Showing posts with label Virtual Learning. Show all posts
Showing posts with label Virtual Learning. Show all posts

Thursday, 19 November 2015

Virtual and Simulation Learning

The vast number of learning institutions developing and using Virtual Learning Environments today reflects the benefits for all stakeholders.   

This Virtual-Makeover   is a fantastic way for Esthetics students to play with makeup and learn complementary colour combinations without the mess or a large initial investment.  There are other fun and interactive virtual hair styling and/or makeover sites to explore and utilise in our program. 


 "The virtual learning environment needs to simulate the learning process, using goals and objectives to measure the learners’ achievement."

WOW, is my reaction to reading this article about googles new virtual reality device. This amazing cardboard virtual reality headset, works when you combine it with your iPhone or android device.  The fact that it's so cheap is wonderful, around $20.  I think this would be an amazing tool for rescue organizations to utilize to help people during critical situations until the rescue team can arrive.  

http://www.techradar.com/us/news/phone-and-communications/mobile-phones/google-cardboard-everything-you-need-to-know-1277738

Tuesday, 17 November 2015

Sugata Mitra - Build a School in the Cloud

Another fabulous gem thru the PIDP 3250 discussion forum, thanks Julia.  I just finished watching a video of Sugata Mitra who speaks about his experiments with children and the remarkable results that developed when children teach themselves.  His "hole in the wall" computers gave children with no knowledge of the English language or computers, unlimited access to a computer.  In two months these children in poverty stricken and remote environments had acquired knowledge equal to wealthy children with access to mainstream education and teachers.  These children had first taught themselves English, then learned and taught each other various ambitiously difficult topics.

To let this kind of learning happen, takes a instructor who is willing to take a step back and allow the students to take control.  The instructor may prose the question but from there the students will carry out the learning process themselves.  I am keen to try this approach and can see it working well with the Anatomy and Physiology aspects of Esthetics.  Students would be asked to chose a body system and teach the class how that system interacts with the skin.  They are free to learn anyway they wish and present their lesson in class time.  Class time could also be used to look at skin cross sections under a microscope and in depth discussion on how systems in the body work together. 

I have included the link to Mr Sugata Mitra's TED talk for viewing and a link to his
SOLE - Self-Organised Learning Environment.   

http://www.ted.com/talks/sugata_mitra_build_a_school_in_the_cloud

Got Game

I have a new understanding and appreciation of the gaming industry and the benefits games can have across our society but particularly in education. Success and motivation to persist is evident thru games providing the user repeated attempts to achieve the desired outcome. 


Peter Barrett an expert in his technological field has this to say on gamification.

Gamification  can add an exciting element to the learning process and help make previously reluctant learners enthusiastic participants. Done correctly, gamification can have a measurable effect on learning, overall skill acquisition, and knowledge transfer, because it incents timely course completion with satisfactory scores and therefore, results. 
Games foster accountability in students as they evaluate their decisions and see how those decisions have impacted on the results of their game.  This accountability encourages the student to be engaged for the entire process so they achieve optimum results.  
Trial and error is a valuable learning process and a large component in virtual games and simulations.  It enables learning to occur while eliminating  the risk or harm element to real people or equipment.  Games also introduce a level of competition in the class room which research has found increases engagement.  

Karl Kapp's article Show the Learner Visible Signs of their Learning, suggest multiple benefits to gamification in education. 
Some he lists are:
  • Demonstrating learner progress
  • Lets the learner know where they are in the learning and how far they need to go
  • Not related to other students performance
  • Scaffolding and using levels provides visible progress and maintains interest
 "One of the strengths of gamification is that it provides visible milestones of the student’s mastery of content in real time (when it is well designed)."