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Virtual Worlds in Education How to engage reluctant students

Virtual Learning

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Virtual Learning by Kristy Baker Walden University

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Page 1: Virtual Learning

Virtual Worlds in Education

How to engage reluctant students

Page 2: Virtual Learning

Multi-User Virtual Environments

Multi-User Virtual Environments (MUVEs) are a way for students to collaborate with other students in an educational setting.

Models the constructivist learning theory which combines learning styles with interdependence and collaboration for successful learning (DeKanter, 2005)

Allow students to fail in a non-threatening situation

Page 3: Virtual Learning

Challenges

Parental support for “games” may be difficult

Teachers may see as “non-educational”

Technology needs are greater Teachers are uncomfortable

supporting unfamiliar technology

Page 4: Virtual Learning

Benefits

Student interest increases Relevant content is covered Teachers can control the topics to be

covered Students work with each other to be

successful Students have individualized tasks to

perform Students experience success at their

own learning level

Page 5: Virtual Learning

BrainNook

Page 6: Virtual Learning
Page 7: Virtual Learning

Conclusion

Virtual gaming is an up and coming learning medium

Students are familiar with gaming techniques

We need to teach students the way students learn

BrainNook is an elementary friendly virtual learning site

BrainNook can help our school emerge into virtual learning while aligning with common core standards

Page 8: Virtual Learning

References

DeKanter, N. (n.d.). Gaming redifines interactivity for learning. TechTrends, 49(3), 26-31. Retrieved from http://hibgroupbpr.pbworks.com/f/gaming.pdf

Johnson, L., Smith, R., Willis, H., Levine, A., and Haywood, K., (2011). The 2011 Horizon Report. Austin, Texas: The New Media Consortium.