In education,
virtual learning environments are simulated experiences which utilize the pedagogical strategies of instructional
modeling and role playing for the teaching of new concepts. The environment in which the
experiences are presented is a virtual one often accessed via a computer or
other video projection interface. Immersive virtual environment headsets have
been used with younger children and students with special needs. The advantages
of using instructional simulators via VLEs include: students are motivated when
they are able to use computers and other technology; VLEs allow for
interaction, exploration, and experimentation with locations, objects, and
environments that would otherwise be unavailable in the absence of the VLE;
instructors can adapt programs and parameters of the virtual learning
experience to meet individual learner needs; when multi-user virtual
environments are used collaborative and cooperative learning is encouraged;
VLEs relate to students the real-world relevance of their learning by extending
concepts and skills to application in the simulated environment; and learning
can occur in an emotionally and physically safe environment without detrimental
consequence.
The use of
instructional simulation with individuals with special needs is gaining more
attention. Mitchell, Parsons, and Leonard (2007) created a "Virtual
Café" program designed to teach social interaction skills to adolescents
with autism
spectrum disorder (ASD). The program provides
feedback to guide, or scaffold, the user toward making appropriate social behavior decisions. Virtual
learning environments are also beginning to be used to teach children with ASD
how to respond in potentially dangerous situations such as crossing the street
and evacuating a building on fire (Strickland, McAllister, Coles, and Osborne
2007). The instructional simulation provides a safe environment within which to
practice appropriate response skills.
Distance learning is growing. The importance of a physical classroom is being reduced as
the technology of distance learning develops (Sanders, 2006). Sanders (2006)
present a warning that students may do well in distance learning environments,
however they need to have engaging moments within the course. He also warns
students to critically assess a new technology before adopting it as a learning
tool. The virtual
learning environment needs to simulate the learning
process, using goals and objectives to measure the learners’ achievement.
Sanders (2006) uses movies like Terminator 2:
Judgment Day, The Matrix,
and I, Robot as callbacks to allegorical warnings of potential mishaps of relying too
much on technology. He presents possible ways to balance a distance course so
that it can effectively simulate a learning environment.
Barney, Bishop,
Adlong, and Bedgood (2009) studied the use of a 3D virtual laboratory as a tool
to familiarize distance learning chemistry students with an actual chemistry laboratory. While it was not
incorporated into the initial study, the researchers suggest including instructional
scaffolding experiences to help alleviate students’
anxieties with applying mathematics and chemistry concepts in the actual
laboratory setting (Barney, Bishop, Adlong, and Bedgood 2009). The virtual
laboratory does not replace the real-world experience, rather it helps to
enhance the student's schema of a chemistry laboratory and prepare them for performance expectations
in the actual environment. Web-based virtual science laboratories are also used
with elementary school students. In their study, Sun, Lin, and Yu (2008) found
that students who used a web-based virtual science laboratory in conjunction
with traditional teaching methods not only found the learning experience more
enjoyable, they also performed better academically and received higher grades.
Baker (2009)
suggests multi-user virtual environments or MUVEs have the potential to engage
students. Second Life holds more of a purpose in interaction (Baker, 2009).
Instructors can hold lectures; students can collaborate through chat in Second
Life. When compared to a discussion board, Second Life is a viable alternative
for distance learning students to develop group work skills. At Chesapeake High School
in Baltimore County , Maryland ,
students explore the ecological environment surrounding Mt. St. Helens via a 3D virtual learning environment (Curriculum Review 2009). Students navigate
through the environment with a virtual unmanned vehicle and work collaboratively to solve ecological and environmental problems
that are built into the program for instructional purposes. Engaging in the VLE
provides many opportunities for application, data collection, and problem
solving.
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