Thursday, March 5, 2009

Games and simulation in online learning

Chapter 5

Learning is an active process, as the article, Rethinking Cognition, Representations, and Processes in 3D Online Social Learning Environments (Jones & Bronack, 2007) states “learning . . . as a contiguous process that exists each time people willfully interact with each other in the world around them.” (pg 93). By using 3D technologies members have the means to interact with their environment as it becomes a socially oriented learning environment allowing for interaction between not only members and their environment, but members and their peers and instructors or other experts. Through this interaction, the members have the opportunity to take an active role and participate within the virtual world by adding content or through communication.
Using such 3-D technologies as avatars, virtual environments and voice can create an online social environment that is an effective learning community. The use of 3-D avatars enhance the online social environment by allowing a visual symbol or model of a person to communicate or interact with in the online community. This tool allows the members to make connections with other members. As stated in the article, the research at the University of North Texas, “students rated the 3d learning environment as providing the same level of satisfaction and interaction as the face-to-face course.” (p.108)
With the use of avatars, the member becomes a part of the environment, interacting with other avatars and the environment online; they can become immersed in the situation or activity. It is through this immersion that situated learning can take place, the learners are immersed in the activity, actually responding to the environment and becoming an active participant as opposed to a passive viewer of information. Another theory, Vygotsky’s sociocultural theory, is supported through this type of learning environment, by engaging students in tasks that they can build knowledge with the help of peers and teachers.
The 3-D technology also enables the member to move through the virtual world or space, allowing them to feel as though they were entering a room or area and seeing other people (avatars) in the room. With the added feature of voice, as the member enters a room, they have the capability to join in a discussion verbally. If voice is not enabled, as they enter a room, there is chat enabled and the discussion is text based.

Chapter 13

The game “Reliving the Revolution” was developed to help learners learn history through experiencing the activity. The game was developed to be played specifically in Lexington, Ma using a handheld PDA with a GPS. The teams are composed of eight members paired up to play the role of four different historic character. As students arrived at certain locations, the GPS triggered information to be given by a historic figure through the PDA. This information, received through the PDA, was in the context of their character. Each pair in the team received different information, based on their character. As the students collect information, they collaborated with each other to interpret the evidence. The game consisted of two time periods, one before the Battle of Lexington and one after the Battle of Lexington. Following the two time frames of collecting evidence, the groups compared evidence with the other characters or roles during a debate to determine “Who fired the first shot?”.
By using the augmented reality game, the participants were immersed in the situation, physically being at the location of evidence and using the technology to deliver the evidence that was needed to determine the solution to the problem “who fired the first shot?”. This augmented reality game allowed for collaboration between paired team members and also the group of eight students as they debated the evidence they each gathered, all in a differing context.

References:
Jones & Bronack, (2007), Rethinking cognition, representations, and processes in 3d online social learning environments. In D. Gibson, C. Aldrich, & M. Prensky (Eds.) Games and simulatins in online learning: Research and development frameworks Hershey, Information Science Publishing.

5 comments:

  1. I think a 3-D VC with avatars would be a great way to give simulations of nursing situations for developing critical thinking without being in those real life clinical situations at first. What ya think? Let's design a computer based hospital environment for simulation.

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  2. 3-D simulation would be great for exploring and understanding anatomy and physiology as well. I was impressed by the high satisfaction ratings of the 3-D educational experiences, but, then I thought for a second on who the audience might be and of course the satisfaction would be high. Young people are comfortable with this technology and are able to interact with this equipment with great ease. Do you currently use any of this technology in our teaching?

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  3. I was thinking the same thing. This visual world may be just what the students need to feel engaged and to be able to understand some of the complex topics that are taught. It may be easier for them to understand b/c they may be so into the "game" style interface that they don't even realize that they are learning.
    I was thinking that in addition to clinical simulations, 3-D technology could be used to simulate specific diseases or disorders. An example would be to have different hormones in the 3-D world and then a body or specific body parts. This could be used to simulate the effects that hormones have on the body. Perhaps in this visual, immersive type of environment students could develop a deeper understanding of the effect of cortisol on blood glucose levels???? Can you tell that I have been teaching about endocrine disorders this week :-)

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  4. There are some great 3-D animations for disease processes on-line (or used to be). I have used several in class-especially HIV animations on chemokines, etc. You tube has generated most free on-line animations, taking over most other sites (progression?) I agree with Jammie-if the students could associate the pathophysiology with a 3-D animation-students would benefit more.

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  5. Wow, what wonderful ideas, building off your ideas, I can envision teaching A&P (right now, thinking of Cardiovascular) using the 3d immersive technology where the student would travel the route of a red blood cell through the circulation, that way they could "see first-hand" the structures. Living the experience could help them to remember.

    I also like the 3-D Clinical environment that Karen mentioned, We could do it!!!!

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