Virtual Reality Worlds
BackgroundStudents are often engaged in learning by acts of creation, collaboration, and interaction. Virtual Reality World (VRW) or sometimes referred to as Virtual Learning Environment (VLE) holds the promise where such engagement can be achieved.
Virtual Reality is defined as computer-generated simulation of a three-dimensional environment that can be interacted with and navigated in a seemingly realistic way. Virtual Reality is actually difficult to define; it is a spectrum of experiences. The virtual realm requires our senses just a as reality does and as the sophistication and realism of the simulation gets better it becomes closer to reality. From a practical sense VRWs are virrual worlds where the user can navigate and interact with their environment and typically with other users. |
PurposeVirtual reality is becoming more pervasive. The advent of the Internet has increased the level of virtual presence as leaners now spend more and more time in virtual experiences.
Theoretically there a number of ways VRWs may have an impact on learning. For instance, VRWs represent new forms of engagement and might link to multiple intelligences. VRWs provide a means for engaging many learning modalities including auditory, visual, collaborative, and interactive types of learning. VRWs may also foster 21st Century Learning outcomes. This is accomplished as VRWs develop skills like problem solving, creativity, critical thinking, information & media literacy and can address core subjects like math, science, social studies, language arts, etc. For instance, VRWs may help learners become more critical by having opportunities to reflect on the value and effectiveness of their virtual engagements. VRWs are an excellent opportunity to do this because of the immersive nature of the experience. Fostering reflection on the virtual experience through learning activities maybe a way to accomplish this. VRW ToolsHere a list of a few of the VRW tools available:
Virtual Reality Viewer
|
References
Dalgarno, B., & Lee, M. J. (2010). What are the learning affordances of 3-D virtual environments? British Journal of Educational Technology, 41(1), 10-32. Retrieved May 28, 2013, from http://edtc6325teamone2ndlife.pbworks.com/f/6325%2BLearning%2Baffordances%2Bof%2B3-D.pdf
OpenSimulator. (2013). OpenSimulator [Website] Retrieved July 11, 2013, from http://opensimulator.org
Steed, M. B. (2014). Virtual reality worlds for teacher education. SITE 2014; Proceedings of Society for Information Technology and Teacher Education International Conference 2014, March 17 - 21, Jacksonville, FL, USA. (peer reviewed)
Steed, M. B. (2013). Virtual reality in education. [Course Website] Retrieved July 11, 2013, from http://ed4769vr.weebly.com
The Phoenix Firestorm Project Inc. (2013). The firestorm viewer. [Website] Retrieved July 11, 2013, from http://www.firestormviewer.org
OpenSimulator. (2013). OpenSimulator [Website] Retrieved July 11, 2013, from http://opensimulator.org
Steed, M. B. (2014). Virtual reality worlds for teacher education. SITE 2014; Proceedings of Society for Information Technology and Teacher Education International Conference 2014, March 17 - 21, Jacksonville, FL, USA. (peer reviewed)
Steed, M. B. (2013). Virtual reality in education. [Course Website] Retrieved July 11, 2013, from http://ed4769vr.weebly.com
The Phoenix Firestorm Project Inc. (2013). The firestorm viewer. [Website] Retrieved July 11, 2013, from http://www.firestormviewer.org