Improving Learning Outcomes with Virtual World Technology

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    Improving Learning Outcomes with Virtual World Technology - Presentation Transcript

    1. Improving Learning Outcomes with VIRTUAL WORLD TECHNOLOGY
    2. A Little About Virtual Worlds
    3. When are Virtual Worlds Appropriate for Learning? • Practice in context • Higher order skills • Complex decision- making • Social learning • Geographical limitations
    4. Virtual Worlds & Effective Learning • Modality principle: audio narration, not on- screen text, should drive instruction • Redundancy principle: on-screen text should key-point the narration, not provide a transcript • Seductive augmentation principle: don't use extraneous, distracting sound or visuals Blog link: http://learningintandem.blogspot.com/2008/10/intersection-of-adult-learning.html
    5. Virtual Worlds & Effective Learning • Personalization principle: use a conversational style • Practice principle: use interactive learning exercises to foster comprehension and anchor in long-term memory • Spacing principle: interactive learning exercises should be distributed throughout a lesson, and ideally spaced out over time Blog link: http://learningintandem.blogspot.com/2008/10/intersection-of-adult-learning.html
    6. Virtual Worlds & Effective Learning • Response contingent feedback principle: write interactive learning exercise answer feedback that is tailored to a learner's specific answer • Analogical learning principle: use analogies or comparisons to increase comprehension • Mnemonic principle: use mnemonics to encode learning to long-term memory Blog link: http://learningintandem.blogspot.com/2008/10/intersection-of-adult-learning.html
    7. What Does This Look Like? • Traditional curriculum • Immersive curriculum in a virtual world
    8. Virtual Meetings • IBM recently announced cost savings and plans for all conferences in virtual worlds • Opportunities for collaboration and community building, large and small
    9. Immersive Learning Simulations
    10. Serious Games • Competitive play in realistic scenarios • Single or multi-player
    11. Types of Effective Interactive Content • Collaboration • Process Improvement • Communication Skills
    12. Knowledge Management • Data tracking as a subset of immersive learning • Recording interaction (text, audio, video) • Analysis for learning needs based on performance data
    13. To Avatar or Not to Avatar • Sense of self • Ease of navigation • Necessary for the learning goals?
    14. Virtual Learning Communities • Integration of social media tools • Participation in events • Development of shared common experiences
    15. Design Considerations for Learning in Virtual Worlds • Adult learning principles are still relevant • Gender considerations • Generational considerations • Privacy/security considerations • Trust in virtual worlds
    16. Technology Considerations for Learning in Virtual Worlds • Instructional design • Social networking • Gaming • Programming/development • Knowledge management/LMS
    17. Virtual World Platforms for Learning • Think beyond Second Life… – Protosphere – OLIVE – Multiverse – VastPark – OpenSim – Lots and lots of others… • Do you really need a Virtual World?
    18. Obstacles for Implementation • Cost (or perception of cost) • Navigation learning curve • Comfort with traditional learning models • Technology considerations • Learner demographics
    19. All About Me Koreen Olbrish, CEO, Tandem Learning • koreen.olbrish@tandem-learning.com • SL: Nina Sommerfleck • Twitter: @koreenolbrish • Blog: www.blogspot.com/learningintandem • Website: www.tandem-learning.com

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