Literature
Review
Abstract
The purpose of this study is to explore using virtual worlds
as an educational tool in higher education. Whether in a traditional environment or a distance education
environment, interaction and social abilities speaks volumes with disabled
students that lacked the social skills needed in higher education
environments. This study
will analyze the validity of using virtual world environment platforms as a
social instructional method for students to learn. Distance education environments can benefit from using the
social and avatar-to-avatar that can directly replace the face-to-face
interaction gap that maybe lacking.
If this study were conducted, virtual world designers, mixed methods
research, interviews, and surveys will
be used.
The Benefits of Using Virtual World Environment Platforms in
Education
Virtual worlds
are a useful educational tool that can be used in the way that students can
effectively learn. Suzanne C. Baker, Ryan K. Wentz, and Madison
M. Woods (2009). The
interactions and enhanced technological capabilities with virtual worlds add a
benefit to disabled students.
Students that are disabled often lack social skills that are needed to cooperatively
communicate and learn in academic environments. When a disabled student participates in using a virtual
world as an instructional teaching method, the student accumulates the social
skills that are often lacked.
Stendal,
K., Balandin, S. & Molka-Danielsen, J. (2011).
Educators can benefit from the amount of interaction and
stimulated social implementation of using a virtual world in education. Therefore, pedagogy
implementation helps distance education students that have implemented the use
of virtual world environments in online education. Savin-Baden, M., Gourlay, L., Tombs, C., Steils, N., Tombs, G.
& Mawer, M., (2010). Online learning can be enhanced when
using this particular technology, and can encourage social facilitation and
education. Moreover, virtual
worlds are being reviewed as an effective instructional method that consists of
issues and uncertainty. Wang, F. & Lockee, B.B. (2010).
For instance, past researchers worried about the security
and privacy issues that occurred when using virtual worlds. This is something that many are
hesitant about when implementing the instructional use of virtual worlds in
education. The security
concerns of the anything goes environment in virtual worlds such as nudity,
exposure to hacking and sensitive information was a growing deep concern for
many.
Review of Literature
Virtual
World
Virtual worlds
can be supportive in a various number of ways. There are various reasons why educators use some form
of instructional technologies to teach their students the subject matter at
hand. However, using a
virtual world environment is not the same as using a Learning Management System,
or LMS that is often used in the world of academia. Utilizing a virtual world environment platform as an
educational tool is something that was being analyzed for a new way to instruct
students. Students have a
sense of community and social interaction amongst their peers in the realms of
higher education. Some
students are outspoken while some are status quo and introverted. When suing a virtual world
simulation such as Second Life, students can build an image for themselves
“in-world.” There’s no distinction
of popularity, but there is a huge level of importance of individuality and
virtual world social psyche.
The
Avatar
When using a virtual world, the first thing that has to be
done is for an avatar to be created to define that level of virtual social
presence. The avatar is
often created according to the individual’s personality and character
preference. This is what helps the
user find themselves and claim ownership of their identity in a digitized
environment. The avatar is
the digital projection of the actual individual, and in the virtual world
environment, the avatar can be anything that id desired. For instance, some individuals create
avatars as dragon, fairies, vampires, werewolves, and even human in nature. The avatar is a mirrored reflection of
the user’s personality, and gives that user an social identity.
Virtual
Worlds as a Educational Tool
Baker, Wentz, and Woods (2009) explain how effective virtual
worlds can be when used for education.
Virtual worlds mask a huge level of intrigue and interest that is has
been analyzed as a supportive educational tool to use. This
particular study utilizes virtual worlds, and how they are used as an
educational tool when using Second Life. Virtual world environments are very
interactive and include using content that consists of the use of avatars, text
messaging, online discussion groups, and blogging, to say the least. Educators find that the use of virtual
worlds can be quite useful when using it for online teaching. Interaction through the use of a
virtual world can build the sense of community for learners and help educators
help students by instruction and control amongst students.
Virtual
Worlds in Distance Education
Wang & Lockee (2010). In online environment platforms, there
are many ways that students can learn educational content material. This article analyzes a
three-dimensional 3D virtual world that has examined extensively as a potential
medium for online distance education.
Despite there being difficulties during the empirical research study,
minimal documentation on how the study was actually conducted or found. Using virtual worlds platforms
can foster student engagement and virtual presence through the use of the
digital avatar identity.
Virtual Worlds: A New Opportunity for People with Lifelong
Disability
Balandin & Danielsen (2011) During this
study, we are analyzing how virtual worlds have been used in the past to train
individuals with intellectual disabilities and lack of social skills. The research study that was conducted
was designed specifically through a virtual environment for two adolescents
that have autism spectrum disorder.
The advantages and opportunities of social value for individuals with
disabilities in a virtual world are potentially valid. Implementing the virtual world
platform can increase the social acknowledgement of situational learning.
Situating
Pedagogies, Positions and Practices in Immersive Virtual Worlds
This literature analyzed how immersive virtual
worlds and e-learning environments that emphasizes the technology has led the
pedagogy. They have also examined
how implementing the learning included flexibility and supporting
diversity. The article also
examined current arguments for the use of virtual worlds in higher education,
and the impact of using these environments have on teaching and educators. Teams of researchers has conducted a
comprehensive review of issues within the pedagogy, staff role and digital
illiteracies, and explore perspectives that may inform the higher education
communities about views on the use of virtual worlds.
· Can virtual worlds be an effective instructional method for
students in higher education?
· Can learning in virtual world environment such as Second
Life become a possibility?
· Will learning in a virtual world be considered a normalize
way of learning?
· Will immersive learning facilitate social skills that are
effective for disabled students that lack those skills?
Into the Twilight Zone: Innovations for
Education, Virtual Worlds and Emerging Media.
Moreover, other research examined an constructivist learning,
implementing emerging media and online collaborative tools for education. Therefore, we will be using an
augmented reality, web technology, game-based simulations, artificial
intelligence, and holographic displays in virtual worlds. During the study, the
constructivist-learning techniques offer excellent opportunities for students
to create the future. During a
creativity exercise, an emerging media class used online collaborative tools to
share their visions for the future.
The featured topics included augmented reality, innovations in web
technology, game-based educational simulations, and artificial intelligence in
knowledge management, research in holographic displays, and requirements for
the Virtual World education Grid.
Conclusion
In summary, there are various
ways that students can learn and benefit when using virtual worlds for that
particular purpose. This can help
both educators and students learn in a variable way so that they can retain the
material. Educators can
introduce technology and help their students feel immersed and engaged in the
class while using collaborative learning methods to bridge the gap of emerging
media technologies. According to
Bradshaw, Q. (2011) “This innovation proposes the capability to rapidly create
game simulations for role-playing, digital storytelling, engaging games and
learning.
References
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Wang, F. & Lockee, B.B. (2010). Virtual Worlds in Distance
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