Education for a Digital World Advice, Guidelines and Effective Practice from Around Globe, 2008a
Education for a Digital World Advice, Guidelines and Effective Practice from Around Globe, 2008a
Education for a Digital World Advice, Guidelines and Effective Practice from Around Globe, 2008a
Create successful ePaper yourself
Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.
22 – Computer-Based Resources <strong>for</strong> Learning<br />
when there is a misunderst<strong>and</strong>ing, what caused it, <strong>and</strong><br />
what to do about it. In a sense, the computer would have<br />
to be able to read each student’s mind.<br />
Generating the appropriate response would be difficult<br />
even if the first two needs were met. How can a designer<br />
determine all of the response possibilities? Every<br />
possibility must be based on a known rule. Intelligent<br />
tutoring systems can <strong>and</strong> should have responses <strong>for</strong> expected<br />
misunderst<strong>and</strong>ings but this is, at best, limited to<br />
the finite expressed problems.<br />
There are some excellent intelligent tutoring systems<br />
available. However, these tend to be labour-intensive<br />
<strong>and</strong> expensive to develop. Although the potential of<br />
intelligent tutoring systems is exciting, the reality is that<br />
much research still needs to be done. In other words,<br />
instructors need not worry about being replaced by an<br />
intelligent tutoring system. Given the present state of the<br />
technology, it can be argued that well-designed instructional<br />
multimedia applications are essentially the same<br />
<strong>from</strong> a student’s perspective.<br />
Virtual reality<br />
Virtual reality (VR) allows people to be totally immersed<br />
in an artificial or simulated environment, while experiencing<br />
the environment as real. This happens because<br />
the participant has a first-h<strong>and</strong> or personal experience of<br />
the events, distractions are minimized since only virtual<br />
images are seen, <strong>and</strong> the participant can interact naturally<br />
in real time, such as by pointing <strong>and</strong> looking, rather<br />
than by using a joystick, mouse, or keyboard. VR can<br />
feel so real that some people experience vertigo when<br />
sensory inputs to the brain are in conflict. VR systems<br />
can include a variety of media such as video, visuals,<br />
animation, <strong>and</strong> audio. In a sense, VR is an extension of<br />
simulations that can be created with readily available<br />
hardware <strong>and</strong> software. Commercial flight simulators<br />
are examples of this.<br />
A distinctive feature of VR is that learners are an integral<br />
part of the synthetic VR world. Users can simultaneously<br />
interact with computers in complex ways.<br />
Computers can sense body movement <strong>and</strong> voice comm<strong>and</strong>s<br />
<strong>and</strong> respond almost naturally. For example, <strong>for</strong><br />
teaching students about interior decoration, you could<br />
let students walk through a house <strong>and</strong> allow them to change<br />
colours of walls, rearrange furniture, change the lighting,<br />
<strong>and</strong> remove a painting <strong>and</strong> place it elsewhere. To<br />
interface with the virtual world, learners must wear specialized<br />
equipment such as body suits, goggles, <strong>and</strong>/or<br />
gloves.<br />
Although most applications are found in the entertainment<br />
industry, numerous educational products have<br />
been <strong>and</strong> are being developed. Since VR allows participants<br />
to feel that they are in another place in which they<br />
can move <strong>and</strong> look around based on a prescribed set of<br />
rules, VR offers incredible educational potential. Imagine<br />
how much doctors, army field surgeons, soldiers,<br />
firefighters, <strong>and</strong> law officers, could safely learn in a virtual<br />
environment. Abstract ideas, such as the movement<br />
of electrons in an atom that cannot be physically presented,<br />
can be taught with VR. Since virtual objects can<br />
behave as their physical counterparts <strong>and</strong> be manipulated<br />
by the learner, students can experience natural<br />
laws such as the law of gravity. Alternatively, learners<br />
can experience unnatural laws created by developers. In<br />
a virtual world, energy could be created or destroyed.<br />
With the ability in VR to manipulate abstract in<strong>for</strong>mation,<br />
the potential exists to improve a student’s underst<strong>and</strong>ing<br />
<strong>and</strong> memory of complex ideas.<br />
Learning can be by discovery, experimentation, through<br />
guidance using a variety of instructional approaches, or<br />
by practice <strong>and</strong> feedback. The potential <strong>for</strong> testing in a<br />
virtual environment is exceptional. For example, students<br />
could virtually per<strong>for</strong>m an operation, put out a<br />
fire, or apprehend a thief.<br />
For practical reasons, it can be risky to develop an<br />
educational VR system at this time:<br />
• There are few experts in VR design <strong>and</strong> programming.<br />
• The authoring software is mediocre but getting better.<br />
• Extra equipment is needed <strong>for</strong> developing <strong>and</strong> using<br />
these programs.<br />
A key to effective VR design is to focus on the potential<br />
to teach <strong>and</strong> learn rather than on the hardware <strong>and</strong><br />
software tools.<br />
Given the potential of multimedia technology, where<br />
is the boundary between computer-based simulations<br />
<strong>and</strong> virtual reality applications?<br />
Summary<br />
Online labs simulate <strong>and</strong> teach what learners must do in<br />
traditional settings. In general, there are two types of<br />
labs. One simulates the real experiments, equipment, or<br />
procedures; the other lets learners access <strong>and</strong> control<br />
real equipment remotely. There can be numerous<br />
problems when teaching practical skills in typical labs.<br />
Online labs can solve many of the problems.<br />
Online labs will continue to be created. Some will be<br />
of minimal value while others will effectively meet the<br />
350 <strong>Education</strong> <strong>for</strong> a <strong>Digital</strong> <strong>World</strong>