Saturday, March 8, 2014

Articles of Interest About Virtual Worlds




Duncan, I., Jiang, S., & Miller, A. (2012). A taxonomy of virtual worlds usage in education. British Journal of Educational Technology, 43(6), 949-964. doi: 10.1111/j.1467-8535.2011.01263.x


This article considers the research of over 100 published works covering the use of virtual worlds in education; in specifically the advantages and disadvantages of Second Life. Of all the VW’s, VLE’s, and MUVE’s being used today Second Life ranked the top in educational use. Even in 2012 any virtual world is considered new and unexplored for its potential as an educational tool, but simulating real-life scenarios has piqued the interest of professional educators.

There were six categories of research common in all the works reviewed for this article: varied populations in virtual worlds, educational activities possible, learning theories capitalized on, the rich learning environment, use or potential of supporting technologies, and finally the research areas still needing to be explored. Of all the positive attributes of the use of virtual worlds for education, the collaborative resources were the highest in potential learning. Higher order thinking skills was a dominate feature also.

There were several disadvantages of using virtual worlds. Just a few are the need for current high end technology hardware to run the graphics non-stop for a real-life experience and the broadband connection has to be high speed. Disadvantages in the learning process is the difficulty for some learners to concentrate on learning with all the overwhelming, unguided movements along with other distractions in the virtual world which include moving around and visual distractors. It is hard for educators to monitor the educational process in a simulation.

Future research is needed to harness the full potential of using virtual worlds for education. There are many new technologies that would enhance the real-life experience such as immersion technology, video helmets or gloves, motion detection or interactive hardware such as the Xbox Kinect.  But these technologies also present a drawback in the need for speed in RAM and broadband connections. Evaluation of the learning process also needs an upgrade for educators to feel comfortable in grading and monitoring for cognitive success.

Martin, S., & Vallance, M. (2012). Assessment and evaluate virtual worlds learning experiences and second, creating better techniques of creation of these virtual world environment experiences. Learning in the virtual world: Tasks, taxonomies and teaching for real. Journal of Virtual Worlds Research, 5(2), 1-13. Retrieved from http://jvwresearch.org

According to this article, the possibilities for successful learning in virtual worlds is rich but like other trends in education it is a slow process getting started with the appropriate tools and at the same time becoming proficient as educators in its uses and applications. Two requirements were proposed to accelerate this new avenue to teaching and learning. First, develop a better process of evaluating virtual world experiences and second, maximize better techniques of creating these evaluative virtual world learning experiences.

A widely accepted standard of categorizing educational objectives, Bloom’s Taxonomy, was used as the basis of researching and developing a better way to evaluate the educational experience in virtual worlds. During the research process, the emphasis on remembering and understanding was not as apparent by learners as applying and evaluating, since virtual worlds primarily use an interactive environment. Researchers discussed the difficulty in reviewing both procedural and conceptual knowledge using a modified Bloom’s Taxonomy for their evaluating purposes. They are in the process of developing a “BloomsPad” software to record specific moves and decisions made as a learner moves and participates in a virtual world. These data points taken during the virtual experience should prove to enhance the educational evaluation of learner’s experiences through precise documentation.

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