Teaching
Project Management in a Changing, Virtual, World.
How Real is This?
Marc Conrad
Abstract
The
Project Management Institute defines ten knowledge areas of Project Management,
namely: Scope, Time, Cost, Quality, Human Resources, Communication, Risk,
Procurement, Stakeholders and Integration. In the last seven years, since 2008,
at the University of Bedfordshire, Virtual Worlds have been used to teach
Project Management (focussing on these knowledge areas) to hundreds of
students, both undergraduate and postgraduate: first within Second Life (until
2010), later (2010-2011) with Reaction Grid, a different virtual world
provider. Currently an institutionally hosted virtual world based on the
OpenSim architecture is used.
The
nature of the virtual environment impacts on the student perception and
experience. For instance – in Second Life – Linden Lab is a ‘stakeholder’ while
for an institutional hosted world all stakeholders are directly related to the
host institution. There are similar implications considering ‘Procurement’,
‘Risk’ or ‘Cost’. We argue that the
direct experience with Second Life provides a richer experience to facilitate a
situated learning approach. More practical considerations, such as cost, provide
arguments to host the virtual world ‘in-house’: what remedial actions would
sustain an adequate student experience?
In
addressing this question, we critically reflect upon the notion of the ‘virtual
world’ itself. In how much can a
‘virtual’ world provide ‘real’ project experience? And if it has to be ‘virtual’, how much ‘world’ is needed?
In our presentation, in addition to discussing the questions
above, we will give a historic overview and analysis of how we use virtual
worlds at the University of Bedfordshire, illustrated with screenshots. We will
further provide practical advice to those who used Second Life in the past,
left, and seek now for alternatives. Finally we provide the opportunity to
explore our Virtual World, hosted at the University of Bedfordshire in UK, live
from the conference venue via guest accounts.
Key Words: Project Management, Teaching, Students, Second Life,
OpenSim, Situated Learning.
*****
1. Introduction
Project Management, as a field of both intellectual and pragmatic enquiry, is inherently inter-disciplinary: Project Management is relevant across both academic and vocational subjects including Business, Health, Creative Arts, Technology and Engineering. The author’s experience is within Project Management for Computer Science and Software Engineering; however the observations are, as we hope, sufficiently generic so as to generalize to the teaching of Project Management in other disciplines.
At the University of Bedfordshire we deliver the Project Management module to students in the final year of their undergraduate studies and to postgraduate students. The assessment and practical work within these modules follow Wilson (2002) such that “[t]he entire structure of the assessment […] was designed as a simulation of an activity that they [the students] were likely to be involved in real life” which itself encompasses the characteristics of situated learning identified by Herrington and Oliver (2000), namely: authentic context, activities and assessment; expert performances; multiple roles and perspectives; collaborative construction of knowledge; reflection and articulation; and finally coaching and scaffolding.
Of these characteristics it is the authenticity in “context, activity and assessment” that we focus upon in this paper: virtual worlds appear to provide significant improvement compared to traditional approaches. They allow to pursuit a ‘real’ project from within the lab environment of an educational institution: students build a showcase in a virtual world. Indeed we will see how the notion of ‘virtual’ and ‘real’ blurs: while the world is ‘virtual’ the project management experience is real. Even more so, we aim to demonstrate that the ‘context’ of the virtual world, i.e. where the world is hosted and what else can be found within this virtual world, play a significant role on how realistic the task is perceived by the students.
2. Virtual Worlds at the University of Bedfordshire:
Second Life and Beyond
In 2007 the University of Bedfordshire began to
utilize a virtual world in various teaching and research projects. In our case,
students are requested to professionally follow a project management
methodology to build a presence within the virtual world. An excerpt from the assignment
brief of the Academic Year 2014/15 in Figure 1 illustrates this.
In 2007, the assignment first took place in Second
Life. Issues with Linden Lab, the provider of Second Life, made it no longer feasible
to utilise Second Life from 2011 onwards. It was therefore decided, at very
short notice, to seek alternative solutions. For a period of one year
ReactionGrid (http://www.reactiongrid.com/),
a provider with their own dedicated grid infrastructure based on the OpenSim
software (http://opensimulator.org/)
has been used. It should be noted that – from the
purely technical perspective – OpenSim is very similar to Second Life and
modern viewers often support both.
Figure 1:
Extract from the Assignment in 2015 as given to the students of the course.
Figure 2:
Screenshot of the Activities on the 'University of Bedfordshire' in Second Life
(2010): in the foreground, on top, half-finished showcases for the
undergraduate students, below preparations for the postgraduate students who
start later; in the background University buildings.
Figure 2 gives an impression on how the virtual world
(in this case Second Life) has been prepared for the students. The screenshot reflects
the situation in 2010.
Since 2012, after acquiring the necessary knowledge
and infrastructure, the University of Bedfordshire hosts their own, dedicated,
OpenSim based virtual world. The rationale behind this decision – based on a framework
that evaluates different kinds of virtual world implementations against the
four dimensions of immersion, cost, context and persistence – has been
presented in (Conrad, 2011). There, we already predicted a decrease of
immersion and context; however the benefits of managing our own server were
expected to outweigh or at least compensate these negative effects.
The regular use of virtual worlds by usually more than
300 students in each academic year inspired a variety of research projects concerning:
teaching and learning (Conrad et al., 2009),
interaction (Christopoulos et al., 2014), immersion (Kanamgotov, et al., 2012)
and identity of avatars (Koshy et al., 2014). The specific implications
concerning the teaching and learning of Project Management are the focus of this
paper.
3. The Knowledge Areas of Project Management
The Project Management Institute (PMI) defines Project
Management as “the application of knowledge, skills, tools and techniques to
project activities to meet project requirements” (PMBOK, 2013). It then further
specifies the ten knowledge areas as illustrated in Figure 3.
Figure 3: The
ten knowledge areas of Project Management, illustration from lecture material
used by the author.
These ten areas are very much
interdepended: for instance, a change in scope can be addressed by allowing
more time but it may increase the cost; procurement depends on communication
and stakeholder management, and so on. As part of a university assignment this
balancing act in between knowledge areas can only be simulated up to a certain
extent. For instance strict deadlines are prescribed by submission dates that
do not leave any leeway for changes in the project schedule.
The
knowledge area of integration serves to tie together the different tools and
techniques used to balance the demands from the other areas. In the ten tables
below we discuss these knowledge areas of Project Management in relation to the
usage of a virtual world to support the teaching of this knowledge area. We
distinguish between the two scenarios ‘Second Life’ and ‘Institutionally Hosted
OpenSim’ (the two scenarios encountered at the University of Bedfordshire and
mentioned in the previous section). Furthermore we attempt an answer to the
question in the title of this paper: ‘How real is it?
Cost
Management
Developing good cost estimates typically based on
previous experience or quantifiable parameters |
||
Second Life |
Has a currency on its own
(Linden Dollars). Linden Dollars are exchangeable ‘real’ money. Students need
some of this currency for certain tasks (such as uploading images). This
provides authenticity and realism. |
Discussion: Second
Life is better prepared for authenticity (because it ‘is’ authentic?). Our
OpenSim at the moment does not allow spending ‘virtual’ money; but
‘role-play’ money might exist in the future. |
Institutional OpenSim |
A money system can be
implemented in principle (but doesn’t seem to exist at the moment at a
satisfactory level). With a money system implemented the institution could
give each project team a finite budget to spend without the need for ‘real’
money. |
|
How real is it? Virtual worlds can enhance teaching of cost management with suitably
mature systems that implement ‘economy’.
Second Life clearly adds reality by incurring ‘real’ costs. |
Time
Management
The task of scheduling the activities, often in a
diagrammatic way. |
||
Second Life |
Students were given time
from assignment hand-out to submission date. Time management includes Gantt
charts, precedence diagrams etc. |
Discussion: No
difference between Second Life and Institutional OpenSim. Work in Second Life might
be considered “homework” while work in OpenSim might be perceived as “work at
University”. Do students spend time in Second
Life differently than in OpenSim? |
Institutional OpenSim |
||
How real is it? Virtual Worlds do neither help nor hinder teaching Time Management.
Time spend in virtual worlds is real time.
|
Scope
Management
Defining and controlling the work that is included
in a project. |
||
Second Life |
As land in Second Life had
to be purchased there were hard constraints on the amount of resources students
could use to build their artefacts. |
Discussion: a
virtual world owned by the institution shifts the responsibility to set
constraints to the tutor or the institution. This provides more freedom for
the tutor to design these constraints. |
Institutional OpenSim |
Virtually unlimited
resources that allow a more creative development of the work. |
|
How real is it? Second Life creates ‘real’ scope problems. In the Institutional
OpenSim scope issues are imposed by the institution. |
Quality
Management
The degree to which a set of inherent
characteristics fulfil requirements |
||
Second Life |
Students can use items
produced by the Second Life ‘community’. Also a plethora of examples may lead
to ‘better’ (aesthetically more pleasing) results. If the place is open to
the general public quality can also be measured by the reaction of Second
Life residents that are external to the institution. |
Discussion: Second
Life sets ‘standards’ in view of what is achievable. It is debatable if
direct Second Life experience is necessary to appreciate these standards. We
give students examples from Second Life via screenshots to encourage them to
build in the OpenSim. |
Institutional OpenSim |
Some pre-fabricated items
are available in the Internet and can be imported into the OpenSim. Also, examples
are given by screenshots from Second Life. By lifting constraints (see
‘scope’) more resources can be used for building. |
|
How real is it? Second Life provides a closed system for quality: quality standards
are derived from expectations of the Second Life residents and can be
measured by the perception of Second Life residents. Institutional OpenSim
takes the expectations from Second Life (or other virtual worlds) and quality
measurement happens outside Second Life. |
Risk
Management
An uncertainty that can have a negative or positive
effect on meeting the project objectives. |
||
Second Life |
Availability of the virtual
world (on the server side; temporary outages); interference between project
teams; accidental delete of objects; lost passwords, etc. |
Discussion: while
the risks are similar in both scenarios the ‘Second Life’ implied risks might
feel more real as they do not originate from the institution? |
Institutional OpenSim |
||
How real is it? Second Life risks are perceived more as ‘real risks’ for the project
team to deal with while risks that arise from the OpenSim are seen as risks
that originate in the institution (i.e. artificially imposed by the tutors to
make the assignment challenging). |
Communication
Management
Managing communication may range from spontaneous to
scheduled meetings, can be informal and ad hoc or formal and minuted. |
||
Second Life |
Offers many channels of
communication (open chat, IM’s, voice, notecards, groups etc.) |
Discussion: Students
sharing the same physical space rarely use in-world to communicate.
Cross-institutionally distributed projects might benefit from enhanced
communication; however various other tools (such as skype) exist in parallel
anyway. |
Institutional OpenSim |
Less mature than in Second
Life still the main features are available. |
|
How real is it? To use virtual worlds effectively in communication management
students would need to be forced to use the virtual world as the only
communication medium. This does not feel realistic. |
Human
Resources Management
Objectives are the acquisition of necessary skills
and the strengthening of team coherence through team building. |
||
Second Life |
Provides the opportunity
for team building experience inside the virtual world by exploring other places;
e.g. joined attendance to concerts or games etc.; building skills can be
acquired using in-world tutorials. |
Discussion:
Second Life creates a richer context by providing a ‘world’ that can be
explored both to learn and for recreation. |
Institutional OpenSim |
No support in-world unless
explicitly implemented. |
|
How real is it? Second Life is real; institutional OpenSim not. |
Procurement
Includes the acquisition of goods and services for
the project from outside the organization. |
||
Second Life |
In our experience Second
Life led to various procurement challenges. The world where the students had
to build was owned by an external provider (i.e. Linden Labs), so certain
aspects (such as avatar creation etc) had to be ‘negotiated’ with these. |
Discussion: there
is a significant difference: the external provider Second Life requires
procurement from outside the institution. |
Institutional OpenSim |
All resources are
ultimately provided by the institution. |
|
How real is it? Second Life is more real than the institutional virtual world |
Stakeholder
Management
A stakeholder is any individual, group or
organization that can affect, be affected by, or perceive itself
to be affected by a project. |
||
Second
Life |
Stakeholders
include Linden Lab as the provider of the virtual world. |
Discussion: there is a
significant difference: the external provider Second Life requires
considering stakeholders from outside the institution. |
Institutional
OpenSim |
All
stakeholders of the projects are those within the institution (tutors,
technicians etc.) |
|
How real is it? Second Life provides a more ‘real’ experience. |
Integration
Serves to coordinate the various activities related
to the nine other knowledge areas. |
||
Second
Life |
No
inherent mechanisms to support a project management methodology (Linden Lab
might consider this) |
Discussion: both
solutions have potential for enhancement; but currently there is no support. |
Institutional
OpenSim |
No
inherent mechanisms to support a project management methodology (however
there is potential to integrate the open-source code with a
(project)-document management system). |
|
How real is it? Neither Second Life nor OpenSim offer in-world facilities to
systematically manage projects. A Project Management tool that is integrated
with virtual worlds might be an interesting vision. |
4. Discussion and Conclusion
As seen in the previous section Second Life provides a
richer experience than OpenSim across a number of areas. Indeed it seems to be
more ‘real’. However a closer look into the reasons seems to suggest that the
main benefits are derived from the fact that the assignment is conducted
outside the educational institution. Therefore one might want to conclude that
the assignment in Second Life would actually compare to a placement activity
(i.e. a study experience outside the educational institution) while an
institutional hosted virtual world simply has the character of a traditional
university assignment. The fact that both are ‘virtual worlds’ feels now
somewhat secondary and one is led to the inconvenient question: is there a
virtual world, hosted by the institution, that is able to simulate the Second
Life experience?
A possible way to implement a virtual world that
stretches ‘outside’ the home institution while still being owned and controlled
by it could be the use of hypergrids that link these institutionally owned virtual
worlds into a unified whole: this would generate the perception of one
connected world and might provide a similarly rich ‘world’ experience than
previously Second Life. That such a joint but distributed initiative can became
reality is demonstrated in the eduroam project (a wifi solution that allows
educators and students to connect through the wifi networks of all
participating institutions) that allows educators around the world to use a
resource owned by a other universities. Indeed one may
envisage that the eduroam infrastructure could be used to underpin a
distributed ‘jointly owned’ virtual world. Further research is needed.
Bibliography
Christopoulos, A., Conrad,
M., Shukla, M., (2014); Objects, Worlds & Students: Virtual Interaction in
Education, Education Research International, Vol 2014, Article ID 318317
Conrad, M., Pike, D.,
Sant, P., Nwafor, C. (2009); Teaching Large Student Cohorts in Second Life; Proceedings
of the First International Conference on Computer Supported Education (CSEDU),
Lisboa
Conrad, M. (2011); Leaving the Lindens: Teaching in Virtual Worlds of other
Providers, Proceedings of ReLIVE11, conference proceedings: 28, Milton Keynes:
Open University.
Herrington, J. and
Oliver, R. (2000); An instructional design framework
for authentic learning environments. Educational Technology Research and
Development, 48(3), pp 23-48, Boston, Springer.
Kanamgotov, A.,
Christopoulos, A., Conrad, M., Prakoonwit, S. (2012); Immersion in Virtual
Worlds - but not Second Life! Cyberworlds 2012, Darmstadt.
Koshy, L. M.,
Getchell, K., Conrad, M., French, T. (2014); Identity in Virtual Worlds, in:
Gehmann, u., Reiche, M. (eds), Real Virtuality - about
the Destruction and Multiplication of World, [transcript] Verlag, Berlin.
Project Management
Institute (2013); A Guide to the Project Management Body of Knowledge (pmbok
Guide), Fifth Edition; 5th ed. Newtown Square, Pa.: Project Management
Institute.
Wilson, Vicky
(2002); Lessons in Reality: Teaching Project Management, professionalism and
Ethics to Third Year IT Students, Informing Science, June
2002.
Marc Conrad is Principal Lecturer at the University of Bedfordshire; his research experience covers areas as diverse as mathematical modeling, number theory, computer security, avatars and identity and, of course, virtual worlds and project management. His personal web site is http://perisic.com/marc. Please handle with care.