By Andrew Baxter
After years of relying on 鈥渢ake it or leave it鈥 technology that often failed to match their ambitions, business schools wishing to create virtual worlds or campuses for their students are taking matters into their own hands.
As the in this two-part series (鈥淔resh reality on campus鈥, February 24) explained, several schools established a presence on Second Life鈥檚 virtual world, with its sartorially and biologically diverse avatars and 鈥渋slands鈥 for rent, in the late 2000s. The site still has its adherents in business education but the overall results have been mixed.
Now a generation of virtual worlds is being developed in which schools can pick and choose the technologies and partnerships they want to suit their own design.
They are benefiting from, and participating in, an evolutionary process that 鈥渨ill continue to churn鈥, says Steve Mahaley, global practice lead in the design group at , North Carolina. 鈥淲ho knows how many more specific worlds are going to pop up?鈥 he asks.
These immersive environments can trace their roots to online games such as World of Warcraft and are being deployed in primary and secondary education, nursing or military training and other applications where simulations in a realistic setting can produce better 鈥渓earning outcomes鈥.
In business education as in these other spheres, evolution means experimentation. 鈥淲e want the whole design to inform learning and promote and foster it, so we are constantly iterating, trying and testing ideas out,鈥 says Alex Howland, programme manager for the VirBela virtual world at University of California San Diego鈥檚 . 鈥淚f we were doing that with someone else鈥檚 software or team, it would be quite expensive.鈥
VirBela is designed to be a virtual resource for graduate management schools and students worldwide. It is built around a games engine, and incorporates two features that, says Mr Howland, distinguish it from other virtual worlds.
The first is its ability to offer complex team simulations through its close relationship with Tycoon Systems, which produces Industry- Masters business simulations. 鈥淭hey are really seeing the potential of bringing their offerings into a 3D environment,鈥 says Mr Howland.
Recently VirBela ran a pilot course using these business simulations for 90 employees, across 15 countries, at US-based Thermo Fisher Scientific, the scientific and laboratory equipment company, which is represented on VirBela鈥檚 advisory board.
The second innovation at VirBela is a 鈥渂ack end鈥 assessment engine that uses machine learning to gather data on a team鈥檚 performance and provide students and faculty with feedback.
Another innovative virtual world that mixes in-house and external technology is Qube, part of the Pentacle 鈥渧irtual business school鈥 founded by Eddie Obeng, the UK educator. Prof Obeng believes traditional business schools ignore virtual environments at their peril. Working virtually has several advantages, including the ability to 鈥渂ring together five people, six times, from around the world for a fraction of the cost of flying them 鈥.
David Lomas, Pentacle鈥檚 chief technology officer, says it was 鈥渙nly recently that the technology has started to catch up with the ambition that we had鈥.鈥.鈥.鈥塱t was probably about two-and-a-half years ago that we could really start working in virtual environments in a way that was practical for the things we were trying to do, as opposed to just for fun.鈥
One of the big challenges, he says, was the design of the working space: 鈥淭he range of choice when creating a virtual environment is too big鈥.鈥.鈥.鈥塻o we approached the problem from another angle 鈥 what are the users familiar with, what will allow them to get into useful work quickly?鈥 The result was classrooms that look as conventional and familiar as possible.
Many of Qube鈥檚 features have come about by watching users, says Mr Lomas. For example, it was felt that industry-standard human avatars could be a distraction from learning, so participants become simple, boxy 鈥淨ubots鈥 that are both gender-neutral and hierarchy-flattening.
Some technologies may not be full virtual worlds but offer an immersive environment that can be purchased off the shelf. An example is AvayaLive Engage, which uses spatial or proximity audio technology linked to avatars. Holding the mouse over an avatar鈥檚 badge opens a webcam feed from one of the other users.
鈥淚f you want a learning experience with plenty of group work, that is dynamic and engaging, then even some of the newer tools such as Google Hangouts don鈥檛 provide the flexibility and agility of this environment, nor a sense of the nebulous concept of 鈥榩resence鈥,鈥 says Peter Hirst, executive director of executive education at .
The school has been using AvayaLive Engage 鈥 originally developed by Nortel Networks before its enterprise business was acquired by Avaya 鈥 for about two years. The tool鈥檚 ability to meld real and virtual classrooms came into its own during a two-day executive class on Big Data held at the same time as Hurricane Sandy hits in October 2012, and many of the expected 120 attendees could not travel. The school took the opportunity to experiment with streaming the sessions on AvayaLive Engage.
鈥淲e were very guarded initially in case the virtual participants interfered with the learning experience of those attending in person,鈥 says Dr Hirst. 鈥淏ut virtual and live participants, and faculty, all said this looks really interesting, and the virtual participants engaged in a very significant way.鈥
He sees the Avaya tool and others like it becoming embedded in business education either as an addition to more traditional methods or as an entirely new approach.
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