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Stephanie Fitzgerald

Learning to fly in persistent digital worlds: the case of Massively Multiplayer Online ... - 0 views

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    This article discusses play in virtual worlds (focusing on World of Warcraft) with an emphasis both on the learning that takes place and the engagement. You'll have to log in with your Harvard ID to get the article, FYI. "Our observation showed that players are motivated by the game's scope, rules, and scenario to create and participate in virtual communities, and share their knowledge with others, while newcomers are encouraged to engage in collective actions, and develop their skill base. We also found that although current MMORPGs have not been designed as instructional tools, they provide an excellent fantasy environment for intrinsically motivating learning, where players can experience the elements of challenge, curiosity, and control [30]." "People engage in pervasive games that use the best of two worlds, the virtual and the physical, in order to offer to its players the sense of maximum enjoyment."
Uly Lalunio

For hospitals, practice in the virtual world can have major benefits - WSJ.com - 0 views

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    Healthcare facilities are discovering that practicing in the virtual world can have major benefits in real life. Doctors, nurses and students are using online community to learn how to cope with crises, boost clinical skills and make their facilities more efficient.
Xavier Rozas

Heritage Key | Unlock the Wonders - 0 views

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    Virtual world that allows people to learn about ancient history is actually holding a live music festival in the virtual space to motivate new users to interact and to entice would-be users to download the software the game requires
Kasthuri Gopalaratnam

Education Week: Spotlight on Implementing Online Learning - 2 views

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    "Identifying promising models for mixing online learning and face-to-face instruction Challenges in e-learning Building partnerships to increase virtual learning collaboration among districts Teaching a "flip model" of instruction with online lectures as homework"
Chris McEnroe

Open Wonderland to be used as catalyst for African education - Hypergrid Business - 1 views

  • We need technologies that are simple to teach and learn for both teachers and students alike.
  • interactive and fun to encourage their interest
  • 3D virtual world technology as a catalyst
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  • 3D immersive education environments will offer significant improvements over the normal face-to-face, traditional teaching and learning styles
  • real-time collaboration across geographical distance,
  •  Virtual Technology for Education (VT4E) will study, implement, operate and support 3D virtual world environments for schools in Nigeria and other regions of Africa, using collaborative, state-of-the-art platforms and toolkits.
  • immersive audio
  • share live desktop application
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    Using open source Virtual World software to intentionally disrupt an education system. A bold vision and I think an opportunity for bold research.
Chris Dede

Education Week: March 15, 2012 - 3 views

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    Special section of Education Week focusing on virtual schooling
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    This article brings us back to an old unanswered question...how will we assess students to truly capture what they are learning? Online platforms tend to rely heavily on multiple choice. Online course developers will need to be more creative than plain old multiple choice in order to prove the rigor of the online environment.
Gozie Nwabuebo

Virtual Education Companies Face Increasing Scrutiny - 0 views

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    The expansion of virtual education puts companies that provide e-learning services under the microscope As researchers, politicians, and the general public have begun to question the results of fully online virtual schooling, private providers-particularly for-profit companies-that supply curriculum, content, and sometimes instruction and school management for online education are facing the most scrutiny.
Parisa Rouhani

Virtually addicted: Weaning Koreans off their wired world - CNN.com - 1 views

  • Cheong is down to playing two or three hours on "Starcraft" and "World of Warcraft" three times a week,
  • The South Korean government estimates that the country has 2 million citizens addicted to the Internet
  • Earlier this month a three-month-old baby girl succumbed to malnutrition while her parents spent 12-hour stretches in an Internet café playing the role-playing game Prius Online
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  • 22-year-old man returned to an Internet cafe to continue playing immediately after he murdered his mother, who had complained about his gaming habits. Physical exhaustion after long computer sessions has also caused deaths.
  • Internet addicts will also be offered free software with a timer that shuts down their computers or a "fatigue system" that bores players by making games slower and more difficult
  • Some of the suggested new measures to curb Internet addiction could collide with a gaming market that is expected to be worth $5.5 billion this year with a 17 percent growth rate
  • The companies make their money selling add-ons such as weapons, outfits and special abilities for the online characters.
  • Another novel idea to curb addiction is to punish excessive playing by confiscating gamers' virtual wealth.
  • We are examining various technological directions to prevent excessively continuous game play even for adults, and we are also discussing a special system that will allow children and teenagers to learn a healthy gaming habit,
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    This is an interesting article that speaks to the result of over-engagement. I wonder if this problem is specific to Korea and less so in other countries (if so, what is it about that environment that makes video games so addictive) or if it's only been studied in Korea but could be a similar problem in other parts of the world.
Chris Dede

SimCityEDU Teaches Students STEM Subjects in a Virtual Environment - 0 views

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    An old game learns new tricks
Anushka Fernando

School learning platforms win over students with 'Facebook' approach | Classroom innova... - 2 views

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    a classroom- facebook. and a school where students 'work virtually' from home one day a week
Maurice Joyce

AMA Wire - AMA grant to fund virtual patient cases for medical student training - 1 views

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    Part of the American Medical Associations' attempt to increase engagement in medical education.
Marium Afzal

Game-based Learning: A Paradigm Shifting Opportunity For Innovation - 3 views

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    One point not covered in the article is that there may be something inherently similar about "gamers" (such as a motivational, attentional, or perceptive profile) that makes them different types of learners than others. Yes, it's true that some people deeply enjoy the structured (some more/some less) challenges provided by games, both board and virtual...but others do not. The big question is, does it benefit a majority of learners (or, say, a majority of at-risk learners) to invest in curricula that leverages game-based-learning?
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    It may stray a bit from the topic of motivation, but here's a neuroscience article (that I found quite interesting) that discusses how a difference in striatal volume appears to affect how one's performance improves in playing a game: Erickson, K. I., Boot, W. R., Basak, C., Neider, M. B., Prakash, R. S., Voss, M. W., Graybiel, A. M., et al. (2010). Striatal volume predicts level of video game skill acquisition. Cerebral Cortex, 20(11), 1-9. doi:10.1093/cercor/bhp293
Chris Dede

Like Facebook, but for learning | Curriculum | eSchoolNews.com - 1 views

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    Grockit is a social networking site with an academic emphasis
Chris Dede

Oconomowoc uses video games as teaching tools - JSOnline - 1 views

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    Quest Atlantis as a learning game
Chris Mosier

Pearson-Incubated Startup Alleyoop Launches To Gamify Adaptive Learning - 1 views

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    Students earn virtual currency by completing math "missions" with third party content. This is a start-up incubated by Pearson. To unlock premium content, students would pay real money (this portion is modeled on Zynga's facebook games)
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    Nice to see the customization revolution well underway. Makes sense to focus on the upper teen segment who might be inspired to try something new to NOT dropout of HS or college. I wonder if their preliminary studies find changes in performance in traditional classes?
Allison Browne

The Whole Child Podcast « Whole Child Education - 0 views

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    Podcast about the need for students to be engaged and motivated in their learning before they can apply higher-order creative thinking skills. They are most engaged when they themselves are part of constructing meaning, not when teachers do it for them. This podcast is about engagement in the real schools but I listened through the virtual learning lens.
Ryan Brown

EducationUSA's "Your Five Steps to U.S. Study" Facebook app - 0 views

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    EducationUSA just released a virtual simulation on their Facebook page. They state that it is the "World's first game-based adventure for international students to learn about opportunities in the United States of America." A short YouTube video is linked below. I would love to get your thoughts on this application. Can creating an avatar effectively teach (and prepare) international students for the U.S. college experience? http://www.youtube.com/watch?v=_Fj01uSj4L4&feature=youtu.be
Jennifer Jocz

News: 'The Warcraft Civilization' - Inside Higher Ed - 0 views

  • Seen as an educational experience, World of Warcraft does not belabor any one perspective, but offers people experiences relating to real social issues in a manner that encourages them to reach their own conclusions.
  • WoW does not indoctrinate people, but it allows people with a diversity of viewpoints to explore realms that are meaningful to them.
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    What one professor learned from playing World of Warcraft for 2,300 plus hours.
Anushka Fernando

BRAZIL: Young Indigenous Hero Teaches History in Video Game - IPS ipsnews.net - 0 views

  • The idea is to strengthen the role of virtual tools as a teaching resource, which can even be used in distance education and digital inclusion initiatives
  • new cultural industry as a medium for education and cultural awareness as well as to foster the development of multidisciplinary projects in universities
  • e game was developed with the support of the Secretariat of Culture of the state of Rio de Janeiro.
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    a video game that teachers colonization. it has been developed by the ministry of Culture in Brazil with other collaborators. It is viewed as a tool for distance learning
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