Sunday, April 14, 2013
Virtual Worlds
Video games and virtual worlds are the future of education because of the way it influences youth to be engaged at a high level. Like in this study, “97% of American’s youth aged 12-17 are
engaged in video games daily,” (Caroll, et. al., p. 58) With that many active minds intrigued in gaming it allows for teachers to use it to their advantage by using virtual worlds. And by doing so you can use them to get to higher levels. "Educational games and simulations can engage students in higher-level cognitive thinking, such as interpreting, analyzing, discovering, evaluating, acting, and problem solving. Recent technical advances in multiplayer, user-created virtual worlds have significantly expanded the capabilities of user interaction and development within these simulated worlds." ( Antonacci p. 115) By having students intrigued mentally is the important thing in the classroom and by having virtual worlds it allows you to do so. The possibilities are endless of the things thay you can do with virtual worlds. My interest is in history so if I were to put together a lesson as an instructor I would put together certain time periods of virtual worlds and have my students build and discover different events through a virtual world. An example would be to sail west and find America. Obviously the material would fit the age group that I would be engaged with. But it would be interesting to use a virtual world where all students have to build their boat and find their resources to find the new land. And by doing so I would give credit to who found it first or who put together the best boat and such things during the activity. "This ability to develop and interact with your own simulated world offers many new and exciting educational possibilities." (Antonacci p. 116) I am very intrigued in gaming and virtual worlds myself so to be able to incorporate it with students and education is not only neat but something of the future."an overwhelmingly amount of american teenagers play video games daily and incorporating this type of learning technology into the class-room can have many educational benefits" (griffiths, 2002).
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