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Virtual Universities Daniel Green

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Virtual Universities

Daniel Green

IntroductionVirtual universities, classrooms and labs can supply higher education programs through the use of technology, which could include the Internet or the use of smaller items such as Ipads or TVs. Some institutions give the option of online learning as part of their extended university courses while other institutions give online courses.

Virtuality tends to be teaching that is off campus. Virtual education should give a deep set of opportunities and learning experiences. Online courses should be viewed on virtual education that treats students as passive aggressive consumers with a restriction on their knowledge.Virtual learning with soon be the way of the future where students do not have to leave their own house to take classes.

Defining Game-InteractionMost Games are built for entertainment purposes, educational games are designed to help learners

achieve specific learning objectives while providing an environment that gives motivation to learners.

For example here is a screenshot from SimCity. SimCity allows the player the task of creating a city, while keeping the happiness of the citizens and keeping a balanced budget. The player starts out with a blank map and has to expand the city with the budget he is given. As the city is built, the player may get to explore different areas in which he or she can build. The player has to supply the people within the city with certain services that include: health, safety, education, parks and leisure. SimCity game involves a simulation. However, not all learning games will incorporate simulations.

Defining Game-Interaction continued...What is Virtual Reality?

Virtual Reality refers to the use of computer modeling and simulation that enables a person to interact with an artificial three-dimensional visual or other sensory environment. Virtual Reality applications immerse the user in a computer-generated environment that simulates reality through the use of interactive devices, which send and receive information and are worn as goggles, headsets, gloves or a body suit.

Defining Game-Interaction continued...Applications

Training and EducationFlight Simulator

Driving Simulator

Ship Simulator

Shooting Simulator

Defining Game-Interaction continued...Types of VR TechnologiesNintendo Wii-The controller is almost like a virtual reality glove. The Wii introduced the Wii remote controller, that can be used as a handheld pointing device that detects movements in three dimensions. In particular the game Wii Fit allows the user to interact with a virtual environment without the hassle of equipment.

CAVE-It is a virtual reality system that is advanced in visualization solution and combines with high-resolution, stereoscopic projection and 3D computer graphics to create a presence in a virtual environment. CAVE can allow users to become immersed in the exact same virtual environment at the same time. CAVE mostly allows the users to:

Analyze and interpret data

Engage the brain for awareness retention

Navigate realistic environments

Focus on your data with an integrated display, solution, computing, software and support solution

Theories of LearningBehavioral Learning Theory

Behaviorism is a view where a learner is passive responding to environmental stimuli

The learner’s start out with a clean slate and there behavior is shaped by positive or negative reinforcement

Each reinforcement can increase the chances that the behavior will occur again

Punishment is the solution to a behavior not happening again

Theories of Learning continued...Cognitive Learning Theory

This theory explains mental processes can transform certain information that is gained by the eyes and ears and then turned into knowledge and skills in human memory. These processes tend to be by: observing, categorizing, and forming generalizations.

Cognitive Learning Theory should allow the different skills that you have acquired in a game to help in facilitation

Theories of Learning continued...Motivation Learning Theory

Motivation is the reason or reasons one has for acting or behaving in a particular way. This theory is meant to inspire learners how to use certain inner feelings in which to perform their best work.

Ex: Maslow’s Hierarchy

Self-actualization

Esteem

Belongingness

Safety

Physiological

How Virtual Reality Can Change Education1. Collaboration in virtual reality classroom fosters

social integration of learners2. Not possible in reality is possible in virtual reality3. Virtual game-based experience increases students’

motivation4. Virtual reality introduces new approach to rewards5. Virtual platforms and headsets are the new tools

for inspiring creative learning

Mobile GamingIn situated games, the students play a game on mobile devices that requires them to interact with real world.

Ex. the game may include a challenge to go to a park where something historically important has happened like a protest. While viewing the historical marker. The game could require students to read the text aloud or to tell others about the history that happened at that place

“Part of what’s interesting about mobile is that it takes a speech students might have read in the classroom and puts them at the location,” Stokes said in an edWeb webinar.

With a mobile game, the students can reflect on the experience with pictures, videos and short writing exercises

If the students made those reflections on a public social media site, the community could engage with them as they learn about what makes the place where they are from definite

ConclusionOverall from what we have seen, virtuality can potentially take over our future. While there are still questions that need to be answered towards how virtuality will affect our population, virtuality has quite the edge on digitalization of the classroom and how students can perform and view concepts and content in a quicker manner which benefits their capacity with knowledge. Virtuality has had a positive effect on students inside and outside the classroom.

ReferencesAbrosimova, K. (2014, September 7). 5 ways virtual reality will change education. Retrieved April 22, 2016, from http://www.hypergridbusiness.com/2014/09/5-ways-virtual-reality-will-change-education/

Clark, R. C., & Mayer, R. E. (2002). E-Learning and the science of instruction: Proven guidelines for consumers and

designers of multimedia learning. San Francisco: Pfeiffer.

Mechdyne. (2016). Hardware. Retrieved April 22, 2016, from http://www.mechdyne.com/hardware.aspx?name=CAVE

Schwartz, K. (2014, September 17). How Virtual Reality Meets Real Life Learning With Mobile Games. Retrieved April 22, 2016, from http://ww2.kqed.org/mindshift/2014/09/17/how-virtual-reality-meets-real-life-learning-with-mobile-games/

Virtual reality (VR). Encyclopædia Britannica. 2009. Encyclopædia Britannica Online. 11 Dec. 2009 http://www.britannica.com/EBchecked/topic/630181/virtual-reality