Video games are technological phenomenon that thrives in today's modern social environment. In this critical review I will present an article by Pursel and Bailey (2005). The title is: "Establishing Virtual Learning Worlds: The Impact of Virtual Worlds and Online Gaming on Education and Training"…
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Pursel and Bailey (2005) focus their attention on how online video games can contribute to the elearning processes and stimulate them. They explore a number of resources demonstrating that there are two primary limitations of online learning. Learners generally lack motivation and they do not interact enough during their online courses. Pursel and Bailey (2005) propose that in order to enhance the elearning possibilities new approaches should be adopted by teachers. The new generation processes information in a different way in comparison to their parents', consequently methods used in online games have to be included in the virtual learning. The author's main purpose in writing the article is to offer an alternative solution in overcoming the decreasing interest and value of courses conducted online. Their attempt presents innovative and facilitating model of the learning within the virtual world.
Education is a great asset which transforms communication in a higher level. The benefits of good quality online education, however are not available to the urban sections of society. Pursel and Bailey (2005) provide information only about the U.S. consumers and do not refer to sources about the rest of the world. Yajnik (2005) notes that information technology is such a powerful tool that has the potential to make education available even to people in remote locations. The primary limitations lack of interactivity and motivation deficit that Pursel and Bailey (2005) have to be related to a specific strata from the society and clarifications made about the economic status from the country in questions. The generalizations delivered by Pursel and Bailey (2005) show limited research scope. A problematic issue is that the majority of those who drop out of the online courses do not find them challenging enough. It is of critical importance to emphasize that Pursel and Bailey's (2005) proposal to incorporate video games strategies into elearning is directed mainly to satisfy the requirements of U.S. student audience. In countries with developing economies students are willing to engage in all kinds of learning to higher their educational background.
Yajnik (2005) suggests that the growth in communication technology in India widens the divide between those who have access and those who do not. The main task of elearning methods is not to increase the social gap introducing video games methodology, but to make it possible for underdeveloped countries to have the same opportunities. Implementing video games in the structure of online courses will create immediate exclusion of certain users. E-learning tutors might not want to risk "information exclusion" of their students by complex design or unaffordable software. Kenya's education minister, Professor George Saitoti (cited in Ogodo, 2007) says that when integrated into educational system the Internet Communication technologies "have the capacities to improve the delivery of education through distance learning, provide access to universal digital libraries, offer ways in which universities can globally compete and offer improvements in academic administration (par. 17)."
The elearning technologies offer new ways in which the quality and effectiveness of higher education is delivered. However the way in which elearning will be made constructive depends on the
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According to the paper, leaders of virtual teams should be able to exemplify five (5) best known practicers, to wit: (1) being accessible, (2) elimination of blaming, (3) creation of a learning environment, (4) creation of opportunities for personal development, and (5) managing work – life balance issues.
This gives them the name, ‘walled gardens’. In every technological development and inception of the related ideas, gains and losses are expected. The virtual learning environments have to face both the advantages and disadvantages. Many students will give a positive report on the system, with terms such as easy access and interesting sessions being used to describe the environment.
All of the above elements are incorporated into a single tool, making it easier for the tool to be used. Information and Learning Technology (ILT) on the other hand refers to the use of technology as a method to enhance education and learning. This may comprise the use of sounds, graphic and motion pictures, videos and VLE tools (Herman, 2004 p121).
“Virtual learning environments are a popular method of e-learning, which refers to learning through electronic means. While a VLE cannot fully replace the traditional classroom, it can be a useful way of teaching
E-learning curriculum and programs need to cater not only to the different learning styles of learners, but must help in train students to use technology effectively so that the learning is complete in every sense.
Virtual Field Trips (VFTs) differ from actual field trips in that, the field trip is done in 'virtual' space.
(Foster & Carnevale, 2007) The increasing demand for online distance learning reflects the gradual shift of some students from a traditional classroom to a virtual classroom.
As part of the study, the researcher will conduct a literature review with regards
The purpose of this study is to create a virtual world where the individual could practice real world skills with the assistance of a trainer or expert agents, who could intervene as needed. These interactions include tasks, such as crossing the street. The user could advance to additional levels and phases upon successful completion of the previous phase.
Technology is behind key transitions in the very foundations of our society."
Still in its embryonic stage, the concept of VLE has received much more academic attention than the other contemporary emerging academic technologies and is a concept pretty much worthy of continuing attention and technological development.
Abstract The utilisation of virtual learning environment (VLE) in education at the college and university level has become prevalent in the recent years. VLEs are claimed to offer schools with a number of benefits like anytime, anywhere access, improved motivation, access to higher or novel learning, chances for autonomous erudition, better incorporation of information and communication technology (ICT) implements, not to forget increased parental engagement (Becta, 2004).
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