Sunday, April 14, 2013

Virtual Worlds



 

Virtual Worlds

One of the elements that is lacking in the current educational system is that the information students learn does not have real-life applications. However, virtual environments (VE) meet this need. Stanton, Foreman, Wilson, Duffy, and Parnell (2002) stated that “Numerous studies using VEs have demonstrated that spatial knowledge can be effectively acquired from virtual exploration alone, and that such information can be readily transferred to real equivalent environments” (p. 13).

I think the online virtual world could be used to develop educational tools for educators who do not have technical knowledge about programming. Thanks to its visual tools, creating an educational environment is easier than programming. Young, Franklin, Cooper, Carroll, and Liu (2012) stated that “Compared to other programming languages, the native tools in Second Life speed up the development time needed to create educational modules for the classroom, which is why it is the largest programming environment” (p. 59).

In their article, “Envisioning the Educational Possibilities of User-Created Virtual Worlds,” Antonacci and Mondaress (2002) stated, “Educational games and simulations can engage students in higher-level cognitive thinking, such as interpreting, analyzing, discovering, evaluating, acting, and problem solving” (p.1 ). I think this means that the knowledge acquired through playing games and in simulations is equal for all learners, regardless of how much money they have or where they are in terms of their education level and location they live. Therefore, the use of games and simulations could be a big turning point in educational history. For example, the multimedia platforms used in games and simulations would provide students with access to different learning styles.

In the video titled Your brains on action games: Daphne Bavelier at TEDxCHUV from YouTube website , speaker mentioned how gaming helps enhance various skills, such as better attention to detail. She also mentioned that she could not believe how playing games, such as war games, or shooting zombies could make gamers more intelligent. However, parents find it great if their children play Sudoku or read Shakespeare. However, she alleged that playing shooting games had both positive and negative effects. She talked about the impact that playing a video game has on the brain and gave several examples. We believe that watching a video screen makes our eyesight worse. However, according to some surveys, it does not. Interestingly, playing these kinds of games makes us more careful drivers. She also rejected the belief that playing video games could lead to attention deficit disorder or problems with distractibility in children. However, when the attention span of gamers was measured the in labs, they found that “action video game play enhances attention control.” She also mentioned multiple-object tracking. There is no doubt that gamers would be better in traffic, such as being able to keep track of obstacles such as running dogs. Another interesting point mentioned in the video is spatial rotation. I received a scholarship to obtain a master’s and a doctorate abroad by passing a tough intelligence exam. Some of the questions were about spatial rotation. This is not the type of exam for which you need to study. The speaker stated that after playing an action game, people are better at mental rotation. Lastly, she questioned as to why the gaming market does not create games that produce only positive effects. She believed it was because the market has two sides, which she called the broccoli and the chocolate side: to be able to eat broccoli, it needs to be covered with chocolate because if a game is not fun, it cannot be engaging.

As for the Lumosity web site, it is a resource for developing short-term memory and attention skills. After selecting different aspects in all categories on the web site, it created a personalized training program. It was amazing!

The first game I played was Speed Match. It was easy. The only thing I needed to pay attention to was whether or not the symbol matched the one that came immediately before it. The second game I played was Memory Matrix. It was about one’s ability to remember an item’s location. The last game I played was Eagle Eye, which was related to visual attention. The only thing I needed to do was to find the bird to build my collection. It was easy at first, but the game added some distractions, and it became more difficult. After experiencing these training programs, I agree with the web site: “The personalized training program helped me achieve my goals for a better life!”. For instance, I am a little bit better in remembering an item’s location thanks to this training program. I believe if I keep my training on the website, I will be better.

I found the information in the short video titled “Neuroscience, Games & Learning” to be really interesting. The speaker stated, “When players viewing images from internet games, similar neural activities as when addicts of drugs or gambling view images of cues.”

As for the information in “The Science Behind Lumosity,” Hardy and Scanlon stated that “Scientists once believed that mental ability was fixed after childhood. But over the last few decades, neuroscientists have discovered that adults’ brains are constantly changing—growing new neurons and connections—in a process known as neuroplasticity” (p.1 ).

Therefore, the Lumosity training programs could efficiently be used to develop short-term memory and attention skills in all ages. The most interesting thing about the Lumosity training programs was that they provide a personalized training program because the percentage of skills in a brain are not the same for all people.


References


Hardy, J., & Scanlon, M. (November 2009). The science behind Lumosity. Retrieved from http://www.lumosity.com

Stanton, D., Foreman, N., Wilson, P., Duffy, H., & Parnell, R. (2002). Use of virtual environments to acquire spatial understanding of real-world multi-level environments. Paper presented at the 4th International Conference on Disability, Virtual Reality and Associated Technologies, Veszprém, Hungary. Retrieved from             http://etpt5980.pbworks.com/w/file/fetch/61693630/stanton_spatial.pdf

Young, W., Franklin, T., Cooper, T., Carroll, S., & Liu, C. (2012). Game-based learning aids in Second Life. Journal of Interactive Learning Research, 23(1), 57–80. Retrieved from

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