Two simulation websites, I am interested in pursuing seem to be closely related to each other. They are along the very lines I want to encourage as one of many options in my learning environment. They both offer the ability of the learner to partake in virtual experiences. The military is even hosting environments for recruitment purposes and career options. Although learning does not have to be entertaining I do believe it should try different methods to engage the learner.
I hope to find ways to incorporate and adjust these models to fit any scenario in order to provide the best hands on learning possible. Realistic experiences in a safe environment provide for a more comprehensive learning. Mix this with virtual interaction with others, and it sets the stage for learning second only to actual field training. Is this not what learning is about; not just absorbing but full understanding mixed with some trial and error.
Specifically, I found foundational structures for learning in the virtual worlds of Second Life (http://secondlife.com) and Massively Multiplayer Online gaming or MMOs (http://www.mmorpg.com/). Simply stated by their website, second life is “a 3D world where everyone you see is a real person and every place you visit is built by people just like you” (Second Life, 2012). And a general synopsis for MMOs is are a virtual environment where players interact with each other for entertainment, but Steinkuehler claims it is also a learning environment where collaboration and problem solving take place (2012). Although I understand second life as a place for fun and fantasy, I admire the educational experiences that are possible. I would not have taken virtual realities seriously had it not been for our article on the Air Force’s involvement. It is helping visitors learn about a life in the military, career possibilities, and even consequences of actions in decision making. In their own way this is what MMOs provide whether it is purely for entertainment or professional learning.
MMOs allow for many players to interact in an environment together. Gamers who find themselves in difficult situations, work together to consider their options, collaborate, and solve problems. Virtual worlds allow for hands on understanding and with the consequences occurring in the virtual world. In both scenarios, these are the very options I need for understanding and that I hope to provide to students like me. I need a place to “walk” through processes and try all options even if that means making mistakes. Sometimes errors are the best educators. I hope to incorporate both options in training in any learning scenario. These are the scenarios I believe are key in my current position. There are so many necessary rules and guidelines that is usually difficult for the new employee to grasp concepts and even reasonings behind data collections. By adding virtual reality to my new employee trainings, adults could walk through the process of submitting information on their students to actually “see” the process in action. It could save the schools or districts funding from errors in incorrect data submissions on students. Secondly, the same possibilities of understanding could happen in adult education courses. Through the introduction of MMOs in highly technical classes, learners could interact with each other and collaborate virtually on science, math, leadership, music, or any of a number of team projects in order to work to resolve any issues that may arise or test concepts. If education can take place in World of Warcraft then learning is possible in a number of MMO gaming worlds. Pellerin quotes Dr. Striker in his article when talking about the gamers educational aspect of their second life environment, “‘As students must do in real life,” he said, in virtual-world learning situations “they have to develop skill sets to read the environment around them, collect data, interpret it, rationalize through understanding how to weigh the evidence, and then synthesize it and take a position’ ” (2011). And similarly in MMO’s “Dr. Steinkuehler’s research has revealed that players of massively multiplayer online games such as World of Warcraft often take part in scientific thinking practices through their participation in online forum communities” (2012). Who knew gaming would have such a positive aspect to it, especially after the years of negative attention given via school shootings, light hearted commercials, and lazy men still living at home.
Gaming has obviously matured with age like its users. I believe it is all do the ingenuity of forward thinking educators and game enthusiasts meeting together to reach people where they are instead of settling for status quo. I believe it will not be long until many games like second life and MMOs are infiltrated with higher learning goals and complex situations. It will be as if gaming has become a type of higher learning in itself.
Pardon the pun, but as gaming increases to intermarry with education, the barriers that once held back certain learners will be virtually destroyed!
References:
Pellerin, C. (2011). Air Force eyes new learning systems in “Second Life.” Retrieved from http://www.defense.gov/news/newsarticle.aspx?id=63873Second Life. (2012). What is second life? Retrieved from http://secondlife.com/whatis/?lang=en-US
Steinkuehler, C. (n.d.). Cognition and learning in MMOs. Retrieved May 30, 2012, from http://www.gameslearningsociety.org/research/cognition-and-learning-in-mmos