Tag: Mayer

  • 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,
    42(2), 21–29. https://doi.org/10.1007/bf02299088

    Clark, R. E., & Craig, T. G. (1992). Research and Theory on Multi-Media Learning Effects. In Springer
    eBooks
    (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.

  • XR for education propaganda – EDUMetaverse

    XR for education propaganda – EDUMetaverse

     

    Decorative image of an analog bullshit meter

    propaganda: 

    1 – ideas, facts, or allegations spread deliberately to further one’s cause or to damage an opposing cause

    also

    : a public action having such an effect

    2: the spreading of ideas, information, or rumors for the purpose of helping or injuring an institution, a cause, or a person

    Merriam-Webster Dictionary entry


    I was so tempted to make a reaction video to this video within Andrew Wright’s LinkedIn post.  But no. Instead, I’ll just point out the XR for education problems therein.

    Post:

    If you’re wondering what #immersivelearning looks like. Watch the clip of today’s onsite session till the end. Innovate, Engage, Inspire
    This is not a ‘flash over substance’ experience, at EDUmetaverse, this is the real deal!

    Consider that this is one lesson of ten, from one world out of a hundred, you’ll then get some idea of what we’ve spent five years creating.

    Designed by teachers, for teachers. Available now as part of our education bundle for 2026.
    All you need is a browser..

    ✅ Immersive Worlds
    ✅ Engaging PBL
    ✅ Relevant Content
    ✅ Curriculum aligned
    ✅ A.I Literacy embedded
    ✅ STEM based
    ✅ Teacher Created

    What are you waiting for? Get in touch today.
    www.edumetaverse.com.au

    #educationevolved #ai #vr #mixedreality #3ddesign #stem #webxr #pbl #generativeai Frame MeshyAI Lauren Main Andrew Google Flow Apple

    Strong Words

    Wondering what immersive learning looks like?
    Not ‘flash over substance’?
    The real deal!
    1 of 10, 1 of 100!
    Spent 5 years creating

    Designed by teachers, for teachers (ouch. I apologize to teachers on EDUMetaverse’s behalf, cause EDUMetaverse has a tendency to throw y’all under the bus, regularly.)


    Then a bunch of key phrases: STEM, relevant, immersive! Probably written by AI. 🙄
     
    I did not find the same video posted to any other EDUMetaverse social media (huh? 🙄) . I’m going to show screen captures with my written descriptions.

    Opening scene, upbeat music: It’s Avatar Andrew inside of a FrameVR/Virbela world that looks like a stadium during winter. Avatar Andrew is standing on a blue running track looking towards empty wooden spectator seats where a real world ski jumping video clip plays and 2D picture of a 3D model of a ski jump is displayed.

    Students are watching a flat screen monitor 🙄, where an EDUMetaverse world is shown and inside that world there is what looks like an EDUMetaverse produced video and some Olympics mascots. (I searched for matching clip or 3D model, didn’t easily find anything but it isn’t hard to guess that they could have been made by AI.)

    Capture of students looking into EDUMetaverse world

    An interface shows a 3D ski jump model. I’ve never used EDUMetaverse, so I’m guessing this is a compose or build-type of interface. Interestingly, we can see that AI is doing the building because there is text: “Prompt: An olympic ski jumper in jump mode leaning forward over skis…” and “Generating 70%”.  In my experience with VirBELA, this looks like a VirBELA-like interface. Note: this supposed result doesn’t appear anywhere in the video. (cough, AI fail? 🙄 cough)

    Capture of program interface. Unsure if this is EDUMetaverse generative AI for 3D object creation.


    A little more video of Avatar Andrew watching real world ski jumping video in world. 🙄

    Then what must be a post-production edited still shot (NOT video) because an innocent student appears to be pointing to something that doesn’t exist but a ski jump has been placed into the shot. This is AR-like. In my opinion, this is a faked video shot and it is poorly done. 🙄  For fun, I noticed the colored bracelet. Can we see it elsewhere in the video OR was the student’s hand a new creation from somewhere else? (Spoiler: yup, the bracelet is on a student later).

     
    Capture of video moment when a fake ski jump is placed into a real classroom
    Nomination for worst AR faked video shot


    Then a slick EDUMetaverse video clip of a ski jumper.

     
    Capture of a ski jumper with a stunning view of mountains

     

    I asked Google Image to find this image as I thought it might have been a clip produced by the Olympic organizers or broadcasters. Result: “No exact matches found. This could mean the image is unique or has not been widely shared yet.”  Technically, that is one hell of a ski jumping video clip if it was based on ANY form of real reality cause the top of that ski jump is literally as tall as mountains. 🙄

    Capture of Google image search results that do not show any 'exact matches'

    Then back to videos of students sketching a ski jump. At this point, I don’t know why since I thought this was a pro-VR video. But I have had a great deal of fun with The Sum of All Thrills where one designs a roller coaster so I’m aware that working on design is a fun step.

    Capture of students drawing ski jumps on paper.


    Students are creating a ski jump from a cardboard box. Imagine my surprise. Is this a middle design–like between the drawn designs and the 3D one? Looks fun…but…why are they doing this? 🙄

    Capture of students forming ski jumps from pieces of card board boxes


    Quick shot of a student navigating inside of the VR world that is simultaneously displayed on a bigger screen. I don’t know why the student is doing this. 🙄 Displaying it on a bigger screen is intriguing, though.

    Final scenes with students show them letting a marble roll down and off their cardboard ski jump models. At this point, I’m like “OK, let’s take these skills into VR somehow or…what?”  No joy. 🙄 It doesn’t have to go back into VR, I know that. But this is a VR company so I’m looking for them to clinch the promo.  

    Lesson had a claim to be related to STEM (overall EDUMetaverse website claims that their lessons have ‘PBL packs’, problem-based learning) but I’m not sure I ever saw any math, anything measured or calculated. 🙄

    Capture of cardboard ski jump with marble rolling down


    But the piece de resistance that threw me over the edge was the post-production video edit of a ski jumping going the wrong direction on to/ off of the cardboard ski jump.
     

    Capture from video of ski jumper beginning to land on the bottom of the ski jump

    Yup, ski jump is definitely going UP the jump, left to right across the screen. 

    Capture of ski jumper going up a ski jump and sailing into the air
    Dear Jumper, that is not the correct way to use our ski jump.


    Executing a truly miraculous pivot 90° to the right at the height of the jump. Impressive for a ski jumper, that is. To be fair, less impressive for a freestyle skier. 😒


    Capture of a ski jumper turning right in mid air 
     
     
    Really nailed the landing well. On the desk. Which wasn’t really part of any of the students’ designs. This is one prescient ski jumper. 
     
    Capture of a ski jumper landing perfectly on a student desk


    Who is Veo anyway? I just noticed their watermark in the corner.
     
    Capture of a ski jumper sliding during a landing on a student desk

     
     
    I won’t link to Veo here because when I surfed there, it took over my browser dominantly. I would steer clear. 
    Search results for what is veo
    Veo makes AI-generated Clips.


    Educational value

    So…how does this product (which provides no prices upfront, you need to ask for a quote and hope for your educational discount…from a company with EDU in their name 🙄) actually add to the educational experience where students made ski jumps and rolled marbles off of them?
    Gif for the concept of lost or nothing from Pulp Fiction

     

    • The students watched a video about ski jumping inside a virtual world.
    • Then they did something with generative AI about making a ski jumper?
    • Then they made their own ski jump models out of cardboard and rolled marbles off of them.

    I didn’t see any measurement of angles or distance.

    I even think the students’ faces look a little disappointed as their marble doesn’t sail up into the air much like a ski jumper does.
     


    before and after


    So where’s the learning added? Where is the advantage of using the product? 

    where’s the beef?


     
    Students could have watched that 2D ski jumper video outside of the Olympic world.  Technically, everything I saw happening in world was unnecessary.  
     
    Yeah, it would be a tad more boring but when the immersive Olympic world doesn’t add anything, it is a distraction. Unnecessary information should be removed (Mayer’s Principle of Coherence).

    BTW, who’s going to tell them that PBL is falling out of fashion?

     
    Gif of Kristoff from Frozen saying Somebodys got to tell him


    So let’s score them against their words

    Wondering what immersive learning looks like?

    No, but that’s because I’m a specialist in immersive learning. What you’ve shown ain’t it.


    Not ‘flash over substance’?

    The video and supposed learning has no real substance. You might want to re-think using the phrase ‘not flash’.

    The real deal!

    😆

    1 of 10, 1 of 100!

    When in doubt, dazzle them with statistics!

    Spent 5 years creating

    what. a. waste.

    BTW, your YouTube says you went AI crazy 6 months ago. Sure you want to stick with 5 years?

    EDUMetaverse reputation

    Interestingly, EDUMetavere’s YouTube account is empty! What?
    Capture of EDUMetaverse YouTube account which is completely empty of videos
    This channel doesn’t have any content. You’re telling me.

    And Andrew’s YouTube account is full! huh?  (No comment on this Jess Jones AI agent…but…let’s just say there is a LOT of content with her.)

     
    Did you know that you can spin up ‘blank’ avatars, basically avatar bots, in VirBELA based products? 
     
    Advertised image from EDUMetaverse for a global topic world. Avatars are seen in a UN-like room.
    I got $5  💸saying this image contains bots


    Summary

    I don’t begrudge the students. Poor souls having to be dragged into this. They remind me of the poor HTC Vive students.  I’m glad the students made their cardboard ski jumps IRL.  But somebody get them a tape measure. Get a physics teacher in there!

    But for the love of God, please have your fake AI video have the ski jumper going down and then up OFF OF THE SKI JUMP, not the opposite. That is, if you are going to highly produce your propaganda about how your VR helps learning, have the ski jumper go from right to left, not left to right.  

    Here’s how to goes:

    Gif of an actual real ski jumper
    Notice how the ski jumper slides down and jumps up off the ramp?

     

    What’s my main problem with the video/post? 

    It does a terrible job of portraying a possible way to use XR for education. Even if one looked past the faked video shots (and I don’t have a direct beef against using AI for video clips, even though I mourn for the proper actors put out of jobs with this), teaching this way with XR is awful.  I see no educational benefit at all.

    All in all, posts like this (and Andrew posts like this very often) do more harm than good to the XR for education industry. 

    Over and out.

    Post script


    I usually add more to my blog posts after publication; don’t be weirded out. But this one is quite the eyebrow raiser. 

    The blogger records show that I published this blog post on Saturday February 7, 2026 at 11:27 A.M. EST.

    On ~Sunday February 8, 2026, Andrew Wright published on LinkedIn that he was leaving EDUMetaverse, a company by his own LinkedIn tagline he “created” saying that “the project is now in safe, capable hands.”

    I’m not implying that Andrew lost his job with EDUMetaverse because of my blog post. Far from it. My read stats of this blog post immediately upon posting/sharing it and all up to this very moment of writing this post script on February 14, 2026 show that there have been at best ~2 views.  I highly doubt that Andrew was one and EDUMetaverse (whomever that is) was the other.

    But the coincidence is A-MAZ-ING.

    And if you followed my inference in my blog post, I immediately wondered if Jess was taking over at EDUMetaverse. 😖

    An interesting idea: build AI…and it takes your…job? 😕

  • Instructional Design in the Metaverse Part 5 Building Blocks

    Instructional Design in the Metaverse Part 5 Building Blocks

    This conceptual series proposes instructional design principles for the metaverse. This is Part 5. Today we start the building blocks of design. And the best news for instructional designers? So much of what we already know from two-dimensional learning will work in three-dimensions. Grab your toolbox, IDs!

    2D to 3D: What Is the Same

    Technology can benefit learning when the affordances are leveraged towards effective and evidence-based learning principles (Yeung, Carpenter, & Corral, 2021). Instructional design already has a depth of theory and research that shows that a learning experience is a “systemic, complex design” (Honebein & Reigeluth, 2023. p. 14).

    Yet, instructional designers (IDs) interested in the metaverse in education can be at risk for two unhelpful mindsets: first, thinking that IDs must become developers or second, succumbing to a ‘buy first, find a use for it later’ mentality. The first creates a substantial learning curve with the end result mostly being scenes or environments and 3D objects. Currently, AI is able to create scenes and objects (Sahu, Young, & Rai, 2021). As a consequence, the need for programmers may decrease. The second mindset leads to IDs to search for educational resources to justify the expense and bother of entering the metaverse. 

    Capture of a post with text: With the world in such a virtual/hybrid state, I'm curious if any of you have explored using (REDACTED) VR to enhance virtual new hire onboarding experiences. My boss ordered myself and one of my peers our own (REDACTED) devices to explore as this an add on to our current onboarding program, so I'd love to hear from people with similar use cases.

    Buy first, find a use for it later. Technocentric-design.

    Both of these mindsets miss the main point of instructional design. They sacrifice the learner-centric stance for a technology-centric stance (Mayer, 2020). Many of the 2D-based instructional design models, structures, and principles apply towards 3D learning (Dodds, 2021).

    What we already know should inform us as we make future 3D designs because as Alger stated, “Principles and processes of design are pretty universal because we’re usually designing for humans (2020, 3:06).

    A further extension of this thought would be that IDs are not designing for technology. An ID focusing on 3D design for the first time can have an advantage because their experience will be from a novice’s viewpoint. Learners are novices. Thus, the ID experiences what the learners will later experience for the first time.

    Keeping the learner-centric point of view is key.

    This section emphasizes the use of Mayer’s Principles of Multimedia Design (Mayer, 2020, pp. 400-402, [Reminder, I covered the basics in Part 2]) because they are based on research. This list is not meant as a checklist. This is meant to remind IDs of what the correct design choice would be within a 3D experience.

    1 Reduce extraneous processing

    The Coherence, Signaling, Redundancy, Spatial Contiguity, and Temporal Contiguity Principles will assist in decisions about types of media (visual, text, audio) and where it will be placed or made available in XR experiences. Because of the enveloping nature of the 3D environment upon the learner, extra unnecessary material could interfere with the learning.

    1.1 Coherence

    Summary: “Weed out extraneous material”.

    ID: Minimize text, sounds, and movement that is not directly related to the learning goal.

    1.2 Signaling

    Summary: “Highlight important material.”

    ID: Use slow pulsating glows, arrows, or narrative prompts to focus the learner on the content.

    1.3 Redundancy

    Summary: “Do not add printed text that duplicates narration.”

    ID: Accessibility concerns dictate that information available via vision or sound should be made available in an alternate form. To follow the spirit of this principle, default settings can be set to include both alternates as activated, which could then be toggled off by the learner at will. XR accessibility research organizations such as XR Access or Virtual Ability should be consulted for further guidance.

    1.4 Spatial Contiguity

    Summary: “Place printed text near to the corresponding part of the graphic.”

    ID: There is more space to work with in 3D than 2D. The key with this principle will be to find just the right place to put the text. Some user experience (UX) testing in the form of A/B testing can help find the best placement.

    1.5 Temporal Contiguity

    Summary: “Present corresponding graphics and narration at the same time.”

    ID: Sound and action triggers can be timed within 3D programming.

    2 Managing essential processing

    The Segmenting, Pre-training, and Modality Principles help the designer place the necessary material in the right place and time for the learner to move the content into sensory memory, short-term memory, and into long-term memory.

    2.1 Segmenting

    Summary: “Break a lesson into learner-paced parts.”

    ID: Plan lessons with storyboards with scenes where the learner moves through the experience. Always provide an escape button that saves learner progress. If that is not possible, a confirmation dialog message can indicate that the learner upon re-entry will be returned to a certain spot.

    2.2 Pre-training

    Summary: “Provide pre-training in the names and characteristics of the key terms.”

    ID: Plan for pre- and post-experience briefing. Pre-training is analogous to reading the box when considering buying a game or reviewing choices in an online store. The learner experience starts there.

    2.3 Modality

    Summary: “Present words in spoken form.”

    ID: Especially for key vocabulary, provide sound files of pronunciation. This especially matters if the experience is designed for solo learner use.

    3 Fostering generative processing

    The Multimedia, Personalization, Voice, Image, Embodiment, Immersion and Generative Activity Principles help encourage learners to cognitively engage with the material and exert effort to make sense of it. It is this area of design where the ID is making sure that the learners are not passively accepting information but must do mental work with it.

    3.1 Multimedia

    Summary: “Use corresponding words and graphics to explain the material.”

    ID: XR is a natural fit for this principle because it nearly always contains simultaneous visuals and sounds. These can be timed together within 3D programming. An interesting design exercise for IDs, however, is to isolate certain aspects of a design and think through how it might work if only one channel of input was working. For example, in a tour of XR spaces, there might be a period of a few seconds of complete darkness between scenes. How are the learners guided by sound only during this time?

    3.2 Personalization

    Summary: “Put words in conversational language.”

    ID: Recorded audio should sound comfortably natural.

    3.3 Voice

    Summary: “Present spoken words in an appealing human voice.”

    ID: This applies most logically in XR to human sources of the spoken words. Poor sound can ruin an XR experience.

    3.4 Image

    Summary: “Do not put the instructor’s static image on the screen.”

    ID: The keyword in this principle is ‘static’. This would rarely be needed in XR. Exceptions might include biographies or eulogies.

    3.5 Embodiment

    Summary: “Have instructors display human-like gestures, eye contact, facial expressions, and body movements.”

    ID: The Proteus Effect shows that users change their behaviors depending on their avatars (Praetorius, & Görlich, 2020). Employers are becoming more interested in the use of the metaverse for meetings (Jaehnig, 2022). It is reasonable to predict that educators will be holding meetings that are now on-campus or in Zoom with their learners in the metaverse within five years. Due to the demand for these human-like behaviors, avatar creators and platforms are adding more movements like blinking, sitting, or gesturing.

    3.6 Generative Activity

    Summary: “Add prompts to engage in generative activities such as summarizing, mapping, drawing, imagining, self-testing, self-explaining, teaching, and enacting.”

    ID: Interestingly, here the research reaches a nexus; several different sources point in the same direction. Mayer called these generative activities and points to their use within the learning act, as a guided form of practice, “Insert prompts to engage in generative learning activities within the instructional episode” and “learners must use the material from the lesson rather than simply remember it” (2020, p. 371). From this, an activity within XR would be ideal. However, generative activities are not exclusive to happening within XR. Wallace stated in Washburn (2023) that all learning points to some place in the future where the results are played out–ideally in a workplace or high stakes setting; it is the final performance that counts. Dede (2021) pointed out the importance of onboarding and off-boarding as where the learning occurs primarily. Mayer conceded that generative activities likely need to be taught first as behaviors before asking a learner to perform them (2020). That is, learners need to be taught what summarizing is before being asked to summarize. This is a valid and somewhat overlooked point. D. Clark referred to these activities as “effortful learning” or “desirable difficulties” (2022, p. 3) and Thalheimer (2006) supported retrieval practice, spaced practice, or interleaving approaches. Each of these researchers has a slightly different view into the same problem.

    They seem to point to the need for a certain amount of learner effort (not just clicking), with guidance, that should occur within XR and then a follow-on amount of learner effort after leaving XR.

    What might this look like? Here, we reach the edges of known ID in the metaverse universe [Editor Heather here: fresh off the presses! This just hit ResearchGate last month: Collaborative generative learning activities in immersive virtual reality increase learning], but we can take with us what we already know.

    The key question to ask is: In real life, where do learners practice in place and later perform when the stakes really matter?  How something is done in real life should be the template that we use to start thinking of how the behavior should be prompted in the metaverse.

    Here is an example: Learners do science labs in real life. They practice doing a procedure under the watchful eye of an instructor. It is usually fine if they fail because they can start again but there is some risk and limitation of resources. In XR, the same lab can be set up as practice where learners can repeat interactions, control the speed, and engage in plausible manipulations of scientific equipment (Asare, Annan, & Ngman-Wara, 2022). The scripted practice available within XR should be added to other generative activities which could be inside and/or outside of XR such as learners self-explaining what is happening in the experiment during a video recording of the experience or learners teaching what would happen if the variables changed or if there was a chemical spill.

    3.7 Immersion

    Summary: “Do not convert lessons into 3D immersive virtual reality.”

    ID: At this point, this article series would appear to come to a stop.

    This last principle basically states do not use 3D. This article series posits, do use 3D, if it is the right thing to do. Returning to the beginning assumptions:

    1. Learners experience the virtual as real.

    2. Learning outcomes are expected to be equal to other media.

    It goes to follow, therefore, that if the designs will be accepted by the learners as real experiences and if the learning outcomes are the same as for other forms of media, the decision to go forward with the design should only occur if the lesson cannot reasonably be done in 2D and meets at least one of the conditions of saving time, money, or danger. Stepping outside of the learning objective decision, one could argue that 3D allows for added immersion and presence. But in that case, the ID should ask “Is immersion or presence critical to the learning objective?”

    Acknowledging the affordance of immersion, Mayer pointed out that the case for immersion is often wrapped into the learner’s feelings of interest and motivation (2020, p.361). The logic goes that if a learner is motivated, they will learn more. Research shows that interest and motivation wane and learning performance drains away with it.

    The case for presence can be tied with a personal feeling of being there. The more a learner takes on the experience as real and really happening to them, the more the learning should stick with them. Contrarily, research shows that distraction due to extraneous processing seems to cancel any benefit that might be gained (Mayer, 2020). In sum, the research does not predict at this time that presence will increase learning.

    Finally, this tidbit might tip the scales for a decision. Clark and Mayer recommended this strategy from e-learning: “Use facilitative techniques that support social presence” (2016, p. 313). This tips the balance of synchronous versus asynchronous learning towards synchronous and shows an affordance not before mentioned: the benefit of social learning in XR.

    Wise uses of XR seem to contain elements of bringing learners together.

    This should be leaned into in designs, if possible. Therefore, if learning designs can minimize extraneous processing and are best done in 3D, next we should ask what is different about designing for 3D.

    That will be Part 6. Stay tuned!


    Part 1 was the Introduction.

    Part 2 covered Theory and Scope.

    Part 3 was Myths versus Reality.

    Part 4 covered the Characteristics of Success.

    Want to see my full references? Have at it.

     

    Midjourney and Me. Prompt: Blend full color charcoal and game cover of Legends of Zelda, an attractive woman with short blonde hair and blue eyes wears hooded cloak, casting a glowing spell in a laboratory, cinematic lighting, fantasycore, blue and green color scheme


    #InstructionalDesign #XR #Multimedia #Principles #Mayer #LXD #ID #L&D #InstructionalDesigner #WebXR #3D #2D #ExtraneousProcessing #Coherence #Signaling #Redundancy #SpatialContiguity #TemporalContiguity #EssentialProcessing #Segmenting #PreTraining #Modality #GenerativeProcessing #Multimedia #Personalization #Voice #Image #Embodiment #GenerativeActivity #Immersion #Presence #EffortfulLearning #DesirableDifficulties #RetrievalPractice #SpacedPractice #Interleaving #LearnerCentric #edtech

  • Instructional Design in the Metaverse Part 2 Theory and Scope

    Instructional Design in the Metaverse Part 2 Theory and Scope

     

    Decorative image with text: Instructional Design in the Metaverse

    Credit: Midjourney and Me. Prompt: retrofuturistic city, monorails, glowing lights, nighttime, blue and green color scheme, mysterious –style raw –ar 16:9

    This conceptual series proposes instructional design principles
    for the metaverse. You’ve arrived at Part 2 where I cover theory,
    application, and scope.


    If you are a theory nerd like me, you’ll love this part. If not, hang on to your butts. 


    Theory and application


    Metaverse educational experiences, as replications of known reality, can draw from every major learning theory already in existence because metaverse experiences are often copies of the real world. Checa and Bustillo
    asserted that constructivism, behaviorism, cognitivism, and
    connectivism can be foundations for a wide variety of XR pedagogical
    approaches (2023). However, the specific affordances of presence and
    embodiment in the metaverse indicate that existing approaches that
    include simulations and experiential learning are applicable (Checa
    & Bustillo, 2023; Johnson-Glenberg, 2018; Reigeluth, & Carr-Chellman, 2009). Specifically, cognitivism and constructivism theories are often cited for the metaverse.


    On the other hand, there is new research calling for more
    nuanced theories that reflect the social and learner-centered
    environments in the metaverse, e.g. connectivism or complexity theory
    (Checa & Bustillo, 2023; Schmidt & Glaser, 2021).
    Cognitivism and constructivism will be expanded upon here as they
    relate to research and application, beginning with cognitivism.


    Cognitive learning theory historically reflects the strong
    influence from the computer science discipline wherein XR applications
    are understood as input/output platforms controlled by programming.
    Learner experiences are transactional and computational. A learner is
    faced with a choice, they take that choice, and the program reacts. As
    such, the experiences appear to have a cause-and-effect flow with
    computers and learners both mediating the processing. For instructional
    designers specifically, a deeper understanding of the cognitive theory
    of multimedia learning, where visuals and audio have been studied with
    respect to learning, is required to apply the advice within Section 4 of
    this series.


    Theories begin with a set of assumptions based on observation. Mayer’s (2020) cognitive theory of multimedia design has three critical assumptions:

    • Dual channel: Humans can accept information only via sight and sound inputs.
    • Limited capacity:
      Humans have neuronal limits as to how fast information can be sensed,
      kept in working memory, and then moved to long-term memory.
    • Active processing: Humans bring prior experiences to their learning and actively think about information as they are processing it.


    Based on those assumptions, the cognitive theory of multimedia design focuses on the human processing system. 

    Mayer’s Cognitive Theory of Multimedia Design (2014 edition)


    There are two input channels (eyes and ears) where words and
    pictures enter sensory memory, then processing through working memory
    where sounds and images may interchange and conflict, finally moving to
    long term memory where information is integrated into prior knowledge.
    Words can be sensed by both eyes and ears. Selecting which words to
    focus on can cause conflict because the brain converts words to sounds
    inside of processing. This increases cognitive workload if an external
    voice is speaking while the learner’s internal voice is reading. This
    theory is relevant in that immersive experiences can provide words,
    voices, and graphics which, when simultaneously present
    in working memory, can increase cognitive workload, making long-term
    learning difficult. Because XR can provide an immersive environment of
    words, text, and sound surrounding learners, the risk is high that
    learners could be exposed to these cognitive conflicts. Section 4 will
    explore these pitfalls and how to avoid them. I will look briefly at
    constructivism next. 


    Constructivist learning theory postulates that learners
    construct their knowledge through experience; learners do not arrive as
    blank slates. With a wide variety of possibilities of the metaverse, IDs
    can think that constructivism represents a constantly growing approach
    to learning – learners could even create objects in 3D to construct
    their knowledge. However, a closer examination of this theory is
    required. In constructivism, new knowledge is connected to older
    knowledge in a way similar to the act of construction, just as boards
    are attached one upon another to build up a building. For IDs,
    constructivist theory appears both while designing step-wise learning
    experiences and in knowing that learners arrive in XR with preconceptions from prior experiences
    (Checa & Bustillo, 2023). It is in these preconceptions that
    learners will recognize and begin to process the experience. For
    example, if a learner arrives in an office building XR environment, they
    may begin to process the experience as work training. In this way, the
    learner might not need to be prompted that work behaviors are expected. 

    Givens


    It is important to note that both of these theories keep the learner, not the technology, primarily in mind
    when thinking of how learning will occur. Drawing from the indicated
    research, two further assumptions are held in this series and will be
    treated as givens:

    1. Learners experience the virtual as real. (Bailenson, 2018, p. 46)
    2. Learning outcomes are expected to be equal to other media. (Mayer, 2020, p. 357)


    Understanding how theory informs daily practice and design
    requires some finesse as rarely does an ID wake up and say, “I’m going
    to design pure cognitivist lessons today.”


    Instead, theory provides the guide when the ID is facing a decision where the better path is not apparent.


    Theories offer “guidelines on motivations, learning processes
    and learning outcomes for the learners” (Checa & Bustillo, 2023,
    p.5). A theory can point to methods, approaches, and strategies. Indeed,
    the mistake of not drawing upon a learning theory that is apparent in
    earlier research should not be repeated (Beck, Morgado, & O’Shea, 2023; Checa & Bustillo, 2023; Fowler, 2015).


    Overall, this series lands squarely within Pasteur’s Quadrant, contributing to both fundamental and practical applications (Shi & Evans, 2023). 

    Graphic display of Pasteur'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).

    Pasteur’s Quadrant: The type of research that quests for fundamental
    understanding AND can be used every day, like pasteurization. This
    article series lands in that sweet spot.

     

    This series is fundamental because it draws primarily from the
    cognitive theory of multimedia design and it examines research designs
    and results. It is practical in that it provides many examples based on
    the author’s XR design experiences. (You’ll see, it’s coming in a
    future Part.) As Mayer suggested, this type of approach is “basic
    research in applied situations” (2020, p. 22). Pasteur’s Quadrant lends
    light on exploratory topics. In this case, I have some basic theory from
    2D learning, but there is much more 3D nuance unknown. Progress in this
    field will require that theory and applied research move forward hand
    in hand.


    Fortunately, being in Pasteur’s quadrant provides hints at
    further unanswered puzzles beyond this series. For example, what is the
    connection between the popular XR game emotional coinage of fear and
    successful XR applications for the training of the emergency services:
    fire, police, military, and medical personnel? The answer to that quest
    will wait for another day. Before I begin an examination of research
    myths (upcoming Part 3), I need to explain what can and cannot be
    covered in a series of this breadth.


    Scope


    This series leaves many topics by the wayside: defining the
    metaverse in education, qualifying and categorizing experiences,
    affordances and constraints, and accessibility options. Doubtless, each
    of those topics deserves a series of its own [note to self] but there is
    no space to address them here. This series does provide insight into
    four areas:

    • interpreting research to rout out myths
    • looking for the characteristics of success in XR educational designs
    • using ID theory to inform the building blocks of design
    • tips for implementing an XR design project.


    The specific research gap that this series addresses is the
    missing connection between known design principles and practical
    applications of ID in the metaverse. Makransky
    commented on the lack of connection between the cognitive theory of
    multimedia design and instructional design in virtual reality,  stating
    that “research that has investigated instructional design implications
    in immersive learning environments is severely limited” (2023, p. 5).
    Beck, Morgado, and O’Shea surveyed that “mostly papers discuss
    opportunities and challenges or compare outcomes, rather than expose
    details on educational practices or strategies” (2023, p. 2).  Reigeluth
    and Honebein suggested that research-to-prove should be replaced with
    research-to-improve when a technology is in its early developmental
    stage (2023). Such research should limit itself to suggesting “possible
    ideas for actions and improvement” (Reigeluth & Honebein, 2023, p. 2). Finally, the emergent use of XR 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).


    It is hoped that this series lends to two facets of instructional design. First, the thinking side of design, when a designer must choose one approach or another. This series strives to give the best advice. Second, the implementing
    side of design where designers arrive directly into the metaverse to
    see what their learners will experience. This series, then, points the
    way. 

    Part 3 will approach research myths surrounding the metaverse in
    education.  

     

    (more…)

  • Instructional Design in the Metaverse Part 1 Introduction

    Instructional Design in the Metaverse Part 1 Introduction

     

    Decorative image created by Midjourney and me. Text: Instructional Design in the Metaverse.

    Credit: Midjourney and me. Prompt: film still, wide shot moon base, glowing moon bases are separated across the surface, mysterious, nighttime, blue and green color scheme. –style raw
  • The Failure of Technology-Centered Approaches To Multimedia Design

    The Failure of Technology-Centered Approaches To Multimedia Design

     

    Photo by Birmingham Museums Trust on Unsplash

    Within the same morning, I had scanned The Total Economic Impact™ Of Mixed Reality Using Microsoft HoloLens 2, A Forrester Total Economic Impact Study Commission by Microsoft, headlined by the Senior Mixed Reality Specialist at Microsoft.  I found the numbers inside dismal and took screen captures of the most egregious numbers so that I would not forget what jumped out as the most ludicrous (60% increase in efficiency in learning as an verbal report given in interviews by interviewees selected by Microsoft).



    I also had been invited to a group that will “build a community of practice around applications of learning experience design in XR modalities.”  But I had watched this community do a series in 2021 where they picked individual pieces of research and tried to derive principles for design in XR. I gave them feedback for the first 3 days. They kept hand-picking research and trying to establish large principles.

    Err, that’s ethically wrong.

    Plus, when I pointed out that some pieces of research– while fine as independent pieces of research, could not be applied broadly because of problems like cognitive load, comparative design, sample size, novelty effect etc. they would give me the hand wave response of “Oh yes, we saw that” but they never retracted or stepped back from the total theme and they had the ability to.

    So….

    I don’t see much hope there.

    Therefore, I was in a pit of despair. Everyone around me is in some sort of technology-haze thinking it will solve all of their problems. Come to think of it, much of the field of instructional design for the past 18 months has been soaking in a technology tools fantasy.  And yet, not a word about learning gains. Funny, that.

    (more…)