon arrival at simulation site
Most students eased into using the avatar’s navigational controls and
communications in the first 5-10 minutes after their logins. The students did not express
much technical assistance needed, at least not openly in the local chat. This would not be
their first experience in using SL since they have had their first experience after the initial
lecture which introduced them to the basics in using SL. However, observations show that
there were still some who have encountered challenges in using the interactivity in SL and
were seen asking for help. They were usually found waddling around aimlessly, possibly
hoping to thumb through the navigations in their immediate exploration of the controls.
This can be observed in the awkward control in movements of some of these avatars, which
usually render their avatars to steer recklessly in uncontrollable directions. Such incidents
would result in unintentional contact with other avatars by ‘pushing’ them accidentally out
of their positions and appearing to have lost their bearings entirely. Most of them ended up
stranded in an unknown or unfamiliar location which is due probably to the loss of the
52
default camera view of the avatar. This would appear to be a helpless situation for the
avatar’s view unless they managed to reset it. During such dire scenarios, the ‘confused’
avatars were seen seeking help from another avatar especially if they sighted an avatar
within their sight or noticed chat-activity from a nearby conversation on their screens. In the
most desperate and drastic situation, these avatars will be seen logging out of their situation
and will return to the start location using the original teleportation landmark given to them
when they first came in.
These observed behaviours of disorientation in the avatars were not orchestrated
and found to be similar amongst the students who are adapting to the interface navigation
views in 3D form. At this juncture, it was observed that there are also avatars who exhibited
an altruistic initiative to help one another, almost like in a state of camaraderie and
participation of their co-presence. Such initiatives occurred despite their random encounter
being out of purely coincidental circumstances. Some of these observed avatars, which
appeared to be more acquainted and well-adapted with the interface, would initiate local
chat communication upon the sighting of another avatar in a spontaneous and friendly
manner. With little or no regards of each other’s real life identity, there were spontaneous
exchanges of instruction information of the simulation game or knowledge of interface
controls learnt earlier in their experience. Despite being oblivious of each other’s real life
identities, the conversations revealed that they were typically enjoying most of the time in
the game (See Figure F4):
Source: Local Chat Transcripts
[01:08] F3: hi hi :)
[01:09] Happymix Lyric: hello!
[01:08] F3: u doing it alone also?
53
[01:09] Happymix Lyric: ya lor u know how to do? I not good at this
[01:09] Happymix Lyric: We have to take photo here
[01:09] Happymix Lyric: must sit on the red thing!
[01:09] Happymix Lyric: u go sit on the other one leh. we can take tgt haha. Want?
[01:10] F3: how to sit I dunno?!
[01:10] Happymix Lyric: you right click the ball, then got this pop up just choose sit, very
easy
[01:11] F3: hahaha ok now this is kinda fun actually
Figure F4: Student avatars taking snapshots together at site location of toxic evidence
4.3 Local Chat Activity
SL local chat communication mode is an intuitive, vibrant and highly uninhibited
form of communication with other online avatars within the same virtual environment.
However, it was observed that there was an obvious lack of such active chat activity
captured on transcript despite of this availability and access to communicate with other
54
avatars. It was discovered that there were several forms of unintentional miscommunication
as well as intentional reduction of such forms of communication.
For avatars to see any local chat conversations, they need to be within a specific
distance of each other, particularly within the avatar physical distance of 20 meters. But due
to the liberty empowered to move about freely to explore a spacious simulation like in this
reference, the simulated plant, most avatars are prone to have unknowingly
walked/ran/flown out of the 20 meters chat boundary whilst exploring. As a result, some of
them were often found to be talking to themselves, in their futile attempts to communicate
with another moving avatar.
Source: Interview Verbatims
Interviewer: How was the communications using the chat between you and your
friend? How did you feel while using SL to communicate?
F6: It was terrible. I was so lost. All I could do was to keep flying around and I had to
stop and type “Jerrick, where are you? Answer me!” Most of the time, I realised I am
just talking to myself. We were lost and constantly looking for each other during the
exploring bit. I almost wanted to call his mobile phone just to ask where he is.
M3: It was tough communicating in SL. I guess this was the kind of times when you
wish you can get a microphone and you get the means to talk to her. This was the
kind of time you want the immediacy to get things across rather than spending time
to quickly type and wait for response. Especially when you realized she is looking for
you and asking “Jerrick, where are you?!” and you kind of panicked. I didn’t know
about the spatial limits that when you go out of the minimum perimeter we will not
be able to see the same common chat which was why we noticed the strange
awkward silence at times. We were wondering what had happened was probably
because we are out of the perimeter of communication to see the chats. My first
thought was she was just too busy to notice because she was just busy flying and
exploring. End up, I was just talking to myself or she is looking for me by shouting all
over but never once stopping to see if I could see her chat or response.
On the other hand, there were also some particular observations, of avatars who
had completed the simulation game in a group, displaying behaviours that were noticeably
and intentionally different. Some of these avatars upon detecting the researcher’s avatar
55
and realizing that they were being observed in the environment displayed a shy persona or
became intentionally coy towards the observation process. They appeared to have resisted
any forms of communicative text on their local chats and this was further confirmed by the
interview with the students who had been observed to display such behaviours:
Source: Interview Verbatims
Interviewer : She mentioned in her interview that communication was not in the
game? What do you guys mean?
F1 : We were actually talking on whatsapp because she didn’t respond to me when I
typed on the screen and so I give up and just ‘whatsapp’ 8 her. More importantly, I
knew that you were watching! I know... so I say to them, “Let’s not look so stupid.
Let’s go whatsapp and communicate there.”
Interviewer : So it’s because of this consciousness of my presence as a researcher
there?
F1 : Yeah, so I sorta decided and told everyone, “Hey, let’s just talk in whatsapp. I’m
not letting him know this is how dumb I must really look.”
Interviewer: I can’t help but noticed that chatting seemed to stop whenever I
appear. Why is this so?
M1: I think if we were at home on our own, we will actually be talking even more.
Because the off-topic chat is more personal, so if you were there observing us, we
are kind of reluctant to talk, maybe for general things and mundane chatting. Not
that we are so guarded about our chats but its also because of the fact if there is
someone there who we don’t know and if its something personal, that person will
actually feel left out because he doesn’t know what we are saying.
There were also students who felt the initial adapting to the new communication
within the virtual environment will be detrimental to the smooth progress of the game.
These avatars were firstly observed to move in unison as a group without any sighting of
local chat communication and visible chat communication only started to appear after
8
8 WhatsApp Messenger (WAM) is a proprietary, cross-platform instant messaging application for
smartphones. In addition to basic messaging WhatsApp Messenger users can send each other images, video
and audio media messages. (source: http://en.wikipedia.org/wiki/WhatsApp) The application has also recently
extended its capabilities for group chats of up to 10 multiple users simultaneously.
56
communication skills are levelled and assured in the environment. This was reflected during
further probing in the interviews with the 2 sighted avatars.
Source: Interview Verbatims
Interviewer: What was going on with you and your partner? Were you helping her?
M5: She told me she was not very adept at navigating in the game so a lot of things
she asked was via ‘whatsapp’8 and since she used ‘whatsapp’8 to communicate with
me I will use it with her. Maybe she was shy or what I don’t know. Anyway, if I were
to use IM with her in SL, she may not be able to command the IM out and that will
waste time in communicating with her so I decided to guide her on how to use IM as
well as how to navigate first, so then after that it was fine then we stop messaging in
‘whatsapp’8 and we start using IM in SL.
In addition to the fear of embarrassment or intrusion to their privacies, some of
these avatars were also observed to move in group synchronicity and attained unusual
precision of success in completing the tasks in unison, despite the lack of communication
chat appearing in the local chat environment to coordinate this sudden and swift progress.
This observation was not normal because the usual way to communicate between 2 avatars
via the local chat windows was already challenging, let alone a group of avatars all
seemingly coordinated in movements at the same time. There can be several probable
conclusions drawn from such an observation of the avatars in SL:
1) The avatars were using the voice function within the SL interface to
communicate and this was done in a private group chat window that is not
audible or visible to public chat.
2) The avatars were completing the simulation game exercise together in real life
and communication was done via speaking to each other in person for the
convenience and speed, instead of typing out articulations in text-chat mode of
SL.
57
3) The avatars were engaged in private text-chat windows with each other within SL
and thus restricted their chat from transpiring in the public/local chat window
environment for privacy reasons.
4) The avatars were engaged in other forms of communication mode out of SL
(example: IM applications like Yahoo Messenger or mobile phone chat
applications like whatsapp) and had used it as their preferred communication
mode to synchronize their avatar activities to accomplish the tasks in the
simulation game together.
4.4 Avatar Behaviours
There were a few common locations that almost every avatar seemed to be
irresistibly drawn into exploring upon their entrance into the simulated toxic plant. One of
them is the dumpster simulation that was found behind the shutter in the middle of one of
the plant buildings. The shutters were made to be interactive and will open to reveal a lifelike simulation of a typical dumpster to the avatars upon their mouse click on the shutter
doors. Upon opening the shutters, most of the avatars were found to be highly attracted
and curious about what is within the dumpster, most of them thinking they have a good
chance in locating the toxic evidence within (see figure F5). They would usually click and
activate the simulated dumpster’s animation that the avatar could simulate for interactive
fun. Such engagement with the animation lasts for at least 5 – 15 seconds, before the
avatars eventually realised in disappointment that it was really made for interactive
engagement, not related to the task at hand.
58
The other part of the simulation that attracted their curiosity for exploration was the
simulated lavatory next to the building (see figure F6). This lavatory was strategically
positioned next to the second building and similar to the dumpster, it was just a
complement to the realism in simulation of a typical plant. It was made to be an
independent building on its own and almost all the avatars ventured into the lavatory and
explored the simulation, often clicking and activating the simulated animations for their
avatars. During the interviews, it was revealed that most of them shown interests in these
simulations because the simulation looked intriguingly impossible for them to experience in
their real lives and that it became an opportunity to do it in the simulated version of it in SL.
Source: Interview Verbatims
Interviewer: What do you think of the simulations that you saw in the simulation
game?
F7: Looks very realistic but I guess it does have its influence from real life, I mean I
seen these before. But the fact that I would never ever sit in a dumpster in real life, I
can do it in second life and so why not? I would do it.
M1: Quite real. Sort of. Environments like the toilet and the dumpsters and shutters
are all very real life. You can relate to it. Something that you can see in Singapore. In
those industrial parks. Because the dumpster and the toilet are the ones that looks
kind of unique to the environment. Stood out looks special. You won’t go to the
other common looking places like shutters first because they look normal and
common. At first, we didn’t recognize it was the toilet till we went inside exploring,
then we found it quite special and explored further.
Interviewer: So why did you go to the toilet?
F8: Because it was open and I thought toilets have most evidence like drama series
and movies. They always have corpse inside those toilets so I thought it will be the
best place to look for evidence. Yeah I thought his body will be inside, he can die in
the toilet? I think for this one is really closer to real life if you compare it to like
maple story that I play. And this kind of pollution scenario, it does happen in reality
you know.
F9: In the toilet, coz I wanted to check out everything in there, clicking everywhere
in the toilet, the basin, checking out the two animations there. And then I realize,
what am I doing here? So I just came out after a long time.
59
Figure F5: Student avatars exploring the dumpster within the opened shutter
Figure F6: Student avatars exploring the toilet beside the buildings
60
4.5 Presence of other Avatars
Most of the avatars turned up at the simulation alone, with the sole intention to
complete the tasks at hand and leave afterwards. The amount of contact with another
avatar is not prevalent unless the duration of their co-presence is substantial enough to
enable interaction. The immediate feelings of their isolation and being ‘lost’ in the virtual
environment were commonly felt amongst the students. Students also thought that the
anonymity they have in the environment gave them the advantage of removing any barriers
of shyness to seek help from any avatars they have encountered.
Source: Interview Verbatims
Interviewer: How did you feel when you first went into the simulation?
F10: I think the whole place looked really quiet and creepy. It gives you a very big
and very lonely feel. Then I saw another avatar walking by.
Interviewer: So when you saw the avatar, what did you do?
F10: Yeah I was so excited when I saw her! Maybe because the place is too big, if the
place is too big and there’s no other avatar around it, you will sort of, become
lonely? At one point I felt really lost, especially because I couldn’t see anything I
know of, I didn’t explore anything much too. And I thought if I’m going to do this
thing alone, I will be very lost and it will also probably take a very very long time. I
almost wanted to just sms my friend to help me get out of there!
F7: After a while of exploring, I actually felt a bit helpless. I didn’t know where to go
you see…at that point I felt a little lonely and hopeless. You know, the feeling you
just want to give up when you are all alone.
F11: I was lost and don’t know what to do when I am alone. It actually felt quite
lonely. If I were to see anyone, I will probably go crazy enough to say, “Oh hi! I’m
from the same course, I am a bit lost, so can you help me?” Hahaha... I would never
do this in school cos this is too crazy but who cares when we are in here? Nobody
knows who I am!
While there were students who felt the need to see or interact with other avatars
like themselves, there were also some who expressed a different take on encountering
other forms of presence in the virtual environment. This was even if there were existence of
61
interactive beings were made from artificial-intelligence like Non-Playable Characters (NPCs)
which apparently might give them a different experience despite the NPC’s limited or lack of
control in interactivity by another player.
Source: Interview Verbatims
Interviewer: How did you feel when you first went into the simulation?
M6: I was rather disappointed not to see others inside. I thought there will be some
other avatars to interact with me, or maybe at least NPCs or something that I have
to interact with, or maybe I need to try persuade them to give me some clues or
information or something like that. That will be something I expect along that line
here. It will really bring out, I guess, the SL experience, having to interact with other
characters even if they are just NPCs. We just need to connect with something
inside.
Interviewer: What were you expecting when you enter the simulation?
F4: I was expecting like NPCs, quest items… I had the whole mentality also that it’s a
quest then there’ll be someone to tell you like…you collect these things then they’ll
tell you more information and stuff. I’ve always thought NPCs are there for a
purpose like in a game…it will help you advance and solve quest. In most of the
games I’ve played, they’re there and you talk to them when you need to talk to
them. I was kinda sad cos there’s no NPCs, no guidance and you’ll just be trying to
navigate the entire landscape on your own.
On further probing, 1 of the students went on to describe the immediate feeling of
the environment’s emptiness and expressed her reference for the significance of NPCs as
agents that could technically provide for the same presence as avatars controlled by
another student. This is even if they are of artificial intelligence, that she felt was a need to
fill the absence that could have been filled by other avatars.
Source: Interview Verbatims
Interviewer: Can you tell me more about this feeling while you were doing it?
F4: Just very alone. Empty sort of feeling. Not lonely as in lonely cos you won’t feel
that they are there as friends or something. Then for NPCs, when you communicate,
there’s only a certain amount of permutations in them. They’re not really ‘there’
there… For me, I only talk to NPCs when I need to talk to them like anything. The
ambience there is very empty as if something bad happened there, so with some
NPCs there, the impact might feel a bit different…like there’s still people around.
62
Even if they’re just electronic, you’ll feel that the people are there. Yeah, definitely.
Even if it’s just a robot or something, like someone or something talking is there.
On the other hand, some other students related and compared their experiences in
the game with real life social interactions that they have experienced before. As much as
they saw the need for connection with another avatar in the virtual environment, they felt
that an overcrowded space with simultaneous or overlapping conversations transpiring
between excessive number of avatars are as ineffective in its communications as what you
would see in real life.
Source: Interview Verbatims
Interviewer: Did you complete the game on your own? Tell me about your
communications with another avatar?
M3: I completed it entirely with MuttonCutter and we left together. There was a
sense of collaboration and I guess she makes me feel not that lost because I was not
alone after all. I guess, with another person it makes you feel like what you are doing
there is for real and not artificial. I think it’s more fun to do in a pair too. If there are
too many people, it kind of spoils the fun. Everybody is talking at same time and
typing all over the place, it’s very hard to talk, hard to decide who to reply to. I guess
for me, even if it is to go out (in real life), I prefer to go out in 2s or 4s, anything
larger the group becomes difficult to communicate, it becomes hard to give your
attention to the rest of the people in the group, especially when you go out with 8 or
10 people or even more, people start to break into cliques, and you start to lose
focus with the people around you. I think it’s the same in games like SL, people start
to lose connection with each other when they are not cohesive.
Some of the students who arranged to login at the same time to complete the
simulation game have expressed their immense satisfaction in the experience. There was a
common spirit of togetherness despite the challenging communication in avatar forms and
it appears if there is an existence of an informal relationship out of the game, it will further
cement their trust and reliability in each other in the virtual environment. There was even a
comparison made of the virtual time spent together like how they would do in their real
lives.
63
Source: Interview Verbatims
Interviewer: What is it like to do this with friends compared to if you do it alone?
M1: Its really more fun to do it together because when you do it with friends you
have this sense that you are spending quality time with your friends also to do
something and there is also this sense that when you need help there is always
someone there to help you. You will definitely feel a sense of loneliness if you do it
alone.
Within the simulated location, the students might encounter avatars that they do
not know in their real lives but have only very minimal social interaction with them during
the encounter in the environment in a short amount of time. It was observed that most of
them were indifferent to the real life identities behind the avatars and thus it never really
hindered the communication. They also appreciated and expressed relief that a fellow
student who has experienced this earlier, was apparently altruistic enough to stay on after
he has completed his assessment, giving them tips to attain their objectives. This, to them,
greatly improved their experience.
Source: Interview Verbatims
Interviewer: Did you know the avatar who you spoke to?
M1: Actually we did ask the avatar we met for his name. He did reveal his name and
say why he is here and all that, which is for the assignment. I didn’t really catch his
name and was more interested in what he’s guiding us to do. Probably because what
he himself told us that the mission was more important than for me to know his
name. Because we were so focused on the mission, we didn’t really remember his
name since it doesn’t matter anyway. I don’t mind talking to strangers actually. It
was a friendly encounter, he came up to us and asked us if we are doing the same
module and we started introducing ourselves and found out we were actually the
first few who were doing the assignment, he then say he will guide us if we need
help. We were actually excited to see someone else, especially when he came up to
help as there were 3 of us and we were equally lost and had no one around to help
us when we started. You must know, he didn’t spoil the fun for us by telling us
where exactly. He just gave us hints to look out for things along the way. At least
there was someone there to guide us, it felt so much better I tell you.
64
4.6 Sense of Time and Immersive Engagement
All of the interviewed students expressed that they had lost track of the time that
had transpired in the simulation game exercise. This was also observed as no one expressed
their need to leave or logout from SL during the exercise and every student who came in
completed the exercise in less than an hour as predicted in the earlier pre-test.
Source: Interview Verbatims
Interviewer: How long did you take to complete the game?
M5: I think, if I remember correctly, I took half an hour or maybe less. I did definitely
sort of lost track of time. Because there is school tomorrow, so I was supposed to
finish fast and go but in the game, I didn’t really want to care about the time
because you are more concerned with completing it, after that then you check to
see because I got other things to do. I was like wow I didn’t know I took so long
already.
M6: Maybe because when I found the objective (locating the toxic evidence), time
wasn’t a pressure to me anymore. I was just exploring the toilet, exploring
everywhere, other areas. Then I also went to open the other shutters to see what’s
inside all of them and saw all the interactive stuffs. I didn’t know I already spent so
much time during that span of time. I was just exploring non-related stuffs and
didn’t realized time was slipping by.
F1: I kept checking the time at first because when I’m playing once in a while you
can see the time says that oh, 10 minutes... oh, 15 minutes... and I don’t have any
idea... I think I took close to one hour at the end? I thought I will actually finish faster
than that!
F12: I can’t remember because I didn’t check but it was definitely longer than
expected I think. I had Skype on actually to chat, so people were annoying me and I
just like... ignore them. I was like ‘Keep quiet, I’m doing Second Life!” So you can say
I was pretty intense about it!
4.7 Challenges in the Game
The students formed 2 disparate groups in their opinions of the level of challenges in
the simulation. The majority of them felt the challenges were too easy and underwhelming
65
to their expectations in a game whereas a smaller group of students who felt the challenge
of locating the evidence in a huge place was too daunting to begin with.
Source: Interview Verbatims
Interviewer: What do you think of the challenges in the game?
M1: I won’t say this is very challenging but there is still a certain level of challenge
because you still have to find the thing and at first we didn’t know where it was and
it wasn’t that straightforward and still it took us some efforts. I think we all had fun,
at least I didn’t hear anyone complain during the game.
F13: Maybe because I do it alone, maybe it’s harder. Cos you have to navigate like
find yourself and try to get used to the place …it’ll be harder doing it alone in such a
big place but the mission is quite simple. But it can’t be too challenging either
because if too challenging, you’ll go ah, “I don’t want to play anymore.”
M5: I am quite neutral to it. In a sense that you know what you needed to do, and
the difficulty level was ok, it was not difficult but it was not easy either. So the
satisfaction you could get out of it was there, that means you won’t feel like “so
what do I get out from this, its so easy,” because its not. When you finished it, ok
wow that was quite something there right?
M8: Yes, because I thought the map was so big. When I started, there were two
sides I could go so I thought, this is not easy but in the end, I realized that there was
just two parts in the map, and we found things like the toilet and the dumpster.
Then realized wow it was not that easy to locate things in such a huge place in SL
after all.
M6: A little underwhelmed by the lack of challenges, maybe for my level. That’s the
kind of thing I like, where I get stuck. If it’s too easy, I kinda don’t like it. At the
starting point, I could tell that it looks very well built and elaborately built and a lot
of hidden undertones, I expected to spend at least like a couple of hours actually.
4.8 Strategy and Sense of Competition in the Game
When the students encountered each other, a certain level of trust and alliance
evolved almost immediately despite their lack of knowledge of the identity of the other
avatars. Some of these alliances were clearly articulated to each other while some were
forged in implicit, unspoken situations.
66
Source: Interview Verbatims
Interviewer: Did you had any discussions with any other avatar you met, like how
you wish to play the game?
M9: Yes, it’s funny you mentioned, because we didn’t say it out by typing or
whatsoever but we just went ahead without any discussion. Just a very simple
strategy like you go this corner and I will go this corner so we can save time. And like
maybe you visit this building and I visit that other building, or something like that.
M5: We did have a strategy going on but it sort of self-evolved, we didn’t planned it
intentionally. I guess reflecting on it, not planning may also be an disadvantage,
because if the map entailed more than 20 buildings and that’s gonna take 2 to 3
hours and you may lose track of where you or the other party have already checked.
F7: Yeah, we did sort of come up with a strategy… we were like “Ok you take the
toilet and then I go take the front end.” kind of thing. Though we didn’t say it out
exactly, but we’ll tell each other where the thing is whoever finds it.
M1: We did it like a team, we did split up to find where the agent is, then once one
person found it we will tell each other where to go and direct the person to take
photo together etc. We literally typed this out just so we are sure.
F14: I am not sure about that. Because it also depends on how this person I met is
coping with the controls as well. So if she is, I mean, it’s good to have some form of
strategy, so like one of us go right, the other one go left. But the thing is can we find
our way back again? We didn’t talk about it but it sort of naturally formed a strategy
of you come back to share what you found?
Although such strategy of alliances are common, it appeared some of these
unspoken strategies may not turn out the way it was supposed to be, especially when trust
is assumed on one party and the other party failed to align with the assumed strategy or
alliance to keep up with the game.
Source: Interview Verbatims
Interviewer: Can you describe how was your game experience with the other
avatar?
M4: I thought when I first met the girl, she was supposed to help me. We were
chatting, and chatted about our discovery that we can actually click on objects and
kept chatting. It was exciting and it really gave me a sense that we have to work as a
team because we were both lost when I first started. But in the end, I was
disappointed that she didn’t work as a team and ventured off on her own. Initially, I
thought she will wait for me because she was lost and just standing outside the
toilet, so I went to walk one round the whole place. Then when I came back she was
gone, then I was like... where did she went? Turned out Iater someone told me at
67
the end point she already done and gone. Oh well... she’s just another mercenary,
like some of the games I played before.
As the game progresses into the exploration of the entire simulation, it was also
observed that an invisible form of competition existed amongst themselves. In the game
context, it might just be a simple objective of locating the toxic evidence but it ultimately
became a race to be the first person to discover (the evidence) and to be able to share this
information with the others.
Source: Interview Verbatims
Interviewer: How was it like finding the toxic evidence with another avatar?
F4: There’ll be a competitive streak there…I’ll find it then tell her, I found it! It’s also
an achievement thing. Even if you don’t get a tangible result, you just feel it would
be better. It’s a self-esteem thing maybe it’s just my character. But who wants to
play a game when people tell you where to find it right?
F15: It’s gonna be cool to say hey I found it faster than the other person. And I’m
into the exploring kind.
M3: I had this strong urge or feeling that I want to be the one showing her the way
and not the other way round. Maybe I am just being aggressive. But I just want to be
the one to do it first. I can’t explain why either.
While some of the students felt the need to be the first to uncover the evidence,
they might have encountered challenges and took some time to locate the evidence behind
the one and only shutter. Their sense of competition seemed to have taken over their avatar
and they did not offer help nor did they allow the situation to be convenient for other
avatars who emerged onto the site after them. This was observed in one of the few local
chat transcripts at the location of the evidence site:
Source: Local Chat Transcripts
[23:12] F4: okay i got it thanks!
68
[23:12] F5: You taken the snapshot?
[23:13] F4: LOL we look ridiculous in the shot so cute! Uploading!
[23:13] F5: faster go
[23:13] F5: someone else here, don’t let them see it
[23:14] F5: Close the shutter, hurry!
Figure F7: Multiple student avatars encountering each other in the evidence site
4.9 Affordance of Activities Not Possible in Real Life
Avatars in SL are all empowered with the ability to fly or run at speeds which do not
cause exhaustion like how it would in reality. The affordances of the virtual environment of
SL also allowed them to leverage on flying to speed up their attainment of the objective in
exploring the plant. After a few minutes into the game, most students were noticed to have
continued the game by foot, using walking or running as their mode of movement instead.
As speeds and movements of avatars can be unpredictable in being contained or controlled
69
individually during interaction with one another, communications was hindered when
avatars flew too fast or too far. This usually results in their avatars gone out of sight
uncontrollably or out of the boundary for visibility of local chats. In the observations, these
students who are still in their early experiences of flying in their avatar forms were highly
challenged in managing their control of the camera views during flying. Eventually, most of
them gave up on flying and decided that by moving about on foot, they might not be able to
move fast but they will at least be able to ensure they explored the place thoroughly to
attain their explorative objectives.
Source: Interview Verbatims
Interviewer: Tell me more about your modes of movement in the game.
M3: I used only running in the game. MuttonCutter was using flying and I couldn’t
catch up with her! Flying is too fast for me and I can’t control the flying. I also
couldn’t fly upwards. I was afraid I will be left alone so when I saw her flew off I
wanted to catch up with her and just kept running after her. Initially I was using
walking but walking was too slow so I had to use run to go after her.
F6: In a mission, I think it’s a chore to move and do other things. You have to fly,
then you have to type so you can’t really do both at the same time but when you’re
lost, then unfortunately it’s very much needed cos you need to move fast. Walking
in a big place takes forever. But flying can be a pain too when you cannot control the
crazy speed so running is still ok. At least, you can still move fast!
M4: I was running most of the time. Flying was a little clumsy. If the space is open
like University Hall, then its quite easy to fly because there was a lot of space to fly.
But in that place there was not a lot of space to fly, in fact I can’t fly up for some
reason. There were limits? Oh I see. Anyways, even flying horizontally was a bit
weird, it was not smooth so I thought I just run all the time, walking is really too
slow. At unihall is still ok to walk maybe because its smaller? In real life, of course we
can’t run so easily, its different. Yes and No to running, if you asked me, that is not
considered running, more like jogging!
F1: At first I was walking. Then I was thinking okay it’s easy to control specifically if
you walk right like my neck tells you can control yourself to keep walking. Then I get
irritated because it’s so slow so I went back to running. So basically it’s walking and
running. Flying was too crazy for me, I don’t know what I am looking at anymore.
F8: I didn’t walk because it was slow. Fly, I think I will get lost if I fly. You kind of get
lost easily cos you can’t see properly when you fly too fast. I think it was okay to run
but just that sometimes the running was not enough to move fast.
70
F5: It’s awesome because you can fly and you cannot do that in real life. But I told
my friend not to fly because I cannot follow her. It’s not natural to fly but it’s cool. It
makes the game more exciting. It has the element of urgency inside like when you
fly so you can fulfil your mission faster. I walked most of the time though cos I need
to stop and explore, we don’t want to miss anything right?
Students were also observed to use their avatars to test out the consequences of
what could happen to their avatars in some parts of the simulation game. A few students
who managed to find a way to access the roof had attempted to jump off the building
without flying, only to realise that a fall would be simulated without any physical
consequences to their avatars.
Source: Interview Verbatims
Interviewer: What happened on the roof top? What did you do?
F4: I was so happy to find a way to go up the first building’s roof. I tried flying over to
the other building cos I thought oh, there’s another roof over there so maybe the
evidence is over there. So I thought I can fly over then I just sort of fell down off the
roof! Freaked me out suddenly cos I couldn’t fly over! But nothing happened, I just
felt like I was floating to the bottom. Coz in the virtual world, you really won’t die or
even if you die, you’ll just be reborn somewhere else? What could possibly happen
to your avatar?
M5: So what I did was I explored when I was standing in the fumes, to see whether I
will deal any damage or something like that then I moved so I realized that nothing
happened! So that seemed very weird to me because why are all the fumes all in
one line and not all across? So I tried walking in and out of the fumes a few times,
was actually hoping to see something happen.
They also tried and tested the simulations and controls of the machinery within the
buildings and attempted to see if what appeared to be hazardous to humans could possibly
have any reactive consequences to their avatars. A few of them were observed to have
walked to and fro into the pollutant-filled fumes emitted from the chimney, seemingly
expecting to see a chemical reaction to their avatars. Most of them were also found to have
attempted to meddle with the controls of the machinery in the buildings and intentionally
71
coming into contact with the simulated hot liquid metal in the machinery, in the hope of
seeing some consequences played out to their avatars (see Figure F8).
Figure F8: Student avatars meddling and exploring interactive machinery within the plant
The final part of the assessment required the students to choose 1 out of the 3
options (see figure F9), to be tested out for its consequence so that they can subsequently
write about their immediate and critical reaction to the experience. Some students were
actually found running away frantically from the site when “Option 1: The Vigilante” was
activated (See Figure 10). By choosing this option, their avatar will ignite a massive explosion
(see Figure F11) in the plant with the accompanying activation of a warning chat message,
“Run for your lives, Explosives Activated!”. Avatars in the vicinity upon realising the
explosion nearby also panicked and hesitated momentarily if they should also flee as
witnessed from the warning message in the local chat. However, when the students realised
seconds later that the explosions will not have any hazardous effects on their avatars, they
started to repeat their activation of the explosions to derive fun and entertainment out of it.
72
Figure F9: Student avatars gathered at the option billboards to select and tryout the 3 consequences
Figure F10: Student avatar attempting to escape in panic after ignition of explosion
73
Figure F12: Bird’s eye view of explosion to annihilate the plant in Option 1: The Vigilante
4.10 Assessment of Students’ Learning Objectives and Outcomes
The students would have completed their final simulation in the 3 options and
fulfilled their virtual experience of the simulation game. Thereafter, their most critical
assessment however lies in the reaction papers6 they need to submit in direct pertinence to
their experience in the simulated environment. The following learning outcomes were
revealed in the interviews of the afterthoughts of their reactions papers that were
submitted for assessment.
Source: Interview Verbatims
Interviewer: Tell us about the option that you have chosen to write out of the 3.
M4: I chose the first option, to blow up the place. I thought the confused chicken is
stupid. As for the third option, I thought that’s what everyone would choose, the
politically correct one. But after reading about the India case study, might as well I
be the extremist here, since this is SL and you have no worries about what you can
do. I wrote that how can you not blow up the place when you are there, you are
74
already there and you would wanna be reckless and just wanna blow it up
immediately lest it gets worse in other’s hands? Anyways, I tried out all 3 options
and did thought for a while before I wrote this out.
M6: I chose option 1, the vigilante. The choice was very obvious for me, I chose it
right away. When I did tried the bomb option, I tried to distanced myself, because
instinctively I tried to back off cos it’s a massive explosion! But I stood away from it
to observe it in the distance. And just for the fun and observation, I tried it a few
more times just to admire it since nothing gonna happen to me and nothing was
destroyed in the environment, it was simulated explosion only.
The students might be clear-mined to know the difference between the virtual state
of the situation and a real life scenario, but because of the exposure to the experience, they
also brought into consideration more self-imploring and hypothetical possibilities into their
consideration in their reflections written in the submissions.
Source: Interview Verbatims
Interviewer: Which option did you choose? Why?
F16: I chose option 1, destroy it before it gets worse. In some sense, because it was a
game, I did not think of the consequences so much like the fact that it could have
exploded, and all that is compared to if it was real life, just trying to stay objective to
the cause of my mission here in the game. I thought if something could happen to
me or like in trying to help, in that sense I could actually make the situation worst,
you know. But I thought I should write that there was a need for us to remember the
consequence if this was for real. This has devastating effects when it’s serious, for
real.
The students had to base their reflective essays on the experience they went
through and as it is revealed here, there was an unforeseen display of intense empathy and
sense of ownership towards a responsibility felt for the real victims in virtual reference to
the experience they had just experienced. There was a clear display of independent, critical
analysis of individualistic perceptions, values and beliefs that sums up their experience.
75
Interviewer: Can you tell me how did you write your reaction paper6 based on your
option?
M3: I wrote that this answer is something you will never find in a textbook, it was
very personal and more of an ethical and moral answer to what really happened
here and what should be done if it was you, something you would do personally to
make things right. I was really thinking through how the state and civil society needs
to work together and I supposed the plant is the private sector here that the state
should work with to create some form of transparency, to be able to account to the
public. A new and robust governance needs to be revolutionised here to ensure such
accidents are first prevented and then the people compensated. It is complicated
but it really sets all my considerations into perspective immediately.
M5: I chose Option 3: the faithful agent but I felt that all 3 options are not good
enough really. Because you are aware of the situation, what if the government and
agency decided to mask off all these information that you surrender? Then who
would help to acquire this justice for the agent and suffering people that has been
killed in action? So I personally felt that a good approach would be ensuring that you
hold on to a piece of this information and you don’t hand over them entirely. That’s
what I suggested, you keep the original copy to yourself and hand them a makeshift
copy first and if they don’t do anything, you just blow this open in the media and
make them responsible. Just like how wikileaks did it.
F9: I think, coming from a micro view, just one incident is not enough to conclude
that the government is corrupted yet by destroying a plant is a bit too much. I wrote
very critically that something might be wrong here but sometimes because the
government has so many arms on so many different levels, it may be somewhere
along the arms of the government that is corrupted, or it may be a private
corporation commissioned to build the plant is the one corrupted. But if you blow
up the plant, then what happen to all the pollutants? It’s just going to drop down
hitting on neighbouring areas. We’re supposed to represent something deeper here.
You might get what you want but you end up spending tax payer’s money to pay for
the damage that’s been done. We have to be critical and careful about this situation
and weigh out a lot further before making that 1 decision.
The reaction papers6 were immediately submitted by the students to the lecturers
for assessment the following day after the exercise. In past experiences with previous
cohorts of students, the lecturer has received mostly predictably prescribed answers found
from the stipulated readings in their submitted reaction papers6. From the educator’s
perspective, this experience with reference to the same industrial references and its
contents has allowed students to reap a very different level of personal comprehension,
analysis and evaluation in its learning outcomes.
76
Source: Interview Verbatims
Interviewer: How were the students’ reaction papers6 in this case as compared to
the previous cohorts?
Sofia Morales: Firstly, I could see there was a very different level of enthusiasm and
excitement in the topic of discussion which showed in their submissions. We could
see a vast difference in their writings not just in latitude but also in attitude. Past
cohorts of students have turned in mostly predictable and ‘canned’ answers which
you can easily derive from the published readings and critiques from case studies.
The purpose of the assessment of the reaction paper6 was never to seek a ‘right’ or
‘wrong’ answer to contemporary social situations but to assess their ability to apply
independent and critical thinking to governance issues. In this cohort’s submission,
almost all the submissions were unique in their own right because they have not just
critically address the issues that are being exposed here but also written the
reaction papers6 in a very personal yet reflective way.
Interviewer: What do you think this experience has done for the students?
Sofia Morales: I think we could see them being empowered with this ability to
assume a decision -making position, to be exposed to the sensitivities of the
discussed issues when they applied a lot more of their personal values, their
independent interpretation of the factors. Subconsciously, perhaps they became
highly critical and considered a lot in weighing out the ‘what if’ consequences
involved by comparing with what is really going on out there in the world. This is a
much personalized experience out of the classroom that the module can never
achieve in a typical discussion because even previous role-play exercises were
always enacted, needs a rich imagination to visualise and often difficult to be
affected emotionally. I hope the takeaway for the experience will encourage them to
always take an initiative to be critical, to stay objective and to develop independency
in deriving conclusions of social issues in governance.
77
5.0 Discussion and Conclusion
The earlier chapter has largely isolated and presented all the emerged themes from
the qualitative data that were possible significant factors of presence and provides insightful
information about the phenomenon in leveraging on the unique affordances of the VLE.
Despite all the implementation challenges, the learning assessment has received mostly
positive responses and achieved a satisfying level of learning outcomes that were set out at
the start of the semester.
As described by the lecturer from the results of the enhanced learning outcomes, it
was reported to witness a transformation in quality, increased enthusiasm and obvious
diversity in critical opinions in the submitted reflection essays, which were all not prevalent
in past cohorts’ learning experience. The lecturer has acknowledged that the experience
have shown students’ heightened sense of awareness of the consequences of such a likely
accident. Students also appeared to be sensitive to the affected parties involved, addressing
the relevant stakeholders’ impacts and have mostly displayed support of activism in
preventing such industrial accidents as simulated in the game. From the interviews, the
students’ rationale were explained with deep understanding and detailed analysis, made up
of critical references to their culture, values, attitudes, evaluations and independent
judgement. This was evident in their explanation of the rationale of their choices and how
they would recommend an appropriate and detailed action plan to rectify the situation,
when empowered with the ability to effect a change. The students in this cohort also
appeared to be subtly entertained, engaged with the simulation game and are observed to
be generally satisfied with the learning process in a VLE like SL. Except for the
communication issues that were observed, most students have shown to been either largely
78
immersed and engaged with the assessment tasks involved, particularly within the presence
of other avatars in the same environment.
It is important for this study to highlight the significance of technical support that has
been provided to students before and during the actual simulation game assessment week.
This is because no educator should assume that students, deemed as digital natives of
today, will all possess a homogeneous set of games knowhow and to be able to thumb
through the virtual environment immediately when they are required (Moore & Pflugfelder,
2010). A key success in helping out some of these students’ fish-out-of-water situations
included the first lecture conducted as an orientation to the new VLE, which has helped
immensely in injecting meaningful game knowledge, positivity and confidence in using the
SL interface and its navigation. Such a provision of technology bridging will equip any
students (no prior knowledge or experience) with some basic survival skills in the MUVE
while those already familiar with digital gaming environments will also get a first glimpse or
experience into the VLE.
The students displayed a plethora of emotional reactions to their avatars prior to the
simulation game exercise while personalizing their avatars. It appeared that most of them
were aesthetically influenced and engaged by what they can see through their avatar (van
Vugt, et al., 2007), despite their consciousness of reality and that their avatar is after all an
artificial representation of themselves. When fueled by their friends’ acknowledgement of
their real identity, some students can be seen further exemplifying their personality and
characteristics. This was exacted through their avatars’ physical appearances to look unique
and they would also assert their influence (example: choice of common avatars or
movement in a group) over the group confidently, much like what they would do in their
79
real lives. As much as the students think their avatar is a mere artificial extension of
themselves, they have inevitably harboured hopes that their digital forms will show
characteristics of their reality in the midst of its engagement, despite the avatars existing in
a state not possible in reality (Mennecke, et al., 2011). This was a clear exemplification of
Murray’s theory of human’s active make-believe of the fantasy state and McGonigal’s
“Pinocchio effect” discussed earlier, the choice of the avatar by the students can be clearly
seen as a significant factor affecting the engagement of learning in a serious game as it
became the most important visual projectile. This projectile would provide the idealised and
fantasized state of its controllers(Garris, et al., 2002; Gee, 2005; McGonigal, 2012).
Upon their entrance into the simulation, the immediate dark and gloomy simulated
atmosphere was evidently observed in their enthusiasm to complete the task. This was
intensified with the mediated instruction of a clear assessment requirement for their
avatars to assume a role. This role they are playing is of particular significance in exploring
which would culminate in completion of a mission filled with controversy. Such narrative
instructions might be brief at first but provided meaningful and engaging impulses for the
students to derive enthusiasm that can propel a game to an exciting start (Moore &
Pflugfelder, 2010). To add on to the engagement, the suggestion of wearing toxic protection
masks in the environment brought more realism in the simulated environment when there
were uncontested assumptions that their avatars could be physically affected. Such
interactive elements of engagements naturally emerged as one of the key features in
affordances that the VLE has uniquely facilitated to enhance the learning experience. It also
became timely that the features of mystery, excitement and fun were introduced in the
game appropriately to first engage them immersively and thereafter allowing other
80
academic assessments to follow. Earlier, Zyda has theorised such important significance and
necessity for an enticing and entertaining factor to engage the students before the learning
directives sets in for the ultimate learning outcome (Zyda, 2005, 2007).
In similar digital games like these, learners go through similar cognitive stages of
learning through “assimilation” and “accommodation” as established by Jean Piaget (Piaget,
1999). In this context, “assimilation” represented the knowledge the students have earlier
with their technological background particularly with experiences in other games, which
exist as representations of cognitive blocks. When they enter the simulation as a new
experience, they undergo a process of “cognitive disequilibrium”, a process where their
existing cognition of how games is being played is challenged (therefore the disequilibrium)
and undergoes “accommodation” (Piaget, 1999; Van Eck, 2006). “Accommodation” is
described as the adjustment of existing cognitive structures (of their knowledge in games) to
fit in the newly introduced information. Some of the students entering the environment
went through this “cognitive disequilibrium” and were observed to adjust themselves to the
new environment in states of “accommodation” as observed in their initial state of
discomfort, confusion and baby steps into the simulation game. The students started
encountering other students in their avatars and communicated with each other, where
knowledge of the new environment are imparted, learnt and shared. The MUVE of SL has
provided an environment that has enabled this constant “disequilibrium” where
communications can be mediated through the presence of other players of the game to be
deliberately immersed in a state of “accommodation” of new knowledge.
In the initial foray into the environment, there were observations of sense of
togetherness and camaraderie to help each other overcome this “cognitive disequilibrium”,
81
despite their lack of knowledge of each other’s identity. Such an altruistic behaviour evolved
from the effects of social presence and co-presence displayed a promising potential for
collaborative communications and that social learning is highly possible to be mediated in a
MUVE. The social presence has cultivated a strong sense of willingness to engage in
communication of learning from each other using text chat with its rich medium within a
MUVE thriving with multiple people of diversity. This has also further cemented the
student’s sense of “being there”(Biocca, et al., 2003) and their sense of social presence and
co-presence with other avatars have significantly contributed to their learning
experience(Lee, 2004; Lee, et al., 2011).
Despite the potential of interactivity with other avatars, communications with one
another in the VLE within the MUVE proved to be the biggest challenge the students faced
in the learning process. Often, due to the vast space within the environment visible to the
player, the communications were difficult despite the affordance of the environment for
them to stretch their avatars’ extremity by the fantasy modes of movement. Students were
found making futile attempts to contact each other while flying or running, not realising
their enhanced modes of movement (travelling at great speed covering longer distances) as
the unique affordance in the environment, turned out to be the bane of their
communications. Communications were suddenly handicapped or prevented by their
avatars’ distance from each other when they veered too far off from each other due to
flying. In some situations, it disengaged students momentarily when they felt lost,
disconnected and alienated in a strange new environment when their communication
through messaging was not reciprocated. Co-presence of other players became a salient
factor that has significant impact to students’ feeling sense of loneliness in the VLE. Contrary
82
to the hopeful belief that the affordances of such impossible extremities are beneficial to
game-based learning (McGonigal, 2003, 2011), it has, in fact, revealed a flaw in the design of
the VLE where it can hinder communications and weaken the natural occurence of
copresence and social presence, reducing the mediated communication that was required.
In a group communication scenario, it was discovered that avatars existing in
communicative group of more than 2 often can result in “cognitive overload” (Huang &
Tettegah, 2010). Confusion and chaos ultimately set into a common chat conversation when
abundance of smaller or non-related conversations were simultaneously going on, which
can cause eventual disengagement and disruption to the flow of the game. The optimal
group mode of completing the assessment seemed to be geared towards 2 avatars at most,
for the most effective communication. Like most game play, competition with one another
was also found to be more intense and explicit in bigger groups and implicit when in pairs.
Despite the lack of a reward to be the first to complete tasks, they found it compelling and
natural at the same time, to relish satisfaction from the sense of accomplishment by
becoming the first person to complete the objective to the game. Such invisible sense of
competition became a crucial “intrinsic motivator” in engaging game players to sustain
game play thus the occurrence of flow in games. With such elements to encourage flow and
desire to compete with one another, it also meant that learning could be essentially
designed to be competitively engaging at the same time within a MUVE like SL (Becker,
2010; Cheney & Sanders, 2011; Frasca, 2001; McGonigal, 2011; Prensky, 2007).
On the presence of other avatars in the VLE, students who were interviewed
expressed their immediacy to see another avatar that will make them less lonely or that it
gave the simulation game more meaning of “being there”(Biocca, et al., 2003). Indeed, most
83
of them who did it alone expressed that their experience could have been better if they
have met someone else and worked on a strategy or help each other complete it. Those
who have completed the game with friends have expressed the equivalent amount of trust
and sense of bond as their real life relationship, resulting in positive learning attitudes as
reflected in their direct references to their relationships in reality.
On the other hand, it was also discovered that some of the students took on a
surprisingly functional perspective of NPCs and their significance as a necessity within the
game to achieve their objectives. Despite knowing that NPCs are artificial intelligences made
to respond to selective or limited interactivity, these students, as predicted to react similarly
as past studies (Shapiro, et al., 2006) from other research, were able to treat such an
addition as an extra dimension of interactivity. However, this addition was perceived to
improve engagement in the game, by feeling more “connected” to the environment and its
players through social and co-presence (Lee, et al., 2011). With today’s NPCs becoming
more advanced in its interactivity with the players, it was evidently clear people are
becoming increasingly demanding and responsive to artificially-enhanced NPC in lending
more realism to the game. This discovery was contrary to the past established studies that
people were more inclined to invest emotionally with only human controlled avatars
(Shapiro, et al., 2006; Toro-Troconis, et al., 2010).
Some of the students felt that the simulation game could be more engaging with
more challenging tasks and that the tasks were too simple and thus felt underwhelmed after
it was completed. This could be because the game was not primarily geared at the cognitive
development of knowledge from experiential learning but more designed towards engaging
them affectively to incite empathy to a real life incident scenario, made to assess their
84
development for critical thinking. The biggest challenge in the design of the game has been
the crafting of the VLE to confront challenges and to solve problems without overwhelming
them so much that they would give up trying (Hung & Van Eck, 2010). In spite of their
attempts to achieve the targeted objectives with their expectations to complete in a short
time, almost all the students lost track of time whilst immersed in the virtual simulation
game. These were obvious signs of intensity in their focus to complete the tasks and some
have revealed their extension of stay within the game (unknowingly). The other reasons in
extending game play beyond the needed time included exploring what they did not cover
earlier or even helping other avatars despite their initial intention to complete it in the
fastest possible way. The affordances of this game has displayed their intense focus,
distraction from real world and loss of sense in time as conditions for flow in a game
(Csikszentmihalyi, 2008; Malone, 1981; Malone & Lepper, 1987; Toro-Troconis, et al., 2010,
p. 114).
One of the more popular affordances provided by SL which the students often
indulged in is the extremity of avatar movements by flying, running and walking, without
getting exhausted. It appeared that in their grasp for control and communication with
another, affordances like flying became a bane to their avatar’s interactivity instead. Most
of the students eventually resisted flying and opted for running or walking instead so that
they can sustain the control of both communications and maintaining their line of sight in
the environment. In this way, it served to contribute to the engagement to the task and flow
in the game. Control within the environment and its interactive elements (movement) was
shown here as an emphasized factor to sustain the flow in the simulation game
(Csikszentmihalyi, 2008; Malone, 1981; Malone & Lepper, 1987; Toro-Troconis, et al., 2010,
85
p. 114) and also associated with factors leading to increase one’s sense of presence in a
virtual environment (Witmer & Singer, 1998).
The key aspect of the design in the VLE using SL was the affordance to expose
students to a hazardous environment without the real life consequences. Based on a real
life industrial study, it was difficult to incite empathy through traditional methods of
learning via reading industrial examples or related publications. The 3 options provided at
the end of the simulation serves its function of providing a guided perspective in polarized
states of decisions, only as a guide, particularly to allow students to wield their ability to use
the affordances of the simulation to exact consequences of the selected choice of action.
The MUVE of SL has afforded the student’s closest experience to a real situation using 3D
visual immersion and also empowered them the possibility of effecting changes by testing
out consequences of choices of actions. Most students made good use of such affordances
in SL and tested out all three options of the consequences that were provided. A small
minority chose to execute only one out of three options due to their strong personal beliefs
of the morality behind the consequences. The consequences of these options were
obviously put to critical evaluations by the students which suggested high levels of reflective
thinking that has consequently translated into positive learning outcomes when there were
signs of better or more creative solutions to the problems in their submitted essays (Kiili,
2005). What the simulation game has achieved is firstly, design the simulation of an
environment and engage the students (using the factors of presence, flow and engagement)
to be affectively invested in the game play and thereafter be able to emote empathy for a
real life case study (Garris, et al., 2002). Such intended reflective learning can only happened
at the end of the game where the tasks were fulfilled and consequences were tested out,
86
because the assessment of the reflective learning required them to break away from their
game play experience, to think and write about the consequences (Henriksen, 2006). This
would mean that the reflective thinking and writing process would end the “immersive
experience and disbelief” in the game. It was also a relevant and important closure for the
game to be completed with the learning outcome of a sense of social activism in their
reflective submissions (Henriksen, 2006).
There were some notable limitations that occurred during the course of study in the
simulation game. As revealed from the lack of chat transcripts in the MUVE, it became
evidently clear that some students were intentionally shying away from being observed,
resulting in their resistance to communicate publicly in the chats. Some of them have also
revealed their intentional communication via alternative modes using mobile chat
applications (eg. whatsapp), limiting the communication to only the available captures that
was taken during the course of the game. This lack of screen communication can also
happen in other possibilities as mentioned in the 4 scenarios mentioned in page 60.
During one of the observations of a group of avatars, the simulators for SL was
experiencing unanticipated technical maintenance and all 4 avatars in the simulation at the
time were forcibly logged out from their connections to the simulator. This resulted in
immediate disorientation when they returned subsequently because some of them did not
managed to teleport back to the original location they were last at or had experienced
difficulties connecting back to SL. Most of the affected students emailed the school
administrators for help and had to postpone their activity to a much later time which caused
some communication breakdown and a major disruption to the flow and momentum of the
game. It was evidently important to acknowledge that such disruptions during a learning
87
assessment could be detrimental to the learning experience and that a contingency plan to
evacuate the students to another simulator should have been anticipated for such
emergencies.
Another limitation that occurred in the course of this research was the lack of male
respondents to match equal amount of female respondents. As the ratio of subscriptions to
this academic module is predominantly female, the male respondents fell short with only 16
instead of the intended 20, a number filled up easily by the majority of the female students.
It is therefore possible that the study might reveal a slight tendency to be more
representative of the female gender of the entire sample.
The design of this simulation game has afforded the learners to effectively
participate within a MUVE and to reflect upon their actions, relationships and consequences
in a variety of possibilities. It is the hope that such an experience will be reinforced by the
ability to empathise or experiencing the sense of ‘being there’, not just on their own but
with others. The learning experience should also include providing the necessary room for
personal reflection. This study of immersive simulation games has been a bold attempt to
fuse the concept of serious games with considerations for significant factors of presence,
engagement of users in flow and affordances of environment, during game play. Such a
challenge of the design of a VLE in a MUVE like SL will help educators in higher learning
understand the communication, affordances and capabilities that a MUVE like SL can
achieve in effecting learning. Leveraging on the key affordances of simulation, the
simulation game hopes to achieve empathy through immersive environments that is
handicapped or limited in most traditional methods of education. Such empathy
experienced in the simulation will be beneficial for the students to comprehend on a multi88
perspective and deeper level as “active participants and not passive observers” (Prensky,
2007) and consequently be able to apply independent, critical thinking to contemporary
issues of governance. The impacts of the affordances deployed in the study would suggest
that the future of our education could open new doors of possibilities in creating
environments not possible in reality for testing out available options without real life
consequences.
89
References
Adair, J. (1984). The Hawthorne effect: a reconsideration of the methodological artifact.
Journal of applied psychology.
Anderson, L., Krathwohl, D., & Bloom, B. (2001). A taxonomy for learning, teaching, and
assessing: a revision of Bloom's taxonomy of educational objectives: Longman.
Atkins, C. (2009). Virtual Experience: Observations on Second Life. In M. Purvis & B.
Savarimuthu (Eds.), Computer-Mediated Social Networking (Vol. 5322, pp. 7-17):
Springer Berlin / Heidelberg.
Becker, K. (2010). Distinctions Between Games and Learning : A Review of Current Literature
on Games in Education Gaming and Cognition: Theories and Practice from the
Learning Sciences (pp. 22-54): IGI Global.
Berg, B. L. (2001). Qualitative research methods for the social sciences: Allyn and Bacon.
Biocca, F. (1997). The Cyborg's Dilemma: Embodiment in Virtual Environments. Paper
presented at the Proceedings of the 2nd International Conference on Cognitive
Technology (CT '97).
Biocca, F., Harms, C., & Burgoon, J. K. (2003). Toward a more robust theory and measure of
social presence: review and suggested criteria. Presence: Teleoper. Virtual Environ.,
12(5), 456-480.
Brown, H. J. (2008). Videogames and Education: M.E. Sharpe.
Cheney, A., & Sanders, R. L. (2011). Teaching and Learning in 3D Immersive Worlds:
Pedagogical Models and Constructivist Approaches: Information Science Reference.
Clark, J. S. (2011). Depictions of the Natural World in Second Life. In A. Ensslin & E. Muse
(Eds.), Creating Second Lives: Community, Identity and Spatiality As Constructions of
the Virtual (pp. 145-168): Taylor & Francis.
Crookall, D. (2010). Serious Games, Debriefing, and Simulation/Gaming as a Discipline.
Simulation & Gaming, 41(6), 898-920.
Csikszentmihalyi, M. (2008). Flow: The Psychology of Optimal Experience: HarperCollins.
Csikszentmihalyi, M., & Csikszentmihalyi, I. S. (1992). Optimal Experience: Psychological
Studies of Flow in Consciousness: Cambridge University Press.
Dalgarno, B., & Lee, M. J. W. (2010). What are the learning affordances of 3-D virtual
environments? British Journal of Educational Technology, 41(1), 10-32.
90
de Freitas, S. (2006). Learning in Immersive Worlds: a review of game based learning. JISC.
Retrieved from
http://www.jisc.ac.uk/media/documents/programmes/elearninginnovation/gamingr
eport_v3.pdf
Ermi, L., & Mäyrä, F. (2005). Fundamental components of the gameplay experience:
Analysing immersion. Paper presented at the In DIGRA. DIGRA.
Flyvbjerg, B. (2006). Five Misunderstandings About Case-Study Research. Qualitative Inquiry,
12(2), 219-245.
Frasca, G. (2001). Videogames Of The Oppressed: Videogames As A Means For Critical
Thinking And Debate. Unpublished Master, Georgia Institute of Technology.
Frasca, G. (2003). Simulation versus Narrative: Introduction to Ludology The Video Game
Theory Reader: Routledge.
Gajadhar, B. J., deKort, Y. A. W., & Ijsselsteijn, W. A. (2011). Rule of Engagement: The
Presence of a Co-Player Does Not Hinder Gamers’ Focus Discoveries in Gaming and
Computer-Mediated Simulations: New Interdisciplinary Applications (pp. 147-162):
IGI Global.
Galarneau, L., & Zibit, M. (2007). Online Games for 21st Century Skills Games and
Simulations in Online Learning: Research and Development Frameworks (pp. 59-88):
IGI Global.
Garris, R., Ahlers, R., & Driskell, J. E. (2002). Games, Motivation, and Learning: A Research
and Practice Model. Simulation & Gaming, 33(4), 441-467.
Garrison, R. D., Cleveland-Innes, M., & Fung, T. (2004). Student Role Adjustment in Online
Communities of Inquiry: Model and Instrument Validation. Journal of Asynchronous
Learning Networks, 8(2).
Gee, J. P. (2005). Why Video Games Are Good for Your Soul: Pleasure and Learning: Common
Ground Publishing.
Gee, J. P. (2009). Deep Learning Properties of Good Digital Games, How Far Can They Go? In
U. Ritterfeld (Ed.), Serious Games: Mechanisms and Effects (pp. 65-80): Taylor &
Francis.
Gibson, D., Aldrich, C., & Prensky, M. (2007). Games and simulations in online learning:
research and development frameworks: Information Science Pub.
Greeno, J. (1994). Gibson's affordances. Psychological Review, 101(2), 336-342.
91
Guest, G., MacQueen, K., MacQueen, K. M., & Namey, E. E. (2011). Applied Thematic
Analysis: SAGE Publications.
Harris, P. D. (2009). Immersive Learning Seeks a Foothold. [Article]. T+D, 63(1), 40-45.
Henriksen, T. D. (2006). Dimensions in Educational Game-Design : - perspectives on
designing and implementing game-based learning processes in the educational
setting. Paper presented at the Nordic Playground.
Heskett, J. (2008). Is Case Method Instruction Due for an Overhaul? Retrieved 5
September, 2008
Hodge, E., Collins, S., & Giordano, T. (2009). The virtual worlds handbook: how to use Second
Life and other 3D virtual environments: Jones & Bartlett Publishers, Incorporated.
Huang, W.-H. D., & Tettegah, S. (2010). Cognitive Load and Empathy in Serious Games : A
Conceptual Framework Gaming and Cognition: Theories and Practice from the
Learning Sciences (pp. 137-151): IGI Global.
Hung, W., & Van Eck, R. (2010). Aligning Problem Solving and Gameplay : A Model for Future
Research and Design Interdisciplinary Models and Tools for Serious Games: Emerging
Concepts and Future Directions (pp. 227-263): IGI Global.
Jenkins, H., Klopfer, E., Squire, K., & Tan, P. (2003). Entering the education arcade. Comput.
Entertain., 1(1), 1-11.
Jin, L., Wen, Z., & Gough, N. (2010). Social virtual worlds for technology-enhanced learning
on an augmented learning platform. Learning, Media and Technology, 35(2), 139 153.
Jin, P. (2011). Methodological Considerations in Educational Research Using Serious Games
Gaming and Simulations: Concepts, Methodologies, Tools and Applications (pp. 10781107): IGI Global.
Jones, I. (2008). Virtually Present: Interacting in A Virtual World. Allied Academies
International Conference. Academy of Educational Leadership. Proceedings, 13(2),
34.
Kelly, R. V. (2004). Massively Multiplayer Online Role-Playing Games: The People, the
Addiction and the Playing Experience: McFarland & Company.
Kiili, K. (2005). Digital game-based learning: Towards an experiential gaming model. The
Internet and Higher Education, 8(1), 13-24.
92
Klimmt, C., & Vorderer, P. (2003). Media psychology "is not yet there": introducing theories
on media entertainment to the presence debate. Presence: Teleoper. Virtual
Environ., 12(4), 346-359.
Knapper, C. K. (1980). Evaluating Instructional Technology: Croom Helm.
Kolb, D. (1984). Experiential learning: experience as the source of learning and development:
Prentice-Hall.
Lazar, J., Feng, J. H., & Hochheiser, H. (2010). Research Methods in Human-Computer
Interaction: Wiley.
Lee, K. M. (2004). Presence, Explicated. Communication Theory, 14(1), 27-50.
Lee, K. M., Jeong, E. J., Park, N., & Ryu, S. (2011). Effects of Interactivity in Educational
Games: A Mediating Role of Social Presence on Learning Outcomes. International
Journal of Human-Computer Interaction, 27(7), 620-633.
Malone, T. W. (1981). Toward a theory of intrinsically motivating instruction. Cognitive
Science, 5(4), 333-369.
Malone, T. W., & Lepper, M. R. (1987). Making learning fun: A taxonomy of intrinsic
motivations for learning. In R. E. Snow & M. J. Farr (Eds.), (Vol. 3, pp. 223-253):
Erlbaum.
McGonigal, J. (2003). A Real Little Game: The Performance of Belief in Pervasive Play. Paper
presented at the In Proceedings of DiGRA’s Level-Up.
McGonigal, J. (2011). Reality is broken: why games make us better and how they can change
the world: Penguin Press.
McGonigal, J. (2012, July 2012). The Game That Can Give You 10 Extra Years of Life. TED:
Ideas Worth Spreading 2. Retrieved July 2012, 2012, from www.ted.com
Mennecke, B. E., Triplett, J. L., Hassall, L. M., Conde, Z. J., & Heer, R. (2011). An Examination
of a Theory of Embodied Social Presence in Virtual Worlds*. Decision Sciences, 42(2),
413-450.
Michael, D. R., & Chen, S. (2006). Serious games: games that educate, train and inform:
Thomson Course Technology.
Mitchell, A., & Savill-Smith, C. (2004). The use of computer and video games for learning - a
review of the literature.
Moore, K., & Pflugfelder, E. H. (2010). On being bored and lost (in virtuality). Learning,
Media and Technology, 35(2), 249-253.
93
Moreno-Ger, P., Burgos, D., & Torrente, J. (2009). Digital Games in eLearning Environments.
Simulation & Gaming, 40(5), 669-687.
Murray, J. H. (1997). Hamlet On The Holodeck: Simon & Schuster.
Murray, J. H. (2006). Toward a Cultural Theory of Gaming: Digital Games and the CoEvolution of Media, Mind, and Culture. Popular Communication, 4(3), 185-202.
Murray, J. H. (2007). Games as Joint Attentional Scenes. In S. De Castell & J. Jenson (Eds.),
Worlds in Play: International Perspectives on Digital Games Research (pp. 11-20):
Peter Lang.
Park, S., Hwang, H. S., & Choi, M. (2009). The Experience of Presence in 3D Web
Environment: An Analysis of Korean Second Life. Paper presented at the Proceedings
of the 13th International Conference on Human-Computer Interaction. Part IV:
Interacting in Various Application Domains.
Pearce, C. (2007). Communities Of Play: The Social Construction Of Identity In Persistent
Online Game Worlds. In N. Wardrip-Fruin & P. Harrigan (Eds.), Second person: roleplaying and story in games and playable media (pp. 311-317): MIT Press.
Pearce, C. (2009a). Communities of Play: Emergent Cultures in Multiplayer Games and
Virtual Worlds (pp. 57): Mit Press.
Pearce, C. (2009b). Communities of Play: Emergent Cultures in Multiplayer Games and
Virtual Worlds: Mit Press.
Piaget, J. (1999). The moral judgment of the child: Taylor & Francis.
Prensky, M. (2007). Digital game-based learning: Paragon House.
Reeves, A. J., & Minocha, S. (2011). Relating Pedagogical and Learning Space Designs in
Second Life Teaching and Learning in 3D Immersive Worlds: Pedagogical Models and
Constructivist Approaches (pp. 31-60): IGI Global.
Rickel, J. (2001). Intelligent Virtual Agents for Education and Training: Opportunities and
Challenges. Paper presented at the Proceedings of the Third International Workshop
on Intelligent Virtual Agents.
Riedl, R. E., McClannon, T., & Cheney, A. W. (2011). Moving to the Worldvirtual: Affordances
of 3D Immersive Environments for Teaching and Learning Teaching and Learning in
3D Immersive Worlds: Pedagogical Models and Constructivist Approaches (pp. 1-14):
IGI Global.
94
Rufer-Bach, K. (2009). The Second Life Grid: The Official Guide to Communication,
Collaboration, and Community Engagement: John Wiley & Sons.
Ryan, G. W., & Bernard, H. R. (2003). Techniques to Identify Themes. Field Methods, 15(1),
85-109.
Schiller, S. (2009). Practicing Learner-Centered Teaching: Pedagogical Design and
Assessment of a Second Life Project. Journal of Information Systems Education,
20(3), 369.
Schroeder, R. (2010). Being There Together:Social Interaction in Shared Virtual
Environments: Social Interaction in Shared Virtual Environments: Oxford University
Press, USA.
Schuurink, E. L., & Toet, A. (2010). Effects of Third Person Perspective on Affective Appraisal
and Engagement: Findings From SECOND LIFE. Simulation & Gaming, 41(5), 724-742.
Shapiro, M., Pena-Herborn, J., & Hancock, J. (2006). Realism, imagination and narrative
video games. In P. Vorderer & J. Bryant (Eds.), Playing video games - motives,
responses, and consequences (pp. 275-289). Mahwah, NJ: Lawrence Erlbaum.
Sheridan, T. B. (1992). Musings on telepresence and virtual presence. Presence: Teleoper.
Virtual Environ., 1(1), 120-126.
Short, J., Williams, E., & Christie, B. (1976). The social psychology of telecommunications:
Wiley.
Shugan, S. M. (2006). Editorial: Save Research—Abandon the Case Method of Teaching.
Marketing Science, 25(2), 109-115.
Shute, V., Ventura, M., Bauer, M., & Zapata-Rivera, D. (2009). Melding the power of serious
games and embedded assessment to monitor and foster learning: Flow and grow. In
U. Ritterfield, M. J. Cody & P. Vorderer (Eds.), The Social Sciences of Serious Games:
Theories and Applications. Philadelphia, PA: Routledge/LEA.
Squire, K., & Jenkins, H. (2003). Harnessing the power of games in education. Insight, 3(1), 533.
Susi, T., Johannesson, M., & Backlund, P. (2007). Serious Games: An Overview.
Tapley, R. (2007). Designing your second life: techniques and inspiration for you to design
your ideal parallel universe within the online community, Second Life: New Riders.
Tomasello, M. (1999). The Cultural Origins of Human Cognition: Harvard University Press.
95
Toro-Troconis, M., Meeran, K., Higham, J., Mellström, U., & Partridge, M. (2010). Design and
Delivery of Game-Based Learning for Virtual Patients in Second Life: Initial Findings.
In A. Peachey, J. Gillen, D. Livingstone & S. Smith-Robbins (Eds.), Researching
Learning in Virtual Worlds (pp. 111-138): Springer London.
Tran, M. Q., Minocha, S., Roberts, D., Laing, A., & Langdridge, D. (2011). Investigating
affordances of virtual worlds for real world B2C e-commerce. Paper presented at the
Proceedings of the 25th BCS Conference on Human-Computer Interaction.
Ullén, F., de Manzano, Ö., Almeida, R., Magnusson, P. K. E., Pedersen, N. L., Nakamura, J., et
al. (2012). Proneness for psychological flow in everyday life: Associations with
personality and intelligence. Personality and Individual Differences, 52(2), 167-172.
Van Eck, R. (2006). Digital Game-Based Learning Its Not Just the Digital Natives Who Are
Restless. EDUCAUSE Review, 41(2).
van Vugt, H. C., Konijn, E. A., Hoorn, J. F., Keur, I., & Eliëns, A. (2007). Realism is not all! User
engagement with task-related interface characters. Interacting with Computers,
19(2), 267-280.
Wang, S.-K., & Hsu, H.-Y. (2009). Using the ADDIE Model to Design Second Life Activities for
Online Learners. TechTrends, 53(6), 76-81.
Wankel, C., & Kingsley, J. (2009). Higher Education in Virtual Worlds: Teaching and Learning
in Second Life: Emerald Group Publishing, 2009.
Williams, M. (2007). Avatar watching: participant observation in graphical online
environments. Qualitative Research, 7(1), 5-24.
Witmer, B. G., & Singer, M. J. (1998). Measuring Presence in Virtual Environments: A
Presence Questionnaire. Presence: Teleoperators and Virtual Environments, 7(3),
225-240.
Wrench, J. S., & Punyanunt-Carter, N. M. (2007). The Relationship between ComputerMediated-Communication Competence, Apprehension, Self-Efficacy, Perceived
Confidence, and Social Presence. Southern Communication Journal, 72(4), 355-378.
Yin, R. K. (2009). Case Study Research: Design and Methods: Sage Publications.
Zyda, M. (2005). From Visual Simulation to Virtual Reality to Games. Computer, 38(9), 25-32.
Zyda, M. (2007). Creating A Science of Games. Communications of the ACM, 50(7), 26-29.
96
Appendix A: Simulation Game Brief
NM3202: Governance and New Media – Simulation Game Brief (for students only)
You are to arrive your avatar at the NUS Uni-Hall in Second Life where you will see the
billboard for NM3202: Governance and New Media at the foyer. Click on the board to
receive a landmark which will teleport you to begin your mission!
Background Story of Game:
You are an environmental officer tasked to follow up on a case of an anonymous
informant's sighting of malicious toxic dumping in a plant that (seemingly) manufactures
machinery parts. Unfortunately, you have recently lost touch with your undercover agent
where his last contact with you was his revelation of a new discovery of hidden evidence of
the inappropriate/illegal toxic dump.
Your MISSION:
You have to comb the entire plant (be very curious on everything around you) to possibly
search for whereabouts of your undercover agent to seek and uncover the hidden evidence
of the toxic discharges + documents of the plant that he might have discovered in the
plant.
You will have to accomplish the following:
*Click on the Toxic Mask box at the venue to retrieve your protection gear before entering
the plant!* (item will appear in inventory after accepting it, right click ->wear it)
1) Uncover the identity of the undercover agent and the toxic dump evidences. Then
discharge his noble duties by posting/revealing his NAME to the agency via the FB page of
the agency.
2) To document this discovery of the agent and evidences, you have to take a snapshot of
your avatar in the front(pls include interface in snapshot to ENABLE visibility of your avatar
name in it) TOGETHER with the toxic evidences by sitting on the poseball at the evidence
site. To do so, click the snapshot icon (bottom last button) of the left panel of the viewer,
check the box that ‘shows interface in snapshot’, then click refresh your shot before clicking
'Save' as a .jpg or .png file in your local drive. You need to upload this snapshot to the FB
page to leak this evidence to the agency immediately...!
3) Proceed to locate near a public lavatory in the plant where on its left you will see 3
options for you to conclude your exercise. Think carefully of your options of what you
would do as an individual empowered to make this important decision at the plant, then
apply your chosen decision provided and follow/watch/react accordingly. Write your
Reaction Paper(to be submitted by 9 Apr 2012 during your lecture) based on this
experience, your personal feel, evaluation, justifications or any reasons of your choice.
[...]... importance of the players’ allowance and tolerance for failure during the learning process becomes paramount in leveraging on such affordances of the learning environment Before we go further into the affordances of the virtual simulation as a game made for learning, it is crucial for us to understand the nature of the medium of digital games, its capabilities and its representation Janet Murray introduced... dimension of possibility (Garris, Ahlers, & Driskell, 2002) Challenges in the games can be strategized in a variety of creative avenues in sustaining engagement in games With meaningful goals being explicitly indicated in the design of the game, players of the game could be introduced to the engagement of challenges gradually to attain the ultimate goals through a blend of balance in ambiguity of results and... examine 3D virtual environment as a gamebased learning environment as a viable resource for such educational purposes The design of the simulation game will attempt to encapsulate the factors leveraging on the exploitation of presence in an asynchronous mode of learning for multi- users in a virtual environment Considerations of other factors of heuristic design will also include the psychological influences... that in their study of avatars in virtual environments, players can embody their virtual representations in a deep way which included “avatar characteristics, body visualizations and movements/gestures” This virtual embodiment has significance in tasks that are goal and activity based (Mennecke, Triplett, Hassall, Conde, & Heer, 2011) Additionally, data findings from research on CMC between avatars often... other educational phenomenon like game-based learning and digital game-based learning established by the likes of James Paul Gee and Marc Prensky respectively Gee, referred to learning games as “problem solving spaces” that enables the learning of individuals in a variety of domains, skills and disciplines (Gee, 2009) If built with the correct features and implementation, game-based learning environments... occurrence, insights into behaviours, communications or phenomenon that can be explained by theories in an inductive manner(Lazar, et al., 2010) The fieldwork here included accounts for ethnographic observations of participants in their 3D virtual avatars during the simulation game exercise, transcripts of avatars’ chat communications in the virtual environment and the solicitation of qualitative data via in- depth...California’s Davis Medical Centre to language learning with The British Council to cultural heritage learning of Singapore in Temasek, innovative researchers in the virtual education frontier have pioneered and paved the way for the vast possibilities of virtual education in MUVEs like SL (Rufer-Bach, 2009) In the last few years in education, the gradual acceptance of educational games in the... study of a simulation game made for learning One of the more pedagogical tools educators draw upon is the case method approach Through the case method of teaching, students can try to further understand teaching contents based on related research in various publications and the internet Developed in 1870 at Harvard University, the case method of teaching has been practised and associated particularly... “addition of the avatar gave the player a specific, customizable identity and sense of embodiment” that empowered “all players to enjoy a new kind of inhabitation and agency in the world, of which they are now physically and representationally a part (of each other)” (Celia Pearce, 2007) Unlike most video games or massively multiplayer online role-playing games, SL avatars were highly customisable and... field of serious games for learning The aim of this presentation will eventually highlight the possibility and impacts of the implementation of learning using a MUVE as a virtual learning environment In the monumental year of 2002, serious games first gained the world’s attention when it was founded as an establishment, at the “Serious Games Initiative” by Woodrow Wilson Center for International Scholar ... virtual learning environment in the form of a simulation game, using the serious games concept in a 3dimensional multi- user virtual environment The design of the game, based on a real life case study, ... critical thinking that was challenging to achieve in traditional methods of learning Students’ behaviour was found to be generally neutral or positive towards virtual simulation of games for learning. .. virtual representations in digital games are also known as the avatars, often referred to as a personal digital and graphical representation of their real self Celia Pearce inferred that in games,