Online Learning

Thursday, November 26, 2015

Games, Simulations, and Virtual Environments


Computer-based learning is starting to become more commonplace in the learning environment, whether in the form of educational games, applications, and programs; 3D interactive worlds like Second Life; or medical simulation programs such as BioInteractive Virtual Labs and SICKO.


Modern technology not only allows people to keep in touch with one another across vast distances, it also makes it possible for students to attend a class without ever leaving their homes, as well as giving medical students the opportunity to diagnose a virtual patient, work in a laboratory, and perform vivisections or surgeries without endangering another human or animal in the process (Pelletier, 2014). Using such programs in conjunction with (or instead of) an “in the flesh” classroom makes it possible for a diverse and widespread group of students to interact with each other and their instructor from their own homes or other locations.


Second Life, especially when used with the Oculus Rift Viewer, is an online, virtual, interactive world that contains a variety of islands, buildings, stores, and other locations (both public and privately owned). It is possible for a school to purchase locations (such as an entire island) from the developer (Linden Labs) and have it designed to resemble an entire college complete with classrooms, a quad, a bookstore, science labs, and a library. When using the Oculus Rift Viewer, a student (and teacher) can become immersed in a 3D virtual world and see things in a manner that is nearly identical to being there in person.


A student taking a class at a Second Life college can interact with other students through chat and Skype, allowing them to have the full immersion experience without having to go to another country in person. When used to teach English as a Second Language (ESL), a Second Life classroom allows the students to practice their English language reading, writing, listening, and speaking skills via interactions with native speakers. When not taking part in “outside” activities, the students can “sit” in their virtual classroom in order to listen to lectures, take quizzes, and collaborate on team projects.


If designed properly, a school can even create areas that represent different locations or time periods where history, geography, travel study, archeology, and other students can go to learn about a topic from a visual, “almost like being there” stand point. This would give them the chance to walk through a 1st century Roman city, watch an Egyptian pyramid being excavated (or built!), or see tropical plants and animals in their natural habitat (including rare and extinct animals, even dinosaurs!). There literally is no limit to what type of learning environment can be built inside Second Life.


In addition to Second Life, other virtual learning applications are those used as medical simulators for teaching delicate or dangerous subjects and actions to medical students.

Medical simulation games and programs, like BioInteractive Virtual Labs and SICKO make it possible for medical students to practice diagnosing and treating sick “patients” in order to learn as much as possible in a safe environment before they are actually allowed to work with living people (The Canadian Press, 2012). This makes it safer for everyone and removes much of the stress from the student since they do not have to worry about causing harm to a patient, making it possible for them to concentrate on doing things correctly (Pelletier, 2014).


BioInteractive Virtual Labs even has programs designed to teach laboratory techniques, neurobiology, cardiology, and much more.

SICKO is a medical simulating, educational game created by Stanford University to develop and teach safe decision making skills in surgical situations, triage, diagnostic testing, and proper use of laparoscopes (Stanford, n.d.).


In addition to teaching new skills to medical students, these types of simulators can also be used to allow laboratory and medical staff a chance to practice and perfect previously learned abilities, as well as keep up-to-date on those they may not get to use on a frequent basis (Stanford, n.d.).


As the world becomes more technologically advanced it only makes sense that our learning environments should also become more advanced. With such technology, there are few limits to what the field of education can accomplish for the institutions, the teachers, and the students (and the world!).

References

Pelletier, S. (2014, June). Technology in academic medicine: Video games take increasing role in medical education. Association of American Medical Colleges. Retrieved from https://www.aamc.org/newsroom/reporter/june2014/384790/technology-medical-education.html

Stanford University. (n.d.).  About SICKO. Retrieved from http://med.stanford.edu/sm/archive/sicko/game/AboutSICKO.html

The Canadian Press. (2012, August 28). Forget the scalpel, med schools use robots, video games to train new doctors. Canada.com. Retrieved from http://o.canada.com/health-2/forget-the-scalpel-med-schools-use-robots-video-games-to-train-new-doctors


Thursday, November 19, 2015

Mobile Learning Technologies




          There are a multitude of mobile learning technologies available to instructors and adult learners for use in the educational setting. These technologies include such devices as mobile, smart (Android), and iPhonesiPads, tablets, and notebooks; MacBooks, and laptops (Shawe, 2013). Additionally, there are numerous types of software for use with these devices, as well, including applications, browsers, RSS feeds, and podcasts, to name a few. 


One device that I feel is an important tool for use with the adult learner is the iPad, especially when used in conjunction with the extremely large variety of software made just for this purpose. The iPad is Apple’s version of a tablet and allows the student to access the internet, cloud-based materials, and classroom or school LANs. The iPad also makes it possible for the learner to use integrated technology such as the SmartBoard, as well as utilize educational software, computer (or internet) –based quizzes and test banks, “teaching” videos, and school websites (Blackboard, Sakai, etc.).
The iPad is easy to learn, simple to use, and familiar to most people since nearly everyone has used a smart phone and/or a tablet, making it a reasonable choice for most instructors (Idemudia & Raisinghani, 2014). Today’s iPads are ultra thin, lightweight, and extremely portable so that the student can carry them around with them whether they are going to class, working, or taking care of their families (Litmos Limited, 2015). This unobtrusiveness and portability is what makes the iPad such a great mobile device for learning since the student will be more willing to take it with them and spend time using it (Litmos Limited, 2015).


One method of using the iPad in the learning environment is to integrate with a SmartBoard, cloud-based materials, and educational software. By having an iPad (with required software already installed) assigned to each learner in the class and integrating it with an interactive SmartBoard, the instructor can be assured that the student will have that day’s notes and lecture material downloaded immediately upon entering the room.
Connecting the iPad with the SmartBoard, also makes it possible for the student to write additional notes (if they want), automatically copy any other information the teacher writes during class, and even write to the “Board” without leaving their seat (SMART, 2015). This is a definite boon for those students who are disabled, learning impaired, or have poor reading or language skills and will help to prevent them from falling behind (Marpadga, 2014).  
There are also some very good applications available to the adult educator to use with their learners, including some excellent language apps that would be useful for teaching English as a Second Language (ESL) to non-native speakers. Nearly all available educational software comes in a variety types suitable for androids, Apple (iPads, iPhones, Macs, etc.), and PCs, making them useful even in situations where the iPad (or other singular device) is not the only type used by the entire classroom.


Some of the best ESL applications available are those found at My English Teacher and iPad in the ESL Classroom. Both of these sites contain a large variety of applications for both androids and iPads/iPhones, with some that are compatible for Macs and PCs, as well. By using these applications in conjunction with the assigned iPads, ESL students would be able to take their assignments, vocabulary lists, practice quizzes, and other material home with them so they could work on it outside of the classroom.


Merging the iPad with the SmartBoard and combining those two devices with an assortment of downloadable applications and a cloud-based system would allow the instructor to give their students the most up-to-date (but still easy to use) learning technology available today. Students using this combination of technology would be able to learn at a higher rate of speed than those students who are only able to interact with the learning material while in the classroom, since they would have more time to practice (Litmos Limited, 2015). The use of downloadable applications would also make learning fun, exciting, engaging, and interactive, all of which helps to keep the learners attention, aiding in memorization and long-term retention (Marpadga, 2014).



References

Idemudia, E.C. & Raisinghani, M.S. (2014, February). The influence of cognitive trust and familiarity on adoption and continued use of Smartphones: An empirical analysis. Journal of International Technology and Information Management, vol. 23(2), 69-94.

Litmos Limited. (2015). The advantages of mobile learning and how an LMS can help you achieve those goals. CallidusCloud. Retrieved from http://www.litmos.com/

Marpadga, Amarnath. (2014, April 11). Benefits and limitations of mobile learning. CommLab India. Retrieved from http://www.commlabindia.com

Shawe, D. (2013, June 22). 12 benefits of mobile learning. Academy Express Courses. Retrieved from http://academyexpresscourses.com/2013/06/22/12-benefits-of-mobile-learning/

SMART Technologies. (2015). SMART education: It's simply magic. Retrieved from http://education.smarttech.com