Saturday, March 28, 2009

Crokpot Tech

In the Crokpot Tech article, the author described many different possibilities to utilize Second Life in learning contexts. For example, training, collaboration, and networking are some possible ways to utilize Second Life. The author also suggested that 3D and anonymity can have positive effects on learning outcomes.

What are some concerns with virtual world training? Transfer should be an important issue. For example, if medical students are trained in virtual world, are they going to be able to transfer the skills in the hospitals or clinics. If not, how can we bridge the training to help transfer?

Language training is interesting when done in virtual world. We know culture and language is closely related. Will the culture in the virtual be the same as the culture in the real-world? If not, what other factors that we should consider when we decide language training in the virtual world.

Virtual world creates a very different networking environment for the people to get together. We know that many people visit the virtual world, such as Second Life, very often. This kind of social networking opportunities are almost impossible for distributed teams without the virtual world.

The 3D aspects of virtual world are something that can be specific in the virtual world environment. The question is how 3D effect interacts with the virtual reality.

Anonymity is another specific characteristic in virtual world. As Deniz suggested that anonymity can help students with specific needs to learn in some environments. However, will anonymity negatively affect other types of students? For example, would a high achieving students, or popular students, behave differently in the virtual world? How can we balance the effects dealing with learning in virtual world.

1 comment:

Shayna said...

I think the advantage of anonymity is equal for anyone. Online identities can be used as an opportunity for us to ask questions we are afraid to ask in reality.


As far as Transfer goes...A common criticism of formal education and traditional learning practices is that information is so often isolated from direct experience in the physical world. Technology is essentially providing ways for students to gain actual experiences through virtual role playing.
I read a paper about augmented reality that may present a solution to this issue. It doesn't apply to to the idea of 3D, but I'm still not convinced that 3D is the best solution. The technology was tested on high school and college students in the area of environmental science. Actual geographical locations were augmented to simulate a toxic spill. This is made possible by advancements in hand held computing technology. Squire’s and Klopfer’s experiment provided a hand held to teams of students. The device contained internet access, maps of the geographical site where students conducted their research, game features that allowed soil samples to be taken from the digitally altered environment which reflected the behavior of the toxic spill. The game also features virtual community members with which the students can interact in order to obtain parts of overall story. The goal of the game is to expose the learner to the atmosphere of a real life scientific investigation and coax them into adopting the practices and ways of thinking that come with the role of a scientist. None of the teams were very successful at using the equipment to it’s full potential, but most groups brought back evidence that the technology had triggered desirable problem solving skills. For example, one group applied their existing knowledge that the local river was already polluted and not used for drinking water to the problem presented by the game. Another group mistakenly asked a passerby if he knew of any toxic spills. This team actually found themselves negotiating the reality of the situation. These examples reflect how the augmented reality experience presents such a convincing scenario as to prompt students to draw upon their prior knowledge, drives, motivations, interests, and goals to solve the problem. Part of what triggers such an involved response is the interaction with a physical environment that is personal and relevant to their everyday lives. The exciting idea here is that the interactions involved with simulation and role playing are on their way to being harnessed into truly effective learning experiences.


Language training in a virtual world would be advantageous in many ways. Conversation practice with native speakers, for example. Also, some cultural aspects would show through if the environment is built by members of the culture. The virtual world may never fully represent or hold the advantage of actually visiting the country, but advantages and increased understanding could certainly result.