5388 RESEARCH PAPER (3)

5388 RESEARCH PAPER (3) - Teaching Real Business...

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Teaching Real Business Applications in an Virtual World Environments Teaching Real Business Applications in an Virtual World Environments
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Just as the days of the one room schoolhouse have passed so will the days of in person classroom based learning. Chalkboards have already been replaced in several classrooms with whiteboard. Filmstrips have been gone so long that few people under the age of 40 even know what they are. As technology advances us exponentially into the future, educators must also advance. Online classes are just one step on the evolutionary ladder of educations and we must find the right tools to support this type of learning. (The Trainer's Handbook, Updated Edition) When designing Virtual World based business training I would follow the same ideology of basic instructional design that would be used in person to person classroom classes, I would consider learning styles, student skill level and the best presentation media for the subject being taught. Often important elements of the learning experience can be lost in many of the distance learning delivery methods. One of those elements is the loss of social learning interaction. Because some students need social interaction to enhance their learning experiences, educators must include opportunities for learners to interact with the instructor and with each other. One of the ways to solve this issue is with the use of virtual worlds like Second life.com. Second life allows for many different kinds of interactive learning. There are many ways to add the human touch avatars bulletin boards, threaded discussions, chats, and if course real-time voice communication. Many leading universities and school systems around the world now use Second Life to enhance their educational programs. The unique qualities of a 3D virtual worlds can provide opportunities for rich sensory immersive experiences, authentic contexts and activities for experiential learning, simulation and role-play, modeling of complex scenarios, a platform for data visualization and opportunities for collaboration and co-creation that cannot be easily experienced using other platforms.
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Second Life is completely user-generated 3D environment that comes with relatively easy-to-use building and scripting tools that anyone can learn. This makes it an ideal platform for engaging students in creating their own learning activities, experiences and environments, and not just be passive consumers of learning 1 Online training, because of its anyone, anytime, anywhere capabilities, can be a major factor in the training strategy for an increasing number of corporations. There has been a virtual explosion in the use of online training. Around the world companies are spending more to train their employees, and that has been matched by a dramatic growth of educational institutions and
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5388 RESEARCH PAPER (3) - Teaching Real Business...

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