Thursday, July 30, 2015

Walden 6177 Week 5 Blog Post

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.


5 comments:

  1. This comment has been removed by the author.

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  2. Ron,

    The technology of virtual worlds for learning is quite unique by offering students a wide range of gaming activities that can enhance learning. However I do understand that of some educational watch dogs caution educators to select games that have educational value and content to ensure students can apply it. I agree with your summary of the transfer of learning concept by Barab, Gresalfi & Arici (2009) when they concluded, “Although it’s important to contextualize students learning in terms of a particular story, we want students to see the value of the content they learn for other situations. If a learner realizes how this virtual experience relates to real-life experiences, then the game playing will have been engaging but not productive” (p. 80). There are times when games are great fun as icebreakers or as engaging activities but do little to teach in-depth content that is applicable to real life.

    Games like Second Life and World of Warcraft are highly competitive and teach students strategic planning, problem-solving and other self-development techniques. However if the goals of your course do not exemplify those objectives and your focus is geared more toward teaching your students an ethical platform with qualities like team collaboration, a common theme in the corporate setting to accomplish organizational goals, then you are probably correct in viewing these kinds of games as not suitable for your group of students. I also like the idea you mentioned about partnering with an instructional system designer to develop a game or simulation that patterns the topics and textbooks chosen for your course. To customize a game for your students is a great idea to ensure learning that is relevant to their future careers.

    Robin

    Reference:

    Barab, S. A., Gresalfi, M., & Arici, A. (2009). Why educators should care about games. Educational Leadership, (67)1, 76–80. Retrieved from Walden Library databases.

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  3. Hello again Ron and thanks for another great posting!

    As I noted on Gracesinda’s blog site at http://gracesindaduranedtechblog.blogspot.com, I have explored the option of Second Life for my own learning environment and found it to me a bit too expensive for my budget. For more on my thoughts regarding that, feel free to check out her site. But I must admit that I am not as knowledgeable about the World of Warcraft beyond the occasional references on the Big Bang Theory, LOL. But based on your feedback, as well as in discussions with my own sons on the application, I’m not sure that there is a real application for this technology in my own learning environment, noting your comments about the application better suited to “larger, overarching topics”. Based on that feedback, I will probably avoid wasting time on WoW anytime soon. Based on your feedback on my own post, I hope you were able to potentially glean some options for your leadership and softskills development from some of the information that I posted. Since I’m not completely sure what your learning objectives would be, I’m not sure what benefit you will gain from my links and insights. But I hope they provide you with some value.

    Thanks again

    Jim

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  4. Hey Jim I'm not familiar with WoW or Second Life but I do believe they work very well with the military setting. Mostly educational games can be found for children and not mainly for adults. One game I found in my setting was SkillSTAT for simulation purposes for EKG interpretation. I like that you are trying to develop a game for your particular setting because I believe simulations or games put what is saying such as powerpoints in real world situations.

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  5. Hello, I also explored second life as an option for learning in my classroom. According to our text, it allows students to be more social and creative when participating in games or sublimations. According to Video Games and Learning, the author’s list benefits to using games as a learning tool, which are the following;
    • Good educational games employ academic knowledge as a tool for achieving goals.
    • It pique players interest
    • Good games employ the player to be social
    • Good games encourages creativity (Squire 2011)
    However, I was not familiar with that aspect of it called my base. I think because it is a new concept for me I would have to learn and research more about it fitting objectively into my goals as a teacher. I never knew before this course the benefits to virtual worlds in the classroom. Great post!!

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