Tag: Ethics

  • From Myths to Principles: Part 8 Ethical Labyrinths, Interpreting Research

    From Myths to Principles: Part 8 Ethical Labyrinths, Interpreting Research

    Ethics, as a set of rules of practice, is something that instructional designers deal with on a daily basis in the form of assuring learner privacy, coursework security, instructor authorship and institutional ownership (Moore, 2021). These topics are recognizable within instructional designers’ professional work lives. However, many instructional design models like ADDIE, Backwards Design, and ASSURE do not include any acknowledgment of possible ethical concerns (Warren et al., 2023). As such, instructional designers might not recognize some ethical decisions which are a critical part of their professional job (Moore, 2021). Within immersive environments, the stakes are higher as learners are primed to experience environments far beyond a classroom or home.

    A scoping review of relevant research topics for immersive environments that covered access, content production, and deployment does not mention ethics (Gaspar et al., 2018). However, research on ethics in immersive educational environments is beginning to appear (Moore, 2021; Glaser & Moore, 2023; Zallio & Clarkson, 2022). Zallio, Huang, Osaki, Hong, Chang, Liu, and Ohashi (2024) completed a review of ethical issues in VR and AR technologies and found 15 different and broad ethical concerns including the dichotomy between the virtual and the real world (for example, abuse in immersive experiences), concerns related to user safety (for example, sensory overload) and the ethical concerns of people who surround immersive headset users (for example, caregivers). This series will look at some areas where instructional designers can exert influence even after the decision to incorporate immersive experiences has been made.

    Interpreting research

    Relying on what the research portrays on the surface does not fully illuminate what is happening within the immersive experiences. Research results were at the core of the myths illuminated earlier in this series. What might be a kernel of truth could be turned into a claim that immersive experiences will revolutionize education.

    Instructional designers can conduct literature reviews and quickly review research paper abstracts for studies that are similar to the situation being considered. R. C. Clark and Mayer (2016) summarized how to examine research claims for e-learning, but these questions equally apply to sorting for immersive experience research.

    1. “Are the methods, content, learners, and context like yours?


    2. Does the experimental group outscore the control at a significance

      level of p < .05?


    3. Does the effect size favor the experimental group at a 0.5 level or

      higher? (p. 63)



    Despite experimental results that tout learning success in immersive experiences, those results might not apply to another situation due to different variables, effect size, and other appropriate measures. Readers of research need to become adept at identifying effect sizes, immersion times, and the presence of comparison groups. In summary, “as a consumer of experimental research, you need to be picky” (R. C. Clark & Mayer, 2016, p. 56)

    Disney's Inside Out character Disgust, posing with a nonchalant look

    Disgust embodies ‘you need to be picky’

    When reviewing research, the reader may sleuth for two primary problems that might appear in immersive experience studies: the presence of novelty effect and the bane of media comparisons.


    Novelty effect


    This series defines novelty effect as the phenomena when learners are exposed to something new during instruction and the new treatment causes increased motivation, excitement, and effort. There is usually a corresponding learning gain from the increased attention (Lodico et al., 2010). R. E. Clark and Craig (1992) succinctly refer to the novelty effect as the “attitude advantage” (p. 9). Novelty effect can be suspected within a research design when the learners are exposed to a media with which they are not familiar and the learners’ time within the experience is limited. The presence of the novelty effect is generally a negative threat to external validity of a study; the study results cannot necessarily be generalized to be true for other populations.

    Certainly, an educator might be buoyed up by the illusory increase from incorporating immersive experiences. Just as motivation increases, however, it can also decrease. When the newness of the technology wears off, the learning gains tend to equilibrate to be comparable with other media choices (Clark & Craig, 1992).

    It is valid to ponder how long the novelty effect can be expected to last with immersive experience. The answer is it depends. Novelty effect is unique to each learner. Some learners might personally use immersive headsets outside of learning environments and the novelty of the experience will end sooner for them. At the time of this series’s writing, headsets and immersive learning environments are not ubiquitous, so the novelty effect can be expected for some time into the future.


    Decorative image comparing two cars that appear to be the same model; one care is very run down and dirty, the other car is new looking and stylish.

    Media comparison studies

    Much research about immersive experiences for learning has focused on the hardware and the learners’ reaction to it in the form of
    comparison studies (Glaser & Moore, 2023; Stefan et al., 2023). Studies often measure learning gains and do not give balanced
    consideration of the constraints of time, money, space, and connectivity that might have been present (McGivney, 2023). Indeed, media comparison studies are a debatable topic in instructional design. We must look at the root of the problem

    With the arrival of personal computers into education in the early 1980s, a debate arose of what causes the ideal conditions of learning: the media (which at this time was the personal computer) or the method (which is the approach taken to conduct the learning). R. E. Clark’s initial salvo in 1983, drawing on what was then already decades of empirical research, asserted that,


    There are no learning benefits to be gained from employing any
    specific medium to deliver instruction. Research showing performance
    or time-saving gains from one or another medium are shown to be
    vulnerable to compelling rival hypotheses concerning the uncontrolled
    effects of instructional method and novelty. (p. 445)

    With this, R. E. Clark called the media emperor naked. He pointed at two possible causes of learning gains seen in media comparison studies: the novelty effect (which was covered in the last section) and uncontrolled instructional methods. This latter item is when two different media experiences are pitted against each other to determine which is better. The problem is that use of different media often requires correspondingly different instructional methods. Thus, if something is taught differently, any differences cannot be the result of the media’s impact alone. The learning accomplished between the two media can be very different.

    An example of a poor media comparison would be when learners in an immersive experience are compared to learners in paper and pencil-based learning. The results of a comparison like this should be discounted due to the varying cognitive impact that the different instructional methods have on the learner (Parong & Mayer, 2021). In another example, a control group was exposed to the standard training and an experimental group was exposed to VR training in addition to and after the standard training (Seymour, et al., 2002). The VR group scored higher. The extra training time with the content could have caused higher scores, not the media. The two media conditions of one with and one without immersive experiences were not comparable. 

    Honebein and Reigeluth (2020) refer to media comparison studies as “a good guys versus bad guys competition” (p. 6). The comparison scenario has been repeated between many media. But R. E. Clark doubled down on this claim against media comparison studies in 1994 by making the “replaceability challenge” wherein he asked “whether there are other media or another set of media attributes that would yield similar learning gains” (p. 21). The research record since 1994 has supported R. E. Clark’s stance, now referred to at times as the no significant difference phenomena with media.

    Honebein and Reigeluth (2020) contended that the entire research-to-prove approach, striving to prove which media is better, needs to be replaced with a research-to-improve approach acknowledging the complexity and systemic components for each individual situation. Instructional designers can draw from this research-to-improve idea by advocating for the specific affordances that immersive experiences media might bring that stand separate from learning gains. More discussion of those affordances will be mentioned within the future directions section of this series.


    You do plan to have some learning theory in your learning experience, right?

    Missing design theories and models

    The design work for immersive experiences in education is complex. To design for the highest possible chance of learning, there should be instructional models or beacons for developers and designers to follow. Immersive experiences, as replications of real world experiences, could reasonably utilize any major learning theory. Radianti et al. (2020) reported that in their review of immersive virtual reality applications, 68% of studies did not mention a learning theory. Most papers focused on XR usability and did not connect theory with use. Checa and Bustillo (2023) asserted that constructivism, behaviorism, cognitivism, and connectivism can be foundations for a wide variety of immersive pedagogical approaches. Similarly, Marougkas et al. (2023) found that constructivism was the most commonly cited learning theory in VR studies. However, the specific affordances of presence and embodiment in the metaverse point to simulations and experiential learning as the most appropriate design theories (Reigeluth & Carr-Chellman, 2009; Johnson-Glenberg, 2018; Checa & Bustillo, 2023; Marougkas et al., 2023).


    Similarly, Castelhano et al. (2023) conducted a systematic literature review for instructional design models and found that no current model combines the best of what we know about pedagogy from two-dimensional learning with the affordances of three-dimensional technologies. For example, traditional pedagogical research has shown the importance of having clear learning objectives, a consideration of the audience, planned and structured learning, and alignment of assessment choices. All of these are standard instructional design expectations. By contrast, immersive experience research identifies the importance of segmenting training to avoid overload in intensely stimulating and surrounding environments. Also, the research stresses the equal importance of both advance briefings (on-boarding) to prepare learners for what they will experience and post-briefings (off-boarding) to allow the learners to process and engage in generative activities (Dede, 2021). Thus, researchers seem to be not putting the best of what are separate knowledge pools together.


    Similar gaps in theory-driven designs were found by Kim et al. (2023) and McGowin, Fiore, and Oden (2023). The emergent use of immersive experiences technology has precipitated haphazard designs lacking guidance:

    In these early days, trial and error plays an outsized role in design. Education researchers borrow heavily from the entertainment designers, who focus on engagement, and not necessarily on retention of content. The dearth of studies highlights the urgency for a set of guidelines for designing content that allows users to make appropriate choices in a spherical space. (Johnson-Glenberg, 2018, p. 7)


    Indeed, “theoretical frameworks devised to inform design, research, and practice in the field are rare” (Southgate, 2020).


    Problematic data


    Even after the learning event is done, assessing the results has been problematic. In a systematic review of computer-aided technologies in safety training, Gao et al. (2019) found that evidence supporting the effectiveness of the training is poor. Narciso et al. (2021) observed that the most common form of assessment used in published research of immersive experiences for learning was questionnaires. This contradicts the advice recommended by experts who point out that assessments should be tied closely to future performance (Ziker, et al., 2020). According to Stefan et al. (2023), only one-third of published studies contained some form of evaluation at all. Of those, Kirkpatrick’s Level 1, learner reaction, measurements were found 66% of the time. Some research studies do not seem to go further than asking the learners if they liked the immersive experience (Kavanagh at al., 2017; Stefan, et al., 2023). While liking an experience is pleasant, it is known that what learners like or prefer to engage in for their learning often has no positive correlation to their actuallearning (Thalheimer, 2018; Ruiz-Martin et al., 2024).


    Further problems appear once research is published. Lanier et al. (2019) noted that the median sample size in published studies was 25 participants. This number might not represent a large enough data pool to detect anything but large effects. If the impact effect of immersive experiences is supposed to be moderate, pools of 25 participants would only statistically detect the impact in about 50% of the experiments (Lanier et al., 2019, p. 14). This means that even if the inclusion of immersive experiences do positively impact learning, most published research studies cannot detect it because the sample sizes are too small. Despite researchers and educational influencers using the word significant to describe future anticipated impacts of immersive experiences, there is room for doubt that statistical thresholds are being met. 

     

    Decorative image with text: Immersive experiences, as replications of real world experiences, could reasonably utilize any major learning theory

    In the next part of these series, I’ll cover the ethical problems inside of the biased content creation process – both in terms of XR content and research publishing.

    References

    Castelhano, M., Morgado, L., & Pedrosa, D. (2023, November 1). Instructional design models for immersive virtual reality: a systematic literature review. http://hdl.handle.net/10400.2/15232

    Checa, D., & Bustillo, A. (2023). Virtual reality for learning. Current Topics in Behavioral Neurosciences, 289–307. https://doi.org/10.1007/7854_2022_404

    Clark, R. E. (1983). Reconsidering Research on Learning from Media. Review of Educational Research,
    53(4), 445–459. https://doi.org/10.3102/00346543053004445

    Clark, R. E. (1994). Media will never influence learning. Educational Technology Research and Development,
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    Clark, R. E., & Craig, T. G. (1992). Research and Theory on Multi-Media Learning Effects. In Springer
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    (pp. 19–30). https://doi.org/10.1007/978-3-642-77705-9_2

    Clark, R. C., & Mayer, R. E. (2016). E-Learning and the science of instruction: Proven Guidelines for Consumers and
    Designers of Multimedia Learning
    . John Wiley & Sons.

    Dede, C. (2021, May 17). Looking back: Insights from a century of cumulative research in immersive learning. [Video]. YouTube. https://www.youtube.com/live/l3tw6O8Hn-s?si=Ey6l-Na4t7YPYLu3

    Gao, Y., Gonzalez, V. A., & Yiu, T. W. (2019.). The effectiveness of traditional tools and computer-aided technologies for health and safety training in the construction sector: a Systematic review. Computers & Education, 138,101–115. https://doi.org/10.1016/j.compedu.2019.05.003

    Gaspar, H., Morgado, L., Mamede, H. S., Manjón, B., & Gütl, C. (2018). Identifying immersive environments’ most relevant research topics: an instrument to query researchers and practitioners. iLRN 2018 Montana. Workshop, Long and Short Paper, and Poster Proceedings From the Fourth Immersive Learning Research Network Conference, 48–71. https://doi.org/10.3217/978-3-85125-609-3-10

    Glaser, N., & Moore, S. (2023). Redefining immersive technology research: Beyond media comparisons to holistic learning approaches. Digital Psychology, 4(1S), 4–8. https://doi.org/10.24989/dp.v4i1s.2272


    Honebein, P.C. & Reigeluth, C.M. (2020). The instructional theory framework appears lost. Isn’t it time we find it again? RED
    Revista Educación a Distancia, 20(64). http://dx.doi.org/10.6018/red.405871

    Johnson-Glenberg, M. C. (2018). Immersive VR and education: embodied design principles that include gesture and hand controls. Frontiers in Robotics and AI, 5. https://doi.org/10.3389/frobt.2018.00081


    Kavanagh, S., Luxton-Reilly, A., Wuensche, B., & Plimmer, B. (2017). A systematic review of Virtual Reality in education. Themes in science and technology education, 10(2), 85-119. http://earthlab.uoi.gr/theste

    Kim, T., Planey, J., & Lindgren, R. (2023). Theory-driven design in metaverse virtual reality learning environments: Two illustrative cases. IEEE Transactions on Learning Technologies, 16(6), 1141–1153. https://doi.org/10.1109/tlt.2023.3307211

    Lanier, M., Waddell, T. F., Elson, M., Tamul, D. J., Ivory, J. D., & Przybylski, A. (2019). Virtual reality check: Statistical power, reported results, and the validity of research on the psychology of virtual reality and immersive environments. Computers in Human Behavior, 100, 70–78. https://doi.org/10.1016/j.chb.2019.06.015

    Lodico, M. G., Spaulding, D. T., & Voegtle, K. H. (2010). Methods in educational research: From Theory to Practice.
    John Wiley & Sons.


    Marougkas, A., Troussas, C., Krouska, A., & Sgouropoulou, C. (2023). Virtual reality in education: a review of learning theories,
    approaches and methodologies for the last decade. Electronics, 12(13), 2832. https://doi.org/10.3390/electronics12132832

    McGivney, E. (2023). Improving Technology- Enhanced Immersive Learning With Design-Based Implementation Research. Proceedings of the 17th International Conference of the Learning Sciences-ICLS
    2023
    . https://doi.org/10.22318/icls2023.213038


    McGowin, G., Fiore, S. M., & Oden, K. (2023). Towards a theory of learning in immersive virtual reality: designing learning affordances with embodied, enactive, embedded, and extended cognition. In Cherner, T. & Fegely, A. (Eds.), Bridging the XR technology-to-practice gap: methods and strategies for blending extended realities into classroom instruction, Association for the Advancement of Computing in Education (AACE). https://www.learntechlib.org/primary/p/222242/

    Moore, S. (2021). The design models we have are not the design models we need. Journal of Applied Instructional Design,
    10(4). https://doi.org/10.51869/104/smo


    Narciso, D., Melo, M., Rodrigues, S., Paulo Cunha, J., Vasconcelos-Raposo, J., & Bessa, M. (2021). A systematic review on the use of immersive virtual reality to train professionals. Multimedia Tools and Applications, 80, 13195-13214.
    https://doi.org/10.1007/s11042-020-10454-y

    Parong, J., & Mayer, R. E. (2018). Learning science in immersive virtual reality. Journal
    of Educational Psychology
    , 110(6), 785–797. https://doi.org/10.1037/edu0000241

    Radianti, J., Majchrzak, T. A., Fromm, J., & Wohlgenannt, I. (2020). A systematic review of immersive virtual reality applications
    for higher education: Design elements, lessons learned, and research agenda. Computers & education, 147, 103778.

    Reigeluth, C. M., & Carr-Chellman, A. A. (Eds.). (2009). Instructional-design theories and models, volume III: Building a
    common knowledge base. (Vol. 3)
    . Routledge.


    Ruiz-Martín, H., Blanco, F., & Ferrero, M. (2024). Which learning techniques supported by cognitive research do students use
    at secondary school? Prevalence and associations with students’ beliefs and achievement. Cognitive Research: Principles and Implications, 9(1), 44.


    Seymour, N. E., Gallagher, A. G., Roman, S. A., O’brien, M. K., Bansal, V. K., Andersen, D. K., & Satava, R. M. (2002). Virtual reality training improves operating room performance: results of a randomized, double-blinded study. Annals of surgery, 236(4),
    458.


    Southgate, E. (2020, June). Conceptualising embodiment through virtual reality for education. In 2020 6th international conference of the immersive learning research network (iLRN) (pp. 38-45). IEEE.

    Stefan, H., Mortimer, M. & Horan, B. Evaluating the effectiveness of virtual reality for safety-relevant training: a systematic review. Virtual Reality 27, 2839–2869 (2023). https://doi.org/10.1007/s10055-023-00843-7


    Thalheimer, W. (2018). The learning-transfer evaluation model: Sending messages to enable learning effectiveness. In Design
    Thinking Conference and the Learning Technologies Conference. London
    . https://www.worklearning.com/wp-content/uploads/2018/02/Thalheimer-The-Learning-Transfer-Evaluation-Model-Report-for-LTEM-v11.pdf


    Warren, S., Beck, D., & McGuffin, K. (2023). In support of ethical instructional design. S. Moore y L. Dousay (Eds.). Applied
    ethics for instructional design and technology
    , 15-37.


    Zallio, M., & Clarkson, P. J. (2022). Designing the metaverse: A study on inclusion, diversity, equity, accessibility and safety for
    digital immersive environments. Telematics and Informatics, 75, 101909.


    Zallio, M., Huang, T., Osaki, Y., Hong, S., Chang, X., Liu, W., & Ohashi, T. (2024). The ethics of immersion: A scoping review of VR and AR technologies. Accessibility, Assistive Technology and Digital Environments, 121(121).


    Ziker, C., Ydo, E., Zapata-Rivera, D., Hillier, M., & Casale, M. (2020, June). Special session—Challenges and opportunities for
    assessment in XR. In 2020 6th International Conference of the Immersive Learning Research Network (iLRN) (pp. 421-423). IEEE.

  • An A Student And A Bad Worker

    An A Student And A Bad Worker

     

    Photo of the Microbiology Lab Prep Room at SUNY Potsdam. Taken in October 2017.

    Microbiology prep lab room at SUNY Potsdam.

     

    This wasn’t my first job. But it was my first lesson that a person can be an A student and a bad worker.

    I was in my junior year of university. I was a work-study Microbiology Lab Assistant, limited to five hours a week. Because I was a transfer student, I was 1 year ahead of other students and trained in aseptic technique, material preparation, chemical handling, etc.

    I knew to wash your hands and don’t touch stuff.

    I was also taking Cellular Physiology with Dr. Pei Juo. His class was very hard. And if you got an answer wrong in class, he’s throw chalk at you. I won’t disclose if he threw chalk at me but I sat in the back and ducked. He could not pronounce my name; he would call me “ah-ther”. But a classmate, I forget her name so I’ll call her Lisa, was pulling As in the same class. How was it so easy for her? 

    Lisa also had a job working for Dr. Juo down the hall from the Microbiology lab.

    Photo of the far end of the Biology hall at SUNY Potsdam

    One day, I was still finishing up one of my five weekly hours and Lisa, with backpack, came down the hall past the doorway and stopped for a moment with a glint of gloat that she was sailing out of the building.

    Then I heard her name called down the hallway. Loudly. Repeatedly. 

    Lisa rolled her eyes, sighed, and looked back up the hallway.

    Dr. Juo yelled “You’re not done yet!” 

    “I finished my work” she wined.

    “You left dirty dishes!” he protested.

    “They are not mine. I didn’t dirty them.” she said succinctly.

    I made a face like when a friend gets in trouble but,
    you kinda sorta knew that they totally deserved it.  Like big eyes and a
    mouth that say “oh well!” and I looked back at my work.

    “Your job is to clean the lab. Those dishes ARE your job. Get back here!” He was surface-of-the-sun hot. If he had chalk, he would have been throwing it.

    She sighed and reluctantly walked up the hall. It was the walking version of dragging her feet.

    I hear the clank of dishes being washed and put up to dry.  She finished and left. She didn’t stop at my lab door this time. Then I had to leave. My work was done AND my hour was done. So I put on my backpack and slipped away.

    But the lesson was learned by me. 

    Lisa was an A student and a bad worker; a person could be both. Before her, I didn’t know that was possible probably because As took hard work from me.

    That lesson always stuck with me and when it came time for me to be the boss and hire people, I always looked for teachers that didn’t strike me fully as “A” students. I needed teachers who had pulled some Bs or a few “C”s. That’s because of Lisa; I’m wary of straight A students. They can get good grades and suck at being good workers.

  • Academics Getting Paid To Write

    Academics Getting Paid To Write

    Image of large arrow pointing left made up on small arrows pointing right. Image is meant to convey concept of contradiction.
    Photo by 愚木混株 cdd20 on Unsplash

    I once was in the position to see the editing of an international research position paper; how the sausage is made, so to speak. I was able to see contributors, editing, and writing styles first hand by academics from my industry. 

    What I saw was shocking.

    Writer #1

    I saw one writer who is a famous name in my industry who could not write their way out of a wet paper sack. Literally one paragraph that was meant to contain a definition of “immersion” contained five sentences that were the same sentence reworded. It was exactly like watching a Freshman college student open, work on a paper by writing one floppy sentence, then hitting save, put the paper away for a day, then re-open it, start again in the same paragraph and forget that they should be adding thought and simply re-work the same thought they had the day before, and then think that they were profound. The result is that they sounded like a bullshitter. Their work needed major rewriting; every sentence.

    This is a doctoral holder who is director of a major research/production house with the US. [EDIT: Update from December 2025. This writer’s university is collapsing.]

    Writer #2

    Second, a writer who is famous — like hits the podcasts weekly for their opinions in my industry– contributed a page and a half of writing and was paid US$5,000. (Actually all three examples I give here were paid $5,000 each for their writing). It didn’t need much editing but…hey…could you sleep at night knowing you gave that kind of contribution? The final paper was 75 pages.

    $5,000 for 1.5 pages of writing?

    Nice work, if you can get it.

    Writer #3

    The last writer actually gave good writing and a decent amount of it. Unfortunately, this person does not get off completely free from problems. 

    I personally tech supported the person as they were supposed to present in an admittedly difficult XR platform. They didn’t attend a rehearsal. The time of the event, their sound didn’t work. I brought them outside of the auditorium to troubleshoot. But as I went through the standard list of fixes (which all centered on the user and their Windows settings), I got a healthy heaping of sighs and “I should be inside presenting” statements. Eventually, the writer gave up on me and the tech and decided to go in on cell phone patched in.


    The writer was still paid $5,000. But they had an attitude that would not fit through the door sideways.

    All doctoral holders, all famous names in the industry. All unpleasant to work with, to put it mildly.


    Disclosure: I contributed to the early stage of this same writing project. However, there is no proof that any of my contributions, or indeed much of any of the contributions of the 54 unpaid, early stage writers showed up in the final project other than just in name. The early contributions were supposed to be read, condensed, and included in the final version. There is absolutely no proof that actually happened. 

    Even at one point, I had heard an incident that a quote attributed to an
    early writer had never happened; they didn’t write/say that. That person strongly objected to the quote for obvious ethical reasons. The editors removed the mistaken attribution. 

    It seems much more likely, from what I witnessed, that the three writers above plus the editors simply restarted a new document to their own preferred liking.

    The further editing was a mess as editors worked with different writing programs
    and had distinctly different approaches to what was acceptable academic
    writing. In the end, the main editor was so disgusted by the writing
    that they refused to have the document qualified as academic writing and
    it was spun as a “market report” (interesting, given that it was
    written entirely by academics) instead. It didn’t really work. 

    The document hit the presses
    more than 6 months late to little acclaim or notice.

    (more…)