Saturday, September 14, 2019

2019 #VWEDU: #DTA: We can reduce barriers to educational uptake of virtual worlds. Assessment of the situation


We can reduce barriers to 
educational uptake of virtual worlds.  
Assessment of the situation

Assessment of perceived barriers to the use of virtual worlds in education.  And  some suggestions for solutions.  This article is explicitly licensed Public Domain (CC0).
Busy classroom in a virtual world
  • Content given in signs and notecards.
  • The digital scene can be relevant to the topic.
  • The cost is tiny compared to the cost of a physical classroom.
  • Audio and video lectures can be provided here,
  • Students can talk and collaborate here.
  • A teacher can be here at class time.
  • Students can come here to study at any time.
  • No travel time, no travel costs, no travel risks.
  • With a computer at home, this works for home study.
  • And still allows experience in collaboration.
  • The Digital Teaching Assistant (DTA) for MUVES (virtual worlds): Summary

Contents

  • What are the barriers?
  • Institutional issues
  • Relevant research
  • Personal perceptions, student difficulties
  • Needed solutions
  • What does the target market want?
  • What barriers can we reduce?
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What are the barriers?

Relevant research

Institutional issues 

  • My institution doesn’t provide adequate technology to use virtual worlds 30% 44% 
  • My institution doesn’t provide funding to use virtual worlds  30% 40% 
  • My institution doesn’t provide teaching support to use virtual worlds 36% 29% 
  • My institution doesn’t provide technical support to use virtual worlds  54% 37% 
  • First number is percent of respondents currently using virtual worlds.
  • Second number is percent of respondents not currently using virtual worlds.
  • Symptoms: problem is that  institutions are not sold on virtual worlds.

Personal perceptions, student difficulties  

  • I don't have the time, too hard, I feel uncomfortable, lack computing skills.
  • Colleague views, Student evaluations.
  • Just a game, undesirable exposures.
  • Classes too big.  

Needed solutions

  • Get institutional buy-in.
  • Reduce level of difficulty for educational users.
  • Publicize educational use.
  • Develop software to support educational games.
  • Separate the place from undesirable exposures and publicity.
  • Develop and publicize ways to handle large classes. 

What does the target market want?

  • Market to institutional leaders, not just teachers.
  • Think of the target market as educational institutions.
  • Think what the institutional leaders want (and want to avoid).

What barriers can we reduce?


DTA articles

General

Development considerations

Possible services, education

DTA content pages

New century education

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License

  • Original text in this blog is CC By: unless specified public domain.
  • Use as you please with attribution: link to the original.
  • All images without attribution in this blog are CC0: public domain.
  • Second LifeLindenSLurl, and SL are trademarks of Linden Research Inc.
  • Annotated screenshots made with Jing
  • This blog is not affiliated with anything.   Ads are from Google.
  • Selby Evans in Kitely and hypergrid, Thinkerer Melville in Second Life.

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