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Lessons from the Literature
Major Characteristics
Learning was enhanced by several of SL’s features
combined with the project-based instructional design
and included
(a) the capacity to host social interactions
and collaborations,
(b) the capacity to allow users to test
hypotheses actively,
(c) the relevance of their project to the
real world,
(d) the opportunity for students to use multiple
abilities and skills,
(e) the stimulation of imagination, exploration
and creativity, and
(f) an increased sense of personal presence
and tangible experiences.”
Benefits of learning in virtual world environments
Benefits of learning in virtual world environments
Benefits of learning in virtual world environments
Does it work?
General advice
General advice
General advice
Instructional Design
Selecting the appropriate platform
What works well in MUVES
GAMIFICATION
GAMIFICATION
GAMIFICATION
 Aldrich (2009, p.5) reports two cases
where students learnt by simulation games
while a control group learnt by the
traditional methods. Testing revealed
significantly greater improvement for those
who learnt by simulation games over those
who did not. In one of the cases cited, the
students who learnt using the simulation
had significantly greater recall and
application after 6 months.
GAMIFICATION
 “Games are a more natural way to learn
than traditional classrooms and are the
‘most ancient and time-honoured vehicle
for education’” (Aldrich, 2009b, p. 5).
GAMIFICATION
 “Maybe the most compelling reason to
adopt gaming technology is that is
improves critical thinking and literacy.
Players must take on new identities, solve
problems through trial and error, and gain
expertise or specific types of literacies to
be successful in a game. A player learns to
think critically while at the same time
gaining embodied knowledge through
interactions with the
environment.”(Annetta, Folta, & Klesath,
2010, p. 31)
GAMIFICATION
Annetta et al (2010) also give reasons why
games are so appealing and successful:
 Provide specific goals
 Clear rules
 Sub-goals (or levels) that, once completed,
lead to success
 Final task builds on previous learning
obtained through achievement of sub-goals
 Ultimate success depends upon
demonstrating a specific learning/skill level
that enables them to achieve the ultimate
goal
GAMIFICATION
Games based learning allows the
participant to (Annetta et al (2010) :
 Obtain rewards based on achievements
 Fail, evaluate and repeat
 Build on previous knowledge
 Control their time investment - stop and
continue later from the same or an
appropriate place
GA

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Professional learning in virtual worlds v3

  • 1. Lessons from the Literature
  • 3. Learning was enhanced by several of SL’s features combined with the project-based instructional design and included (a) the capacity to host social interactions and collaborations, (b) the capacity to allow users to test hypotheses actively, (c) the relevance of their project to the real world, (d) the opportunity for students to use multiple abilities and skills, (e) the stimulation of imagination, exploration and creativity, and (f) an increased sense of personal presence and tangible experiences.”
  • 4. Benefits of learning in virtual world environments
  • 5. Benefits of learning in virtual world environments
  • 6.
  • 7. Benefits of learning in virtual world environments
  • 14. What works well in MUVES
  • 17. GAMIFICATION  Aldrich (2009, p.5) reports two cases where students learnt by simulation games while a control group learnt by the traditional methods. Testing revealed significantly greater improvement for those who learnt by simulation games over those who did not. In one of the cases cited, the students who learnt using the simulation had significantly greater recall and application after 6 months.
  • 18. GAMIFICATION  “Games are a more natural way to learn than traditional classrooms and are the ‘most ancient and time-honoured vehicle for education’” (Aldrich, 2009b, p. 5).
  • 19. GAMIFICATION  “Maybe the most compelling reason to adopt gaming technology is that is improves critical thinking and literacy. Players must take on new identities, solve problems through trial and error, and gain expertise or specific types of literacies to be successful in a game. A player learns to think critically while at the same time gaining embodied knowledge through interactions with the environment.”(Annetta, Folta, & Klesath, 2010, p. 31)
  • 20. GAMIFICATION Annetta et al (2010) also give reasons why games are so appealing and successful:  Provide specific goals  Clear rules  Sub-goals (or levels) that, once completed, lead to success  Final task builds on previous learning obtained through achievement of sub-goals  Ultimate success depends upon demonstrating a specific learning/skill level that enables them to achieve the ultimate goal
  • 21. GAMIFICATION Games based learning allows the participant to (Annetta et al (2010) :  Obtain rewards based on achievements  Fail, evaluate and repeat  Build on previous knowledge  Control their time investment - stop and continue later from the same or an appropriate place
  • 22. GA