Assessment2-Virtual Worlds
Assessment2-Virtual Worlds
Assessment2-Virtual Worlds
Background
Years back people used traditional learning approach for teaching/learning, and even now other
learners still prefer it compared to using virtual worlds for learning because they still believe its
easier to learn in a classroom (Karambelas 2013). Traditional learning is concerned with the
teacher being the controller of the learning environment. Power and responsibility are held by
the teacher and they play the role of an instructor and decision maker. (Griffiths 2002)
Virtual Worlds A world where thousands of individuals can connect at the same time inside
the same simulated three-dimensional space, represent a partition in social computing with
critical implications for business, education, social sciences, technological sciences, and our
public. Individuals take part in virtual universes through their avatars which are graphical
portrayals of themselves. (Messinger et al., 2009)
Virtual worlds allow learners to dynamically participate in subjects they are learning about rather
than unresponsively absorb information. For example as a substitute for a history class learning
about civil war, a teacher can walk learners through virtual battlefields. As a substitute for
looking at slides of Da Vinci paintings, learners can take a small walk through the Sistine
Chapel.
Developing Tools integrating classes with 3D models for teaching purposes. For example,
Second Life is being used to teach autopsy in the field of forensic pathology and the
International Spaceflight Museum hosts exhibits and events about real space vehicles and
rockets.
Conference Facilities - The MAYO centre in Second Life has virtual occasions on infections
for occupants and even incorporates a book shop.
Virtual World economies - Virtual worlds have their own currency and markets. The Second
Life currency is the Linden, which can be used to buy items, property, or personalize your virtual
look. Learners might explore the economy of a virtual world. USC Marshall School of Business
uses the display place to allow learners to run their own businesses and manage rental stuffs.
Libraries and Museums - Some academics from the ALA (American Library Association) are
foreseeing that cloud technology joined with virtual platforms may make traditional libraries
old-fashioned. Stanford University already has a virtual university library in Second Life.
Instructors design a world with specific parameters - This is especially useful if you want
students to practice exploring a scientific site, such as a virtual mine before visiting the real
thing.
Research Studies - Since the field is still relatively new, virtual worlds themselves are the
subject of much academic research. Cornell Universitys Weill Medical College is presently
discovering if Virtual Technology can be used to help people cope with PTSD related to the
World Trade Centre bombings.
Collaboration - The process of creating a world provides a learning experience. Learners must
learn what perimeters and features should be included to have it simulate a real situation or
environment. For example, an urban planning course, might create a world that follows the
ethics of an ideal urban plan or construction learners might design buildings for a city.
Language Learning - Second life is especially popular for practicing language skills. Text and
audio methods of language can be joined in meaningful ways to support learning.
High technical requirements for computer systems - To be used well, all computer software
used for virtual worlds needs assured hardware components or other software means to be
present on a computer. Some people say that Connectivity and the capabilities of the hardware
contributes to learners frustrations on using virtual worlds. (Harris and Rea, 2009)
Steep learning curve to control avatars in virtual worlds - Others learners have been found
to experience a sharp learning curve in adapting to the demands of the virtual world such as
creating and operating avatars and communicating via text. It is often hard for other learners to
know how to operating avatars at first site which reduce class time for learning course material.
(Harris and Rea, 2009)
Lack of environmental control unless situated in a private area - Some virtual worlds are for
adults only, other areas may have mature stuff and events, which might be unpleasant to some
students. (Antonacci & Modaress, 2008)
Potential for harassment, humiliation, victimization, or other distractions - Learner
encounters with other operators can be problematic, some learners upset other users by not
fully revealing the purpose of their visit and not obtaining agreement from the other users before
using information from their visit.
Educational tools
In a virtual world, existing educational tools, for example, powerpoint presentation, pictures, and
links to websites, course material, and 3-D objects can be accumulated into a dynamic learning
centre point. Furthermore, course material that was once difficult for the developing numbers of
visual learners to process is a scalable project giving the capabilities given by virtual worlds.
Other benefits:
Students learns at their own pace and increase students autonomy.
Its makes abstract concepts more real
Guidelines for successful/effective use of Virtual worlds for education.
Game-based learning
Game-based learning is built upon a constructivist type of learning. Where students are
provided with necessary tools so they can build their own procedures to solve a problem. This
implies a participatory process by students, who interact with their environment to solve the
situation that is being set out to them (GameLearn, 2015). Learning through games allows
students to experiment in non-threatening scenarios and acquire knowledge through practice
and social interaction both with the environment and their peers (GameLearn,2015).
References
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