Interactivity 1b: Virtual world as an OLE
Tell us about your comfort level with virtual worlds by completing the survey below - are you a novice or an expert?
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Overview of Virtual Worlds in Text
Although there are many different categories for open learning environments, one popular form is virtual world, which is a computer-simulated multidimensional world occurring in real time. Among other things, one reason for its growing use is that it can easily captivate the user by enabling them to enter a world where they have direct interaction and control over any and all actions thereby creating a unique experience.
In recent years, it has become more common to incorporate virtual reality programs within education as it greatly promotes the constructivist model of learning with a student-centered and experiential learning approach focusing on learning within 3D immersive worlds (Kapp & O'Driscoll; Lambropoulos & Mystakidis; the eLearningcoach). The Horizon Project provides nascent information on the impact of virtual world on education. Many government, school districts and schools now include online learning as a part of its strategy. More students are blending the educational affordances of virtual world with real world learning. Through its use, the learner is directly involved in constructing their own knowledge by actively engaging in an environment that is interactive, exciting and collaborative. As well, since virtual reality programs are designed with a high level of sensory appeal via animation, audio and other multimedia tools, the ability for it to relate to a variety of learning styles is that much greater.
In taking a closer look at how these virtual programs are being used by educators, the possibilities start to seem endless since young learners can be taught in subjects like science, math and history through problem solving, experimenting and even field trips, while post-secondary students can learn a more complex trade or field such as engineering and health care. To do this, many educators are now turning to programs like Sims, Second Life and SLOODLE, to name a few.
While we laud the advantages of leveraging the affordances of virtual learning environments in general and virtual world specifically, we should be mindful of potential disadvantages or constraints. Read Posey, Burgess, Eason, & Jones for more on these considerations.
In recent years, it has become more common to incorporate virtual reality programs within education as it greatly promotes the constructivist model of learning with a student-centered and experiential learning approach focusing on learning within 3D immersive worlds (Kapp & O'Driscoll; Lambropoulos & Mystakidis; the eLearningcoach). The Horizon Project provides nascent information on the impact of virtual world on education. Many government, school districts and schools now include online learning as a part of its strategy. More students are blending the educational affordances of virtual world with real world learning. Through its use, the learner is directly involved in constructing their own knowledge by actively engaging in an environment that is interactive, exciting and collaborative. As well, since virtual reality programs are designed with a high level of sensory appeal via animation, audio and other multimedia tools, the ability for it to relate to a variety of learning styles is that much greater.
In taking a closer look at how these virtual programs are being used by educators, the possibilities start to seem endless since young learners can be taught in subjects like science, math and history through problem solving, experimenting and even field trips, while post-secondary students can learn a more complex trade or field such as engineering and health care. To do this, many educators are now turning to programs like Sims, Second Life and SLOODLE, to name a few.
While we laud the advantages of leveraging the affordances of virtual learning environments in general and virtual world specifically, we should be mindful of potential disadvantages or constraints. Read Posey, Burgess, Eason, & Jones for more on these considerations.
Overview of Virtual Worlds in Videos
Overview with examples. Overview with advantages and disadvantages. Sloodle: a closer look at a virtual world as an OLE. |
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INTERACTIVITY Question
As an educator, what does or does not appeal to you about virtual worlds?
Post your response in the ETEC 522 Blog under the Virtual World discussion.
Post your response in the ETEC 522 Blog under the Virtual World discussion.
References
Canadian Foundation for Innovation. (2012). From E-mail to Virtual Reality: The Role of Technology in Supporting Learning. Retrieved (DATE) from http://www.innovation.ca/en/AboutUs/Publicationsandreports/innovation/EMailVirtualRealityRoleTechnologyinSupportingLearning
Chen, C.J., Toh, S.C., Ismail, W. (2005). Are learning styles relevant to virtual reality? Journal of Research on Technology in Education, 38(2), 123-141.
Niki Lambropoulos & Stylianos Mystakidis. (2012, November 9). Learning Experience+ within 3D Immersive Worlds. Retrieved from http://fedcsis.org/proceedings/fedcsis2012/pliks/370.pdf.
Onyesolu, M.O., Ezeani, I. & Okonkwo, R.O. (2012). A Survey of Some Virtual Reality Tools and Resources. In C. S. Lanyi (Ed.) Virtual Reality and Environments (pp 21-42) In Tech. Retrieved from: http://www.intechopen.com/books/virtual-reality-and-environments/a-survey-of-some-virtual-reality-tools-and-resources DOI: 10.5772/39062
Posey, G., Burgess, T., Eason, M., & Jones, Y. (2012, November 9). The Advantages and Disadvantages of the Virtual Classroom and the Role of the Teacher. Alabama A & M University. Retrieved from http://www.swdsi.org/swdsi2010/SW2010_Preceedings/papers/PA126.pdf.
Chen, C.J., Toh, S.C., Ismail, W. (2005). Are learning styles relevant to virtual reality? Journal of Research on Technology in Education, 38(2), 123-141.
Niki Lambropoulos & Stylianos Mystakidis. (2012, November 9). Learning Experience+ within 3D Immersive Worlds. Retrieved from http://fedcsis.org/proceedings/fedcsis2012/pliks/370.pdf.
Onyesolu, M.O., Ezeani, I. & Okonkwo, R.O. (2012). A Survey of Some Virtual Reality Tools and Resources. In C. S. Lanyi (Ed.) Virtual Reality and Environments (pp 21-42) In Tech. Retrieved from: http://www.intechopen.com/books/virtual-reality-and-environments/a-survey-of-some-virtual-reality-tools-and-resources DOI: 10.5772/39062
Posey, G., Burgess, T., Eason, M., & Jones, Y. (2012, November 9). The Advantages and Disadvantages of the Virtual Classroom and the Role of the Teacher. Alabama A & M University. Retrieved from http://www.swdsi.org/swdsi2010/SW2010_Preceedings/papers/PA126.pdf.