V-Learning: How Gaming and Avatars are Engaging Online Students

نویسنده

  • Shawn Holmes
چکیده

As I watched my 12-year-old nephew play Halo 2 online while strategizing with his friends over his microphone-enabled headset, I realized that his play environment might well be the next distance learning platform. In cooperative online video games like Halo 2, players win by working together to understand and overcome the obstacles set forth in the storyline. Essentially, cooperative learning is occurring in these games. The virtual worlds in which today's video games take place can be reshaped as real-time synchronous virtual classrooms; the advance of technology and increasing accessibility of that technology mean that virtual reality is a viable distance education option. As Net Generation students, already the leading population in online gaming, bring their well-documented learning styles and demands for flexibility and adaptability into higher education venues, the three-dimensional gaming environment remade as a virtual classroom could become the natural next step in online learning (Oblinger 2006).

برای دانلود رایگان متن کامل این مقاله و بیش از 32 میلیون مقاله دیگر ابتدا ثبت نام کنید

ثبت نام

اگر عضو سایت هستید لطفا وارد حساب کاربری خود شوید

منابع مشابه

Engaging Group E-Learning in Virtual Worlds

E-learning has seen tremendous growth in recent years. More and more, university courses are now available online to a potentially global audience. however, a significant shortcoming of e-learning technologies has been poor support for grouporiented learning. We believe that virtual worlds offer a potential solution. Unlike videoconferencing (for instance), virtual worlds provide a shared visua...

متن کامل

MMOGs as Learning Environments: An Ecological Journey into Quest Atlantis and The Sims Online

Yes, video games are mainly for play and fun. But video games are educative as well as interesting and engaging—something that we all hope that more classrooms could be. Many of today's students spend more time playing video games than they do watching television, reading books, or watching films. Massively multiplayer online games (MMOGs)—long and surprisingly complex gaming environments that ...

متن کامل

Learning REAL Business Skills in a Virtual World: An Action Learning Perspective

Virtual worlds, computer-based simulated environment in which users interact via avatars, have become popular as gaming and social sites. And yet, virtual worlds are not games, but can be targeted to various objectives. One such world, Second Life (SL), is frequently used as platform for revenue generation (e.g., Anshe Chung becoming the first SL millionaire through land sales), information and...

متن کامل

Asynchronous Online Discussion Forum: A Key to Enhancing Students’ Writing Ability and Attitudes in Iran

This paper focuses on the impact of an asynchronous online discussion forum on the development of students’ ability in and attitudes toward writing in English. Two groups of third-year students (N = 60) majoring in English were assigned to two treatment and control groups, each receiving different types of feedback. Students in the treatment group were required to participate ...

متن کامل

Towards Understanding Expert Coding of Student Disengagement in Online Learning

Gaming the system, a behavior where students disengage from a learning environment and attempt to succeed by exploiting properties of the system, has been shown to be associated with lower learning. Machine learned and knowledge engineered models have been created to identify gaming behaviors, but few efforts have been made to precisely identify how experts code gaming behaviors. In this paper,...

متن کامل

ذخیره در منابع من


  با ذخیره ی این منبع در منابع من، دسترسی به آن را برای استفاده های بعدی آسان تر کنید

عنوان ژورنال:

دوره   شماره 

صفحات  -

تاریخ انتشار 2008