Are Virtual World technologies nearing a "tipping point" that might lead to some extensive new application and growth?
That's the suggestion of Andrew Lim, Sun Microsystems' Asia-Pacific director for government, education and healthcare, in a recent article from the Bangkok Post:
http://www.bangkokpost.com/011008_Database/01Oct2008_data70.php
According to John Jamison on a post to ImagiLearning:
"While I'm not in the mood to panic at this point, the whole thing does lead me to think...
If virtual worlds are indeed about to "tip", and we will see the kinds of growth that many of us have predicted would eventually take place, are we as educators prepared to be a meaningful part of that growth? Are we mentally prepared to actually share our virtual environments with digital learners...I mean really share it...not just invite them in to participate in our planned learning activities?
Barr & Tagg fueled the thoughts years ago (1995) as they outlined the needs of a new, learning centered philosophy of education. Central to that was a redefinition of the roles of teacher and learner. While most all of us proudly describe ourselves as "learners" in Second Life...much of what we do here still comes from our role as "teacher". (http://critical.tamucc.edu/~blalock/readings/tch2learn.htm)
Ok, enough soapboxing. What do we need to do?
We need to reduce our focus on creating engaging learning experiences FOR students, and begin involving them in the actual creation of those experiences. Rather than our creating "immersive" displays, simulations, walk-throughs...whatever...we need to engage them in understand the concepts and objectives...and then partner with them to create in-world activities and experiences that allow them to demonstrate those concepts and objectives. Rather than their being the audience for our creations...let them be co-creators.
SIDE NOTE: To be fair, I don't blame any of us for getting caught-up in the creating, and designing, and building in virtual worlds. For most educators, Second Life has been the first experience in a virtual environment. Our digital learners have grown up in these immersive and creative game-based environments, and have felt the "flow" that is created for a long, long time. In fact, many of us educators may now apologize for our past grumbling when we read those reports of how many hours "kids" spend playing games...now that we are doing the same in our virtual worlds.
Back to the issue...
Digital learners are active participants, and want to be a part of the flow. No wonder many of them find little excitement in coming into a virtual world which still runs under the same philosophy as the classroom with chairs in rows. The new chairs are virtual...and in fact, may be clouds instead of chairs...but it all still feels the same. They are the audience...not the participant.
Yes...it will be a bit messier.
Yes...it will take us time to rethink and redevelop things.
Yes...it will look very different from how we would build it.
Yes...some of the stuff will make us cringe
But...if and when the "tip" arrives, we will be positioned to be active and meaningful participants in the new environments, rather than those sitting in groups around the edges...grumbling.
---
ImagiLearning is a community for those who can endure the shaking of all of their comfort levels, as we attempt to understand and join the new culture of learning."
Monday, January 5, 2009
Subscribe to:
Post Comments (Atom)
No comments:
Post a Comment