{"id":15,"date":"2023-10-01T14:15:00","date_gmt":"2023-10-01T14:15:00","guid":{"rendered":"https:\/\/cogitateandpercolate.com\/?p=15"},"modified":"2026-06-29T13:40:43","modified_gmt":"2026-06-29T13:40:43","slug":"instructional-design-in-the-metaverse-part-2-theory-and-scope","status":"publish","type":"post","link":"https:\/\/cogitateandpercolate.com\/?p=15","title":{"rendered":"Instructional Design in the Metaverse Part 2 Theory and Scope"},"content":{"rendered":"<p>&nbsp;<\/p>\n<div class=\"separator\" style=\"clear: both;text-align: center\"><a href=\"https:\/\/blogger.googleusercontent.com\/img\/b\/R29vZ2xl\/AVvXsEhSf-yTwOGJt7AeDvVcpn_xx4En-7K0e2jO6Oh1udPgqmQcQr9IEAfg32ckFzU8h6JFnrLoC7OovH5peJqDLDiL5HAD112Fg659r7kLkDXhNdY9FW9W7RhaRYvR3pH9wIRDQKfSotG02kSvPnz9f4wHVkW67v04j2Mi9dgiA07KuwEqqkU_CQuZclLzyqo\/w640-h360\/ID%20in%20the%20Metaverse%20Blog%20Banner%202(4).png\" style=\"margin-left: 1em;margin-right: 1em\"><img decoding=\"async\" alt=\"Decorative image with text: Instructional Design in the Metaverse\" border=\"0\" data-original-height=\"1260\" data-original-width=\"2240\" height=\"360\" data-src=\"https:\/\/blogger.googleusercontent.com\/img\/b\/R29vZ2xl\/AVvXsEhSf-yTwOGJt7AeDvVcpn_xx4En-7K0e2jO6Oh1udPgqmQcQr9IEAfg32ckFzU8h6JFnrLoC7OovH5peJqDLDiL5HAD112Fg659r7kLkDXhNdY9FW9W7RhaRYvR3pH9wIRDQKfSotG02kSvPnz9f4wHVkW67v04j2Mi9dgiA07KuwEqqkU_CQuZclLzyqo\/w640-h360\/ID%20in%20the%20Metaverse%20Blog%20Banner%202(4).png\" width=\"640\" src=\"data:image\/svg+xml;base64,PHN2ZyB3aWR0aD0iMSIgaGVpZ2h0PSIxIiB4bWxucz0iaHR0cDovL3d3dy53My5vcmcvMjAwMC9zdmciPjwvc3ZnPg==\" class=\"lazyload\" style=\"--smush-placeholder-width: 640px; --smush-placeholder-aspect-ratio: 640\/360;\" \/><\/a><\/div>\n<p>Credit: Midjourney and Me. Prompt:&nbsp;retrofuturistic city, monorails, glowing lights, nighttime, blue and green color scheme, mysterious &#8211;style raw &#8211;ar 16:9<\/p>\n<p class=\"ember-view reader-content-blocks__paragraph\" id=\"ember1246\">\n        <span style=\"font-family: helvetica\">This conceptual series proposes instructional design principles<br \/>\nfor the metaverse. You&#8217;ve arrived at Part 2 where I cover theory,<br \/>\napplication, and scope. <\/p>\n<p>    <\/span><\/p>\n<p class=\"ember-view reader-content-blocks__paragraph\" id=\"ember1247\"><span style=\"font-family: helvetica\"><br \/>\n        If you are a theory nerd like me, you&#8217;ll love this part. If not, hang on to your butts.&nbsp;<\/span><\/p>\n<h2 class=\"ember-view\" id=\"ember1248\"><span style=\"font-family: helvetica\"><br \/>\n        Theory and application<\/p>\n<p>    <\/span><\/h2>\n<p class=\"ember-view reader-content-blocks__paragraph\" id=\"ember1249\"><span style=\"font-family: helvetica\"><br \/>\n        Metaverse educational experiences, as replications of known reality, <i>can draw from every major learning theory already in existence<\/i> because metaverse experiences are often <b>copies<\/b> of the real world. <a href=\"https:\/\/doi.org\/10.1007\/7854_2022_404\">Checa and Bustillo<\/a><br \/>\n asserted that constructivism, behaviorism, cognitivism, and<br \/>\nconnectivism can be foundations for a wide variety of XR pedagogical<br \/>\napproaches (2023). However, the specific affordances of presence and<br \/>\nembodiment in the metaverse indicate that existing approaches that<br \/>\ninclude simulations and experiential learning are applicable (Checa<br \/>\n&amp; Bustillo, 2023; <a href=\"https:\/\/www.frontiersin.org\/articles\/10.3389\/frobt.2018.00081\/full?source=post_page---------------------------\">Johnson-Glenberg, 2018<\/a>; <a href=\"https:\/\/books.google.com\/books?hl=en&amp;lr=&amp;id=csqLAgAAQBAJ&amp;oi=fnd&amp;pg=PP1&amp;dq=reigeluth&amp;ots=7I8aePlS1h&amp;sig=3pERHpIXV66BoY1VuGBfXT2e8d8#v=onepage&amp;q&amp;f=false\">Reigeluth, &amp; Carr-Chellman, 2009<\/a>). Specifically, cognitivism and constructivism theories are often cited for the metaverse. <\/p>\n<p>    <\/span><\/p>\n<p class=\"ember-view reader-content-blocks__paragraph\" id=\"ember1250\"><span style=\"font-family: helvetica\"><br \/>\n        On the other hand, there is new research calling for more<br \/>\nnuanced theories that reflect the social and learner-centered<br \/>\nenvironments in the metaverse, e.g. connectivism or complexity theory<br \/>\n(Checa &amp; Bustillo, 2023; <a href=\"http:\/\/dx.doi.org\/10.1007\/s11423-021-10005-8\">Schmidt &amp; Glaser, 2021<\/a>).<br \/>\n Cognitivism and constructivism will be expanded upon here as they<br \/>\nrelate to research and application, beginning with cognitivism. <\/p>\n<p>    <\/span><\/p>\n<p class=\"ember-view reader-content-blocks__paragraph\" id=\"ember1251\"><span style=\"font-family: helvetica\"><br \/>\n        Cognitive learning theory historically reflects the strong<br \/>\ninfluence from the computer science discipline wherein XR applications<br \/>\nare understood as input\/output platforms controlled by programming.<br \/>\nLearner experiences are transactional and computational. A learner is<br \/>\nfaced with a choice, they take that choice, and the program reacts. As<br \/>\nsuch, the experiences appear to have a cause-and-effect flow with<br \/>\ncomputers and learners both mediating the processing. For instructional<br \/>\ndesigners specifically, a deeper understanding of the cognitive theory<br \/>\nof multimedia learning, where visuals and audio have been studied with<br \/>\nrespect to learning, is required to apply the advice within Section 4 of<br \/>\n this series.<\/p>\n<p>    <\/span><\/p>\n<p class=\"ember-view reader-content-blocks__paragraph\" id=\"ember1252\"><span style=\"font-family: helvetica\"><br \/>\n        Theories begin with a set of assumptions based on observation. <a href=\"https:\/\/www.cambridge.org\/highereducation\/books\/multimedia-learning\/FB7E79A165D24D47CEACEB4D2C426ECD#overview\">Mayer\u2019s (2020<\/a>) cognitive theory of multimedia design has three critical assumptions:<\/p>\n<p>    <\/span><\/p>\n<p class=\"ember-view reader-content-blocks__paragraph\" id=\"ember1253\">\n<ul>\n<li><span style=\"font-family: helvetica\"><b>Dual channel:<\/b> Humans can accept information only via sight and sound inputs.<\/span><\/li>\n<li><span style=\"font-family: helvetica\"><b>Limited capacity:<\/b><br \/>\n Humans have neuronal limits as to how fast information can be sensed,<br \/>\nkept in working memory, and then moved to long-term memory.<\/span><\/li>\n<li><span style=\"font-family: helvetica\"><b>Active processing:<\/b> Humans bring prior experiences to their learning and actively think about information as they are processing it.<\/span><\/li>\n<\/ul>\n<p class=\"ember-view reader-content-blocks__paragraph\" id=\"ember1254\"><span style=\"font-family: helvetica\"><br \/>\n        Based on those assumptions, the cognitive theory of multimedia design focuses on the human processing system.&nbsp;<\/span><\/p>\n<p class=\"ember-view reader-content-blocks__paragraph\" id=\"ember1254\">\n<div class=\"separator\" style=\"clear: both;text-align: center\"><a href=\"https:\/\/blogger.googleusercontent.com\/img\/b\/R29vZ2xl\/AVvXsEgUGqcLDo3Opm1yqX5k0clb2i1wG9zSLX3NpmcSP451doDf3QOGgzIv7yZTV6pdpD8VXgSVQkZn1HacqrUzmKI6XOT678mUYQvwh1-eu7l89B2zPb9lddhfrLgoWMhKOE9p69CX2FXJ8__yC9n3pkuXOj9fiYvrtKrCredepjugSf8JhKp1LrHNaxoLF6A\/w640-h206\/Mayer%20Multimedia%20Processing.jpg\" style=\"margin-left: 1em;margin-right: 1em\"><img decoding=\"async\" border=\"0\" data-original-height=\"213\" data-original-width=\"662\" height=\"206\" data-src=\"https:\/\/blogger.googleusercontent.com\/img\/b\/R29vZ2xl\/AVvXsEgUGqcLDo3Opm1yqX5k0clb2i1wG9zSLX3NpmcSP451doDf3QOGgzIv7yZTV6pdpD8VXgSVQkZn1HacqrUzmKI6XOT678mUYQvwh1-eu7l89B2zPb9lddhfrLgoWMhKOE9p69CX2FXJ8__yC9n3pkuXOj9fiYvrtKrCredepjugSf8JhKp1LrHNaxoLF6A\/w640-h206\/Mayer%20Multimedia%20Processing.jpg\" width=\"640\" src=\"data:image\/svg+xml;base64,PHN2ZyB3aWR0aD0iMSIgaGVpZ2h0PSIxIiB4bWxucz0iaHR0cDovL3d3dy53My5vcmcvMjAwMC9zdmciPjwvc3ZnPg==\" class=\"lazyload\" style=\"--smush-placeholder-width: 640px; --smush-placeholder-aspect-ratio: 640\/206;\" \/><\/a><span style=\"font-family: helvetica\">Mayer&#8217;s Cognitive Theory of Multimedia Design (2014 edition)<\/span><\/div>\n<\/p>\n<p class=\"ember-view reader-content-blocks__paragraph\" id=\"ember1254\">\n<p class=\"ember-view reader-content-blocks__paragraph\" id=\"ember1256\"><span style=\"font-family: helvetica\"><br \/>\n        There are two input channels (eyes and ears) where words and<br \/>\npictures enter sensory memory, then processing through working memory<br \/>\nwhere sounds and images may interchange and conflict, finally moving to<br \/>\nlong term memory where information is integrated into prior knowledge.<br \/>\nWords can be sensed by both eyes and ears. Selecting which words to<br \/>\nfocus on can cause conflict because the brain converts words to sounds<br \/>\ninside of processing. This increases cognitive workload if an external<br \/>\nvoice is speaking while the learner\u2019s internal voice is reading. This<br \/>\ntheory is relevant in that immersive experiences can provide words,<br \/>\nvoices, and graphics which, <i><b>when simultaneously present<\/b><\/i><br \/>\n in working memory, can increase cognitive workload, making long-term<br \/>\nlearning difficult. Because XR can provide an immersive environment of<br \/>\nwords, text, and sound surrounding learners, the risk is high that<br \/>\nlearners could be exposed to these cognitive conflicts. Section 4 will<br \/>\nexplore these pitfalls and how to avoid them. I will look briefly at<br \/>\nconstructivism next.&nbsp;<\/p>\n<p>    <\/span><\/p>\n<p class=\"ember-view reader-content-blocks__paragraph\" id=\"ember1257\"><span style=\"font-family: helvetica\"><br \/>\n        Constructivist learning theory postulates that learners<br \/>\nconstruct their knowledge through experience; learners do not arrive as<br \/>\nblank slates. With a wide variety of possibilities of the metaverse, IDs<br \/>\n can think that constructivism represents a constantly growing approach<br \/>\nto learning &#8211; learners could even create objects in 3D to construct<br \/>\ntheir knowledge. However, a closer examination of this theory is<br \/>\nrequired. In constructivism, new knowledge is connected to older<br \/>\nknowledge in a way similar to the act of construction, just as boards<br \/>\nare attached one upon another to build up a building. For IDs,<br \/>\nconstructivist theory appears both while designing step-wise learning<br \/>\nexperiences and in knowing that learners arrive in XR <i>with preconceptions from prior experiences<\/i><br \/>\n (Checa &amp; Bustillo, 2023). It is in these preconceptions that<br \/>\nlearners will recognize and begin to process the experience. For<br \/>\nexample, if a learner arrives in an office building XR environment, they<br \/>\n may begin to process the experience as work training. In this way, the<br \/>\nlearner might not need to be prompted that work behaviors are expected.&nbsp;<\/p>\n<p>    <\/span><\/p>\n<h2 class=\"ember-view reader-content-blocks__paragraph\" id=\"ember1254\" style=\"text-align: left\"><span style=\"font-family: helvetica\">Givens<\/span><\/h2>\n<p class=\"ember-view reader-content-blocks__paragraph\" id=\"ember1254\">\n<p class=\"ember-view reader-content-blocks__paragraph\" id=\"ember1259\"><span style=\"font-family: helvetica\"><br \/>\n        It is important to note that both of these theories keep <b>the learner,<\/b> not the technology, <b>primarily in mind<\/b><br \/>\n when thinking of how learning will occur. Drawing from the indicated<br \/>\nresearch, two further assumptions are held in this series and will be<br \/>\ntreated as givens:<\/p>\n<p>    <\/span><\/p>\n<p class=\"ember-view reader-content-blocks__paragraph\" id=\"ember1260\">\n<ol>\n<li><span style=\"font-family: helvetica\">Learners experience the virtual as real. (<a href=\"https:\/\/sts.stanford.edu\/publications\/experience-demand-what-virtual-reality-how-it-works-and-what-it-can-do\">Bailenson, 2018<\/a>, p. 46)<\/span><\/li>\n<li><span style=\"font-family: helvetica\">Learning outcomes are expected to be equal to other media. (Mayer, 2020, p. 357)<\/span><\/li>\n<\/ol>\n<p class=\"ember-view reader-content-blocks__paragraph\" id=\"ember1261\"><span style=\"font-family: helvetica\"><br \/>\n        Understanding how theory informs daily practice and design<br \/>\nrequires some finesse as rarely does an ID wake up and say, \u201cI\u2019m going<br \/>\nto design pure cognitivist lessons today.\u201d <\/p>\n<p>    <\/span><\/p>\n<blockquote class=\"ember-view\" id=\"ember1262\"><p><span style=\"font-family: helvetica\"><br \/>\n        Instead,<b> theory provides the guide when the ID is facing a decision where the better path is not apparent. <\/b><\/span><\/p>\n<\/blockquote>\n<p class=\"ember-view reader-content-blocks__paragraph\" id=\"ember1263\"><span style=\"font-family: helvetica\"><br \/>\n        Theories offer \u201cguidelines on motivations, learning processes<br \/>\nand learning outcomes for the learners\u201d (Checa &amp; Bustillo, 2023,<br \/>\np.5). A theory can point to methods, approaches, and strategies. Indeed,<br \/>\n the mistake of not drawing upon a learning theory that is apparent in<br \/>\nearlier research should not be repeated (<a href=\"https:\/\/www.researchgate.net\/profile\/Leonel-Morgado\/publication\/368434277_Educational_Practices_and_Strategies_with_Immersive_Learning_Environments_Mapping_of_Reviews_for_using_the_Metaverse\/links\/63ffc7680cf1030a5661703e\/Educational-Practices-and-Strategies-with-Immersive-Learning-Environments-Mapping-of-Reviews-for-using-the-Metaverse.pdf\">Beck, Morgado, &amp; O\u2019Shea<\/a>, 2023; Checa &amp; Bustillo, 2023; <a href=\"https:\/\/moodle2.units.it\/pluginfile.php\/562229\/mod_resource\/content\/2\/Brit%20J%20Educational%20Tech%20-%202014%20-%20Fowler%20-%20Virtual%20reality%20and%20learning%20%20Where%20is%20the%20pedagogy.pdf\">Fowler, 2015<\/a>).<\/p>\n<p>    <\/span><\/p>\n<p class=\"ember-view reader-content-blocks__paragraph\" id=\"ember1264\"><span style=\"font-family: helvetica\"><br \/>\n        Overall, this series lands squarely within <a href=\"https:\/\/archive.org\/details\/pasteursquadrant00stok\">Pasteur&#8217;s Quadrant<\/a>, contributing to both fundamental and practical applications (<a href=\"https:\/\/www.nature.com\/articles\/s41467-023-36741-4.pdf\">Shi &amp; Evans, 2023<\/a>).&nbsp;<\/span><\/p>\n<p class=\"ember-view reader-content-blocks__paragraph\" id=\"ember1264\">\n<div class=\"separator\" style=\"clear: both;text-align: center\"><a href=\"https:\/\/blogger.googleusercontent.com\/img\/b\/R29vZ2xl\/AVvXsEioeq1DE3brEVabAk9_2AdlI3zSuB9NmC09bU2LdAwBgzz5rFvN7y4C2GH4gfHleuMfkAL8AXI5YuZgnKvNX0UdX6dYgEkDaCZwf1UaDiAIGkCoi30qoP32l0aXc4heXqspLUF1JBHi8ibtfO9I0XsQISKIKsfcaaWTOojlDQcSnn6hc52Gqq6u2rbyFPE\/w640-h640\/Pasteur&apos;s%20Quadrant.gif\" style=\"margin-left: 1em;margin-right: 1em\"><img decoding=\"async\" alt=\"Graphic display of Pasteur&apos;s Quadrant where basic fundamental research overlpas with everyday use research. This is similar to pasteurization; it pointed the way to germ theory (basic fundamental research) but applied in everyday life (by making milk safe to drink).\" border=\"0\" data-original-height=\"864\" data-original-width=\"864\" height=\"640\" data-src=\"https:\/\/blogger.googleusercontent.com\/img\/b\/R29vZ2xl\/AVvXsEioeq1DE3brEVabAk9_2AdlI3zSuB9NmC09bU2LdAwBgzz5rFvN7y4C2GH4gfHleuMfkAL8AXI5YuZgnKvNX0UdX6dYgEkDaCZwf1UaDiAIGkCoi30qoP32l0aXc4heXqspLUF1JBHi8ibtfO9I0XsQISKIKsfcaaWTOojlDQcSnn6hc52Gqq6u2rbyFPE\/w640-h640\/Pasteur&apos;s%20Quadrant.gif\" width=\"640\" src=\"data:image\/svg+xml;base64,PHN2ZyB3aWR0aD0iMSIgaGVpZ2h0PSIxIiB4bWxucz0iaHR0cDovL3d3dy53My5vcmcvMjAwMC9zdmciPjwvc3ZnPg==\" class=\"lazyload\" style=\"--smush-placeholder-width: 640px; --smush-placeholder-aspect-ratio: 640\/640;\" \/><\/a><\/div>\n<p><span style=\"font-family: helvetica\">Pasteur&#8217;s Quadrant: The type of research that quests for fundamental<br \/>\nunderstanding AND can be used every day, like pasteurization. This<br \/>\narticle series lands in that sweet spot.<\/span><\/p>\n<p class=\"ember-view reader-content-blocks__paragraph\" id=\"ember1264\"><span style=\"font-family: helvetica\">&nbsp;<\/span><\/p>\n<p class=\"ember-view reader-content-blocks__paragraph\" id=\"ember1267\">\n        <span style=\"font-family: helvetica\">This series is fundamental because it draws primarily from the<br \/>\ncognitive theory of multimedia design and it examines research designs<br \/>\nand results. It is practical in that it provides many examples based on<br \/>\nthe author\u2019s XR design experiences.  (You&#8217;ll see, it&#8217;s coming in a<br \/>\nfuture Part.) As Mayer suggested, this type of approach is \u201cbasic<br \/>\nresearch in applied situations\u201d (2020, p. 22). Pasteur\u2019s Quadrant lends<br \/>\nlight on exploratory topics. In this case, I have some basic theory from<br \/>\n 2D learning, but there is much more 3D nuance unknown. Progress in this<br \/>\n field will require that theory and applied research move forward hand<br \/>\nin hand. <\/p>\n<p>    <\/span><\/p>\n<p class=\"ember-view reader-content-blocks__paragraph\" id=\"ember1268\"><span style=\"font-family: helvetica\"><br \/>\n        Fortunately, being in Pasteur\u2019s quadrant provides hints at<br \/>\nfurther unanswered puzzles beyond this series. For example, what is the<br \/>\nconnection between the popular XR game emotional coinage of fear and<br \/>\nsuccessful XR applications for the training of the emergency services:<br \/>\nfire, police, military, and medical personnel? The answer to that quest<br \/>\nwill wait for another day. Before I begin an examination of research<br \/>\nmyths (upcoming Part 3), I need to explain what can and cannot be<br \/>\ncovered in a series of this breadth.<\/p>\n<p>    <\/span><\/p>\n<h2 class=\"ember-view\" id=\"ember1269\"><span style=\"font-family: helvetica\"><br \/>\n        Scope<\/p>\n<p>    <\/span><\/h2>\n<p class=\"ember-view reader-content-blocks__paragraph\" id=\"ember1270\"><span style=\"font-family: helvetica\"><br \/>\n        This series leaves many topics by the wayside: defining the<br \/>\nmetaverse in education, qualifying and categorizing experiences,<br \/>\naffordances and constraints, and accessibility options. Doubtless, each<br \/>\nof those topics deserves a series of its own [note to self] but there is<br \/>\n no space to address them here. This series does provide insight into<br \/>\nfour areas:<\/p>\n<p>    <\/span><\/p>\n<p class=\"ember-view reader-content-blocks__paragraph\" id=\"ember1271\">\n<ul>\n<li><span style=\"font-family: helvetica\">interpreting research to rout out myths<\/span><\/li>\n<li><span style=\"font-family: helvetica\">looking for the characteristics of success in XR educational designs<\/span><\/li>\n<li><span style=\"font-family: helvetica\">using ID theory to inform the building blocks of design<\/span><\/li>\n<li><span style=\"font-family: helvetica\">tips for implementing an XR design project.<\/span><\/li>\n<\/ul>\n<p class=\"ember-view reader-content-blocks__paragraph\" id=\"ember1272\"><span style=\"font-family: helvetica\"><br \/>\n        The specific research gap that this series addresses is the<br \/>\nmissing connection between known design principles and practical<br \/>\napplications of ID in the metaverse. <a href=\"https:\/\/www.researchgate.net\/publication\/370221242_The_Immersion_Principle_in_Multimedia_Learning\">Makransky<\/a><br \/>\n commented on the lack of connection between the cognitive theory of<br \/>\nmultimedia design and instructional design in virtual reality,&nbsp; stating<br \/>\nthat \u201cresearch that has investigated instructional design implications<br \/>\nin immersive learning environments is severely limited\u201d (2023, p. 5).<br \/>\nBeck, Morgado, and O\u2019Shea surveyed that \u201cmostly papers discuss<br \/>\nopportunities and challenges or compare outcomes, rather than expose<br \/>\ndetails on educational practices or strategies\u201d (2023, p. 2).&nbsp; Reigeluth<br \/>\n and Honebein suggested that research-to-prove should be replaced with<br \/>\nresearch-to-improve when a technology is in its early developmental<br \/>\nstage (2023). Such research should limit itself to suggesting \u201cpossible<br \/>\nideas for actions and improvement\u201d (<a href=\"https:\/\/www.researchgate.net\/profile\/Charles-Reigeluth\/publication\/371304955_How_Do_We_Solve_a_Problem_Like_Media_and_Methods_207\/links\/647e04b6b3dfd73b7767f1d2\/How-Do-We-Solve-a-Problem-Like-Media-and-Methods-207.pdf\">Reigeluth &amp; Honebein, 2023<\/a>, p. 2). Finally, the emergent use of XR technology has precipitated haphazard designs lacking guidance:<\/p>\n<p>    <\/span><\/p>\n<p class=\"ember-view reader-content-blocks__paragraph\" id=\"ember1273\"><span style=\"font-family: helvetica\"><br \/>\n        &#8220;In these early days, trial and error plays an outsized role in<br \/>\ndesign. Education researchers borrow heavily from the entertainment<br \/>\ndesigners, who focus on engagement, and not necessarily on retention of<br \/>\ncontent. The dearth of studies highlights the urgency for a set of<br \/>\nguidelines for designing content that allows users to make appropriate<br \/>\nchoices in a spherical space.&#8221; (Johnson-Glenberg, 2018, p. 7).<\/p>\n<p>    <\/span><\/p>\n<p class=\"ember-view reader-content-blocks__paragraph\" id=\"ember1274\"><span style=\"font-family: helvetica\"><br \/>\n        It is hoped that this series lends to two facets of instructional design. First, the <b>thinking<\/b> side of design, when a designer must choose one approach or another. This series strives to give the best advice. Second, the <b>implementing<\/b><br \/>\n side of design where designers arrive directly into the metaverse to<br \/>\nsee what their learners will experience. This series, then, points the<br \/>\nway.&nbsp;<\/span><\/p>\n<p class=\"ember-view reader-content-blocks__paragraph\" id=\"ember1274\"><span style=\"font-family: helvetica\">Part 3 will approach research myths surrounding the metaverse in<br \/>\neducation.&nbsp;&nbsp;<\/span><\/p>\n<p class=\"ember-view reader-content-blocks__paragraph\" id=\"ember1274\"><span style=\"font-family: helvetica\">&nbsp;<span><\/span><\/span><\/p>\n<p><!--more--><span><\/span><\/p>\n<p class=\"ember-view reader-content-blocks__paragraph\" id=\"ember1274\"><span><span style=\"font-family: helvetica\">Did you miss Part 1? <a href=\"https:\/\/heatheredodds.blogspot.com\/2023\/10\/instructional-design-in-metaverse-part-1.html\" target=\"_blank\">Here it is!<\/a><\/span><\/p>\n<p><\/span><\/p>\n<div class=\"separator\" style=\"clear: both;text-align: center\"><a href=\"https:\/\/blogger.googleusercontent.com\/img\/b\/R29vZ2xl\/AVvXsEh9wqDTa84lZOgZFYSqNxulKkzfrtsgh15mOgbRXx6lC5lHgfyPXwYunfFxnhJdUSCtbArl_JhjAoT4X9nY8hMJoiDa2UG1AI_Ma36F_U9VU1RGLpeOZThi7qvFv-umDb0XF7OnJsFUpSiZL1p_Gj0qqmkkXwjkqd4cPXl3cJ4xgl8OYWCgQDiCcy2WHFg\/w640-h358\/heather_dodds_in_the_style_of_science_fiction_retrofuturism_mys_2770c22f-5166-489a-bfb5-86e8347f580b.png\" style=\"margin-left: 1em;margin-right: 1em\"><img decoding=\"async\" alt=\"Decorative image of scholars studying in a retrofuturistic blue room.\" border=\"0\" data-original-height=\"816\" data-original-width=\"1456\" height=\"358\" data-src=\"https:\/\/blogger.googleusercontent.com\/img\/b\/R29vZ2xl\/AVvXsEh9wqDTa84lZOgZFYSqNxulKkzfrtsgh15mOgbRXx6lC5lHgfyPXwYunfFxnhJdUSCtbArl_JhjAoT4X9nY8hMJoiDa2UG1AI_Ma36F_U9VU1RGLpeOZThi7qvFv-umDb0XF7OnJsFUpSiZL1p_Gj0qqmkkXwjkqd4cPXl3cJ4xgl8OYWCgQDiCcy2WHFg\/w640-h358\/heather_dodds_in_the_style_of_science_fiction_retrofuturism_mys_2770c22f-5166-489a-bfb5-86e8347f580b.png\" width=\"640\" src=\"data:image\/svg+xml;base64,PHN2ZyB3aWR0aD0iMSIgaGVpZ2h0PSIxIiB4bWxucz0iaHR0cDovL3d3dy53My5vcmcvMjAwMC9zdmciPjwvc3ZnPg==\" class=\"lazyload\" style=\"--smush-placeholder-width: 640px; --smush-placeholder-aspect-ratio: 640\/358;\" \/><\/a><\/div>\n<p style=\"text-align: center\">&nbsp;Theory, theory everywhere.<\/p>\n<p>&nbsp;<\/p>\n<p>#InstructionalDesign #Metaverse #XR #MR #Multimedia #Principles #Mayer<br \/>\n#LXD #ID #InstructionalDesigner #WebXR #3D #2D #Cognitive #Theory<br \/>\n#Design #Principles #Virtual #VR #Reality #Connectivism #Complexity<br \/>\n#ComputerScience #DualChannel #LimitedCapacity #ActiveProcessing<br \/>\n#Constructivism #PasteursQuadrant #Thinking #Designing<\/p>\n<p class=\"ember-view reader-content-blocks__paragraph\" id=\"ember1247\"><\/p>\n<p><span id=\"docs-internal-guid-1a157d8c-7fff-fd6c-3865-c5ad831572ad\" style=\"background-color: transparent;color: black;font-family: Times,serif;font-size: 10pt;font-style: normal;font-variant: normal;font-weight: 400;text-decoration: none;vertical-align: baseline;white-space: pre\">&nbsp;<\/span><\/p>\n","protected":false},"excerpt":{"rendered":"<p>&nbsp;<\/p>\n<div class=\"separator\" style=\"clear: both;text-align: center\"><a href=\"https:\/\/blogger.googleusercontent.com\/img\/b\/R29vZ2xl\/AVvXsEhSf-yTwOGJt7AeDvVcpn_xx4En-7K0e2jO6Oh1udPgqmQcQr9IEAfg32ckFzU8h6JFnrLoC7OovH5peJqDLDiL5HAD112Fg659r7kLkDXhNdY9FW9W7RhaRYvR3pH9wIRDQKfSotG02kSvPnz9f4wHVkW67v04j2Mi9dgiA07KuwEqqkU_CQuZclLzyqo\/w640-h360\/ID%20in%20the%20Metaverse%20Blog%20Banner%202(4).png\" style=\"margin-left: 1em;margin-right: 1em\"><img decoding=\"async\" alt=\"Decorative image with text: Instructional Design in the Metaverse\" border=\"0\" data-original-height=\"1260\" data-original-width=\"2240\" height=\"360\" data-src=\"https:\/\/blogger.googleusercontent.com\/img\/b\/R29vZ2xl\/AVvXsEhSf-yTwOGJt7AeDvVcpn_xx4En-7K0e2jO6Oh1udPgqmQcQr9IEAfg32ckFzU8h6JFnrLoC7OovH5peJqDLDiL5HAD112Fg659r7kLkDXhNdY9FW9W7RhaRYvR3pH9wIRDQKfSotG02kSvPnz9f4wHVkW67v04j2Mi9dgiA07KuwEqqkU_CQuZclLzyqo\/w640-h360\/ID%20in%20the%20Metaverse%20Blog%20Banner%202(4).png\" width=\"640\" src=\"data:image\/svg+xml;base64,PHN2ZyB3aWR0aD0iMSIgaGVpZ2h0PSIxIiB4bWxucz0iaHR0cDovL3d3dy53My5vcmcvMjAwMC9zdmciPjwvc3ZnPg==\" class=\"lazyload\" style=\"--smush-placeholder-width: 640px; --smush-placeholder-aspect-ratio: 640\/360;\" \/><\/a><\/div>\n<p>Credit: Midjourney and Me. Prompt:&nbsp;retrofuturistic city, monorails, glowing lights, nighttime, blue and green color scheme, mysterious &#8211;style raw &#8211;ar 16:9<\/p>\n<p class=\"ember-view reader-content-blocks__paragraph\" id=\"ember1246\">\n        <span style=\"font-family: helvetica\">This conceptual series proposes instructional design principles<br \/>\nfor the metaverse. You&#8217;ve arrived at Part 2 where I cover theory,<br \/>\napplication, and scope. <\/p>\n<p>    <\/span><\/p>\n<p class=\"ember-view reader-content-blocks__paragraph\" id=\"ember1247\"><span style=\"font-family: helvetica\"><br \/>\n        If you are a theory nerd like me, you&#8217;ll love this part. If not, hang on to your butts.&nbsp;<\/span><\/p>\n<h2 class=\"ember-view\" id=\"ember1248\"><span style=\"font-family: helvetica\"><br \/>\n        Theory and application<\/p>\n<p>    <\/span><\/h2>\n<p class=\"ember-view reader-content-blocks__paragraph\" id=\"ember1249\"><span style=\"font-family: helvetica\"><br \/>\n        Metaverse educational experiences, as replications of known reality, <i>can draw from every major learning theory already in existence<\/i> because metaverse experiences are often <b>copies<\/b> of the real world. <a href=\"https:\/\/doi.org\/10.1007\/7854_2022_404\">Checa and Bustillo<\/a><br \/>\n asserted that constructivism, behaviorism, cognitivism, and<br \/>\nconnectivism can be foundations for a wide variety of XR pedagogical<br \/>\napproaches (2023). However, the specific affordances of presence and<br \/>\nembodiment in the metaverse indicate that existing approaches that<br \/>\ninclude simulations and experiential learning are applicable (Checa<br \/>\n&amp; Bustillo, 2023; <a href=\"https:\/\/www.frontiersin.org\/articles\/10.3389\/frobt.2018.00081\/full?source=post_page---------------------------\">Johnson-Glenberg, 2018<\/a>; <a href=\"https:\/\/books.google.com\/books?hl=en&amp;lr=&amp;id=csqLAgAAQBAJ&amp;oi=fnd&amp;pg=PP1&amp;dq=reigeluth&amp;ots=7I8aePlS1h&amp;sig=3pERHpIXV66BoY1VuGBfXT2e8d8#v=onepage&amp;q&amp;f=false\">Reigeluth, &amp; Carr-Chellman, 2009<\/a>). Specifically, cognitivism and constructivism theories are often cited for the metaverse. <\/p>\n<p>    <\/span><\/p>\n<p class=\"ember-view reader-content-blocks__paragraph\" id=\"ember1250\"><span style=\"font-family: helvetica\"><br \/>\n        On the other hand, there is new research calling for more<br \/>\nnuanced theories that reflect the social and learner-centered<br \/>\nenvironments in the metaverse, e.g. connectivism or complexity theory<br \/>\n(Checa &amp; Bustillo, 2023; <a href=\"http:\/\/dx.doi.org\/10.1007\/s11423-021-10005-8\">Schmidt &amp; Glaser, 2021<\/a>).<br \/>\n Cognitivism and constructivism will be expanded upon here as they<br \/>\nrelate to research and application, beginning with cognitivism. <\/p>\n<p>    <\/span><\/p>\n<p class=\"ember-view reader-content-blocks__paragraph\" id=\"ember1251\"><span style=\"font-family: helvetica\"><br \/>\n        Cognitive learning theory historically reflects the strong<br \/>\ninfluence from the computer science discipline wherein XR applications<br \/>\nare understood as input\/output platforms controlled by programming.<br \/>\nLearner experiences are transactional and computational. A learner is<br \/>\nfaced with a choice, they take that choice, and the program reacts. As<br \/>\nsuch, the experiences appear to have a cause-and-effect flow with<br \/>\ncomputers and learners both mediating the processing. For instructional<br \/>\ndesigners specifically, a deeper understanding of the cognitive theory<br \/>\nof multimedia learning, where visuals and audio have been studied with<br \/>\nrespect to learning, is required to apply the advice within Section 4 of<br \/>\n this series.<\/p>\n<p>    <\/span><\/p>\n<p class=\"ember-view reader-content-blocks__paragraph\" id=\"ember1252\"><span style=\"font-family: helvetica\"><br \/>\n        Theories begin with a set of assumptions based on observation. <a href=\"https:\/\/www.cambridge.org\/highereducation\/books\/multimedia-learning\/FB7E79A165D24D47CEACEB4D2C426ECD#overview\">Mayer\u2019s (2020<\/a>) cognitive theory of multimedia design has three critical assumptions:<\/p>\n<p>    <\/span><\/p>\n<p class=\"ember-view reader-content-blocks__paragraph\" id=\"ember1253\">\n<ul>\n<li><span style=\"font-family: helvetica\"><b>Dual channel:<\/b> Humans can accept information only via sight and sound inputs.<\/span><\/li>\n<li><span style=\"font-family: helvetica\"><b>Limited capacity:<\/b><br \/>\n Humans have neuronal limits as to how fast information can be sensed,<br \/>\nkept in working memory, and then moved to long-term memory.<\/span><\/li>\n<li><span style=\"font-family: helvetica\"><b>Active processing:<\/b> Humans bring prior experiences to their learning and actively think about information as they are processing it.<\/span><\/li>\n<\/ul>\n<p class=\"ember-view reader-content-blocks__paragraph\" id=\"ember1254\"><span style=\"font-family: helvetica\"><br \/>\n        Based on those assumptions, the cognitive theory of multimedia design focuses on the human processing system.&nbsp;<\/span><\/p>\n<p class=\"ember-view reader-content-blocks__paragraph\" id=\"ember1254\">\n<div class=\"separator\" style=\"clear: both;text-align: center\"><a href=\"https:\/\/blogger.googleusercontent.com\/img\/b\/R29vZ2xl\/AVvXsEgUGqcLDo3Opm1yqX5k0clb2i1wG9zSLX3NpmcSP451doDf3QOGgzIv7yZTV6pdpD8VXgSVQkZn1HacqrUzmKI6XOT678mUYQvwh1-eu7l89B2zPb9lddhfrLgoWMhKOE9p69CX2FXJ8__yC9n3pkuXOj9fiYvrtKrCredepjugSf8JhKp1LrHNaxoLF6A\/w640-h206\/Mayer%20Multimedia%20Processing.jpg\" style=\"margin-left: 1em;margin-right: 1em\"><img decoding=\"async\" border=\"0\" data-original-height=\"213\" data-original-width=\"662\" height=\"206\" data-src=\"https:\/\/blogger.googleusercontent.com\/img\/b\/R29vZ2xl\/AVvXsEgUGqcLDo3Opm1yqX5k0clb2i1wG9zSLX3NpmcSP451doDf3QOGgzIv7yZTV6pdpD8VXgSVQkZn1HacqrUzmKI6XOT678mUYQvwh1-eu7l89B2zPb9lddhfrLgoWMhKOE9p69CX2FXJ8__yC9n3pkuXOj9fiYvrtKrCredepjugSf8JhKp1LrHNaxoLF6A\/w640-h206\/Mayer%20Multimedia%20Processing.jpg\" width=\"640\" src=\"data:image\/svg+xml;base64,PHN2ZyB3aWR0aD0iMSIgaGVpZ2h0PSIxIiB4bWxucz0iaHR0cDovL3d3dy53My5vcmcvMjAwMC9zdmciPjwvc3ZnPg==\" class=\"lazyload\" style=\"--smush-placeholder-width: 640px; --smush-placeholder-aspect-ratio: 640\/206;\" \/><\/a><span style=\"font-family: helvetica\">Mayer&#8217;s Cognitive Theory of Multimedia Design (2014 edition)<\/span><\/div>\n<\/p>\n<p class=\"ember-view reader-content-blocks__paragraph\" id=\"ember1254\">\n<p class=\"ember-view reader-content-blocks__paragraph\" id=\"ember1256\"><span style=\"font-family: helvetica\"><br \/>\n        There are two input channels (eyes and ears) where words and<br \/>\npictures enter sensory memory, then processing through working memory<br \/>\nwhere sounds and images may interchange and conflict, finally moving to<br \/>\nlong term memory where information is integrated into prior knowledge.<br \/>\nWords can be sensed by both eyes and ears. Selecting which words to<br \/>\nfocus on can cause conflict because the brain converts words to sounds<br \/>\ninside of processing. This increases cognitive workload if an external<br \/>\nvoice is speaking while the learner\u2019s internal voice is reading. This<br \/>\ntheory is relevant in that immersive experiences can provide words,<br \/>\nvoices, and graphics which, <i><b>when simultaneously present<\/b><\/i><br \/>\n in working memory, can increase cognitive workload, making long-term<br \/>\nlearning difficult. Because XR can provide an immersive environment of<br \/>\nwords, text, and sound surrounding learners, the risk is high that<br \/>\nlearners could be exposed to these cognitive conflicts. Section 4 will<br \/>\nexplore these pitfalls and how to avoid them. I will look briefly at<br \/>\nconstructivism next.&nbsp;<\/p>\n<p>    <\/span><\/p>\n<p class=\"ember-view reader-content-blocks__paragraph\" id=\"ember1257\"><span style=\"font-family: helvetica\"><br \/>\n        Constructivist learning theory postulates that learners<br \/>\nconstruct their knowledge through experience; learners do not arrive as<br \/>\nblank slates. With a wide variety of possibilities of the metaverse, IDs<br \/>\n can think that constructivism represents a constantly growing approach<br \/>\nto learning &#8211; learners could even create objects in 3D to construct<br \/>\ntheir knowledge. However, a closer examination of this theory is<br \/>\nrequired. In constructivism, new knowledge is connected to older<br \/>\nknowledge in a way similar to the act of construction, just as boards<br \/>\nare attached one upon another to build up a building. For IDs,<br \/>\nconstructivist theory appears both while designing step-wise learning<br \/>\nexperiences and in knowing that learners arrive in XR <i>with preconceptions from prior experiences<\/i><br \/>\n (Checa &amp; Bustillo, 2023). It is in these preconceptions that<br \/>\nlearners will recognize and begin to process the experience. For<br \/>\nexample, if a learner arrives in an office building XR environment, they<br \/>\n may begin to process the experience as work training. In this way, the<br \/>\nlearner might not need to be prompted that work behaviors are expected.&nbsp;<\/p>\n<p>    <\/span><\/p>\n<h2 class=\"ember-view reader-content-blocks__paragraph\" id=\"ember1254\" style=\"text-align: left\"><span style=\"font-family: helvetica\">Givens<\/span><\/h2>\n<p class=\"ember-view reader-content-blocks__paragraph\" id=\"ember1254\">\n<p class=\"ember-view reader-content-blocks__paragraph\" id=\"ember1259\"><span style=\"font-family: helvetica\"><br \/>\n        It is important to note that both of these theories keep <b>the learner,<\/b> not the technology, <b>primarily in mind<\/b><br \/>\n when thinking of how learning will occur. Drawing from the indicated<br \/>\nresearch, two further assumptions are held in this series and will be<br \/>\ntreated as givens:<\/p>\n<p>    <\/span><\/p>\n<p class=\"ember-view reader-content-blocks__paragraph\" id=\"ember1260\">\n<ol>\n<li><span style=\"font-family: helvetica\">Learners experience the virtual as real. (<a href=\"https:\/\/sts.stanford.edu\/publications\/experience-demand-what-virtual-reality-how-it-works-and-what-it-can-do\">Bailenson, 2018<\/a>, p. 46)<\/span><\/li>\n<li><span style=\"font-family: helvetica\">Learning outcomes are expected to be equal to other media. (Mayer, 2020, p. 357)<\/span><\/li>\n<\/ol>\n<p class=\"ember-view reader-content-blocks__paragraph\" id=\"ember1261\"><span style=\"font-family: helvetica\"><br \/>\n        Understanding how theory informs daily practice and design<br \/>\nrequires some finesse as rarely does an ID wake up and say, \u201cI\u2019m going<br \/>\nto design pure cognitivist lessons today.\u201d <\/p>\n<p>    <\/span><\/p>\n<blockquote class=\"ember-view\" id=\"ember1262\"><p><span style=\"font-family: helvetica\"><br \/>\n        Instead,<b> theory provides the guide when the ID is facing a decision where the better path is not apparent. <\/b><\/span><\/p>\n<\/blockquote>\n<p class=\"ember-view reader-content-blocks__paragraph\" id=\"ember1263\"><span style=\"font-family: helvetica\"><br \/>\n        Theories offer \u201cguidelines on motivations, learning processes<br \/>\nand learning outcomes for the learners\u201d (Checa &amp; Bustillo, 2023,<br \/>\np.5). A theory can point to methods, approaches, and strategies. Indeed,<br \/>\n the mistake of not drawing upon a learning theory that is apparent in<br \/>\nearlier research should not be repeated (<a href=\"https:\/\/www.researchgate.net\/profile\/Leonel-Morgado\/publication\/368434277_Educational_Practices_and_Strategies_with_Immersive_Learning_Environments_Mapping_of_Reviews_for_using_the_Metaverse\/links\/63ffc7680cf1030a5661703e\/Educational-Practices-and-Strategies-with-Immersive-Learning-Environments-Mapping-of-Reviews-for-using-the-Metaverse.pdf\">Beck, Morgado, &amp; O\u2019Shea<\/a>, 2023; Checa &amp; Bustillo, 2023; <a href=\"https:\/\/moodle2.units.it\/pluginfile.php\/562229\/mod_resource\/content\/2\/Brit%20J%20Educational%20Tech%20-%202014%20-%20Fowler%20-%20Virtual%20reality%20and%20learning%20%20Where%20is%20the%20pedagogy.pdf\">Fowler, 2015<\/a>).<\/p>\n<p>    <\/span><\/p>\n<p class=\"ember-view reader-content-blocks__paragraph\" id=\"ember1264\"><span style=\"font-family: helvetica\"><br \/>\n        Overall, this series lands squarely within <a href=\"https:\/\/archive.org\/details\/pasteursquadrant00stok\">Pasteur&#8217;s Quadrant<\/a>, contributing to both fundamental and practical applications (<a href=\"https:\/\/www.nature.com\/articles\/s41467-023-36741-4.pdf\">Shi &amp; Evans, 2023<\/a>).&nbsp;<\/span><\/p>\n<p class=\"ember-view reader-content-blocks__paragraph\" id=\"ember1264\">\n<div class=\"separator\" style=\"clear: both;text-align: center\"><a href=\"https:\/\/blogger.googleusercontent.com\/img\/b\/R29vZ2xl\/AVvXsEioeq1DE3brEVabAk9_2AdlI3zSuB9NmC09bU2LdAwBgzz5rFvN7y4C2GH4gfHleuMfkAL8AXI5YuZgnKvNX0UdX6dYgEkDaCZwf1UaDiAIGkCoi30qoP32l0aXc4heXqspLUF1JBHi8ibtfO9I0XsQISKIKsfcaaWTOojlDQcSnn6hc52Gqq6u2rbyFPE\/w640-h640\/Pasteur&apos;s%20Quadrant.gif\" style=\"margin-left: 1em;margin-right: 1em\"><img decoding=\"async\" alt=\"Graphic display of Pasteur&apos;s Quadrant where basic fundamental research overlpas with everyday use research. This is similar to pasteurization; it pointed the way to germ theory (basic fundamental research) but applied in everyday life (by making milk safe to drink).\" border=\"0\" data-original-height=\"864\" data-original-width=\"864\" height=\"640\" data-src=\"https:\/\/blogger.googleusercontent.com\/img\/b\/R29vZ2xl\/AVvXsEioeq1DE3brEVabAk9_2AdlI3zSuB9NmC09bU2LdAwBgzz5rFvN7y4C2GH4gfHleuMfkAL8AXI5YuZgnKvNX0UdX6dYgEkDaCZwf1UaDiAIGkCoi30qoP32l0aXc4heXqspLUF1JBHi8ibtfO9I0XsQISKIKsfcaaWTOojlDQcSnn6hc52Gqq6u2rbyFPE\/w640-h640\/Pasteur&apos;s%20Quadrant.gif\" width=\"640\" src=\"data:image\/svg+xml;base64,PHN2ZyB3aWR0aD0iMSIgaGVpZ2h0PSIxIiB4bWxucz0iaHR0cDovL3d3dy53My5vcmcvMjAwMC9zdmciPjwvc3ZnPg==\" class=\"lazyload\" style=\"--smush-placeholder-width: 640px; --smush-placeholder-aspect-ratio: 640\/640;\" \/><\/a><\/div>\n<p><span style=\"font-family: helvetica\">Pasteur&#8217;s Quadrant: The type of research that quests for fundamental<br \/>\nunderstanding AND can be used every day, like pasteurization. This<br \/>\narticle series lands in that sweet spot.<\/span><\/p>\n<p class=\"ember-view reader-content-blocks__paragraph\" id=\"ember1264\"><span style=\"font-family: helvetica\">&nbsp;<\/span><\/p>\n<p class=\"ember-view reader-content-blocks__paragraph\" id=\"ember1267\">\n        <span style=\"font-family: helvetica\">This series is fundamental because it draws primarily from the<br \/>\ncognitive theory of multimedia design and it examines research designs<br \/>\nand results. It is practical in that it provides many examples based on<br \/>\nthe author\u2019s XR design experiences.  (You&#8217;ll see, it&#8217;s coming in a<br \/>\nfuture Part.) As Mayer suggested, this type of approach is \u201cbasic<br \/>\nresearch in applied situations\u201d (2020, p. 22). Pasteur\u2019s Quadrant lends<br \/>\nlight on exploratory topics. In this case, I have some basic theory from<br \/>\n 2D learning, but there is much more 3D nuance unknown. Progress in this<br \/>\n field will require that theory and applied research move forward hand<br \/>\nin hand. <\/p>\n<p>    <\/span><\/p>\n<p class=\"ember-view reader-content-blocks__paragraph\" id=\"ember1268\"><span style=\"font-family: helvetica\"><br \/>\n        Fortunately, being in Pasteur\u2019s quadrant provides hints at<br \/>\nfurther unanswered puzzles beyond this series. For example, what is the<br \/>\nconnection between the popular XR game emotional coinage of fear and<br \/>\nsuccessful XR applications for the training of the emergency services:<br \/>\nfire, police, military, and medical personnel? The answer to that quest<br \/>\nwill wait for another day. Before I begin an examination of research<br \/>\nmyths (upcoming Part 3), I need to explain what can and cannot be<br \/>\ncovered in a series of this breadth.<\/p>\n<p>    <\/span><\/p>\n<h2 class=\"ember-view\" id=\"ember1269\"><span style=\"font-family: helvetica\"><br \/>\n        Scope<\/p>\n<p>    <\/span><\/h2>\n<p class=\"ember-view reader-content-blocks__paragraph\" id=\"ember1270\"><span style=\"font-family: helvetica\"><br \/>\n        This series leaves many topics by the wayside: defining the<br \/>\nmetaverse in education, qualifying and categorizing experiences,<br \/>\naffordances and constraints, and accessibility options. Doubtless, each<br \/>\nof those topics deserves a series of its own [note to self] but there is<br \/>\n no space to address them here. This series does provide insight into<br \/>\nfour areas:<\/p>\n<p>    <\/span><\/p>\n<p class=\"ember-view reader-content-blocks__paragraph\" id=\"ember1271\">\n<ul>\n<li><span style=\"font-family: helvetica\">interpreting research to rout out myths<\/span><\/li>\n<li><span style=\"font-family: helvetica\">looking for the characteristics of success in XR educational designs<\/span><\/li>\n<li><span style=\"font-family: helvetica\">using ID theory to inform the building blocks of design<\/span><\/li>\n<li><span style=\"font-family: helvetica\">tips for implementing an XR design project.<\/span><\/li>\n<\/ul>\n<p class=\"ember-view reader-content-blocks__paragraph\" id=\"ember1272\"><span style=\"font-family: helvetica\"><br \/>\n        The specific research gap that this series addresses is the<br \/>\nmissing connection between known design principles and practical<br \/>\napplications of ID in the metaverse. <a href=\"https:\/\/www.researchgate.net\/publication\/370221242_The_Immersion_Principle_in_Multimedia_Learning\">Makransky<\/a><br \/>\n commented on the lack of connection between the cognitive theory of<br \/>\nmultimedia design and instructional design in virtual reality,&nbsp; stating<br \/>\nthat \u201cresearch that has investigated instructional design implications<br \/>\nin immersive learning environments is severely limited\u201d (2023, p. 5).<br \/>\nBeck, Morgado, and O\u2019Shea surveyed that \u201cmostly papers discuss<br \/>\nopportunities and challenges or compare outcomes, rather than expose<br \/>\ndetails on educational practices or strategies\u201d (2023, p. 2).&nbsp; Reigeluth<br \/>\n and Honebein suggested that research-to-prove should be replaced with<br \/>\nresearch-to-improve when a technology is in its early developmental<br \/>\nstage (2023). Such research should limit itself to suggesting \u201cpossible<br \/>\nideas for actions and improvement\u201d (<a href=\"https:\/\/www.researchgate.net\/profile\/Charles-Reigeluth\/publication\/371304955_How_Do_We_Solve_a_Problem_Like_Media_and_Methods_207\/links\/647e04b6b3dfd73b7767f1d2\/How-Do-We-Solve-a-Problem-Like-Media-and-Methods-207.pdf\">Reigeluth &amp; Honebein, 2023<\/a>, p. 2). Finally, the emergent use of XR technology has precipitated haphazard designs lacking guidance:<\/p>\n<p>    <\/span><\/p>\n<p class=\"ember-view reader-content-blocks__paragraph\" id=\"ember1273\"><span style=\"font-family: helvetica\"><br \/>\n        &#8220;In these early days, trial and error plays an outsized role in<br \/>\ndesign. Education researchers borrow heavily from the entertainment<br \/>\ndesigners, who focus on engagement, and not necessarily on retention of<br \/>\ncontent. The dearth of studies highlights the urgency for a set of<br \/>\nguidelines for designing content that allows users to make appropriate<br \/>\nchoices in a spherical space.&#8221; (Johnson-Glenberg, 2018, p. 7).<\/p>\n<p>    <\/span><\/p>\n<p class=\"ember-view reader-content-blocks__paragraph\" id=\"ember1274\"><span style=\"font-family: helvetica\"><br \/>\n        It is hoped that this series lends to two facets of instructional design. First, the <b>thinking<\/b> side of design, when a designer must choose one approach or another. This series strives to give the best advice. Second, the <b>implementing<\/b><br \/>\n side of design where designers arrive directly into the metaverse to<br \/>\nsee what their learners will experience. This series, then, points the<br \/>\nway.&nbsp;<\/span><\/p>\n<p class=\"ember-view reader-content-blocks__paragraph\" id=\"ember1274\"><span style=\"font-family: helvetica\">Part 3 will approach research myths surrounding the metaverse in<br \/>\neducation.&nbsp;&nbsp;<\/span><\/p>\n<p class=\"ember-view reader-content-blocks__paragraph\" id=\"ember1274\"><span style=\"font-family: helvetica\">&nbsp;<span><\/span><\/span><\/p>\n<div class=\"link-more\"><a href=\"https:\/\/cogitateandpercolate.com\/?p=15\" class=\"more-link\">Continue reading<span class=\"screen-reader-text\"> &ldquo;Instructional Design in the Metaverse Part 2 Theory and Scope&rdquo;<\/span>&hellip;<\/a><\/div>\n","protected":false},"author":1,"featured_media":16,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[16,11,15,13,14,12],"tags":[],"class_list":["post-15","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-cognitive-load","category-instructional-design","category-mayer","category-metaverse","category-pasteursquadrant","category-principles-of-multimedia","entry"],"_links":{"self":[{"href":"https:\/\/cogitateandpercolate.com\/index.php?rest_route=\/wp\/v2\/posts\/15","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/cogitateandpercolate.com\/index.php?rest_route=\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/cogitateandpercolate.com\/index.php?rest_route=\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/cogitateandpercolate.com\/index.php?rest_route=\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/cogitateandpercolate.com\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=15"}],"version-history":[{"count":1,"href":"https:\/\/cogitateandpercolate.com\/index.php?rest_route=\/wp\/v2\/posts\/15\/revisions"}],"predecessor-version":[{"id":21,"href":"https:\/\/cogitateandpercolate.com\/index.php?rest_route=\/wp\/v2\/posts\/15\/revisions\/21"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/cogitateandpercolate.com\/index.php?rest_route=\/wp\/v2\/media\/16"}],"wp:attachment":[{"href":"https:\/\/cogitateandpercolate.com\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=15"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/cogitateandpercolate.com\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=15"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/cogitateandpercolate.com\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=15"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}