This week we were asked to investigate games and virtual
environments that have the potential to enhance adult learning. While significant evidence exists in the
literature to make a strong case that games and virtual reality environments do
enhance learning; the literature is also filled with qualifiers as to the
importance of design and requirement of a strong commitment on the part of the
educator to ensure the best possible learning effectiveness (Squire,
2011). For example, Barab & Arici, (2009), emphsize
the importance of designing games in such a way as to support the transfer of
learning. Their therory is the students
must be able undestand how the virtual expereince applies to real life. Otherwise, the game may be fun to play but
fail to support the learning objectives.
To
complete this assignment I chose to investigate two of the most popular virtual
worlds, Second Life and World of Warcraft (WoW). After registering and logging into these
virtual worlds, my initial opinion is that while both would enhance adult
learning in the general sense, neither would work well in my prticular adult
learning setting.
I
will soon be teaching Orgnizational Ethics to working adults in an
undergraduate continuing education program.
The term will last 8-weeks and cover a specific topic. It seemed to me that virtual worlds such
Second Life and WoW are better suited to learning larger, overarching topics
such as problem solving and strategy.
For example, Steinkuehler & Duncan, (2008), found that the learning
taking place in several WoW discussion boards was collective and not collabrative,
meaning that many people contributed to stratigizing and solving problems in
the game as opposed to a relative few people working together to do the
same. In my opinion, a college level
leadership class would be better supported by the collabrative learning of the
students in the class.
Another
example of the broad scope of a virtual world such as Second Life is the use of
the platform by the Department of Defense and all the military services. For example, Pellerin, (2011) explains how
the Air Force developed an activity in Second Life called My Base. The objetive of My Base is to be immersive in
nature and allow a learner to experience several different aspects of military
life such as participating in Basic Military Training, learing to fly an
aircraft, or work in an combat hospital at a deployed location. While this type of “activity” or “island”
within Second Life provides a good overarching perspective of an organization,
I’m not convinced it would be effective in my adult learning setting.
Several
of my classmates were able to locate and games that would work well inthier
particular setting, however, I was not able to find a game that directly
addressed the type of curriculum. My vision is to work with a
instructional system designer to develop a game or simulation based a specific
topic, such as organizational ethics.
Furthermore, the game simulation developed may even be based on a particular
text book, and contain scenarios that apply to certain chapters, concepts, or
therories, in order to leverage existing curiculum resources. Such a limited scope would allow for a more
targeted learning objectives that could be reached in a shorter amount of
time. I believe this approach would be
the most effective for my particular adult learning setting.
Cheers,
Ron
N.
References
Barab, S. A., Gresalfi, M., & Arici, A. (2009). Why
educators should care about games. Educational Leadership, (67)1, 76–80.
Pellerin, C. (2011). Air
Force eyes new learning systems in “Second Life.” Retrieved from http://www.defense.gov/news/newsarticle.aspx?id=63873
Steinkuehler, C., & Duncan, S. (2008). Scientific
habits of mind in virtual worlds. Journal
of Science Education &
Technology, 17(6), 530–543.
Squire, K. (2011). Video
games and learning: Teaching and participatory culture in the digital age.
New York, NY: Teachers College
Press.