Wednesday, October 2, 2019

A Virtual Training Environment Essay -- Gaming

Technology has become a huge part of the way we live. As the years move on, we are becoming more technologically advanced, and part of that progression is due to the fact that we are using avenues that we would have overlooked 20 years ago. One of these avenues is the use of video games in nonconventional ways, like supplementing a real class room for a virtual one, to help ease some of the social anxiety of those with Aspersers and Autism, and to assist in the training our troops, utilizing a safe and cost effective environment. Unfortunately, these methods have been questioned, by those weary of the dominant presence technology has taken in this new generation of youth; however, all of these pathways are helping solve a real problem with aid of virtual environments. One innovative way virtual environments have been implemented is the use of video games to aid in making learning and teaching situations more comfortable. This new style of education is made possible with the use of virtual classrooms in the massive multiplayer online game, MMO, Second Life (SL). Through the use of this fully virtual world, we are now able to teach tangible skills to others. In â€Å"Using Second Life to enhance classroom management practice in teacher education†, Jennifer Mahon et al. explored this theory. They established that, â€Å"Overall, the results of this study suggest that using SL for a simulation of classroom management is promising (130)†. Because is it always easier to learn in an atmosphere where one feels relaxed and comfortable, this use of Second Life shows great potential. By using online games this way it is allowing not only new teachers, but veteran teachers as well to gain or brush up on skills they need as educators interacting with... ...re will prosper. Works Cited Bauerlein, Mark. The Dumbest Generation: how the digital age stupefies young Americans and jeopardizes our future (or, don’t trust anyone under 30). New York: Penguin Group Orvis, A Karin, et all. â€Å"An Examination of the Role Individual Differences Play in Videogame- Based Training.† Military Psychology 21.4 (2009): 461-467. Academic Search Complete. Web. 15 Apr. 2012. Mahon, Jennifer, et al. â€Å"Using Second Life to enhance classroom management practice in teacher education.† Educational Media International 47.2 (2010): 121-132. Academic Search Complete. Web. 16 APR. 2012. Mitchell, Peter, et al. â€Å"Using Virtual Environments for Teaching Social Understanding to 6 Adolescents with Autistic Spectrum Disorders.† Journal of Autism & Developmental Disorders 37.3 (2007): 589-599. Academic Search Complete. Web. 16 APR. 2012.

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