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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

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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>

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