Tag: PasteursQuadrant

  • 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.  

     

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