Rapid advancements are being made in gaming technology with the industry estimated to be worth billions of dollars worldwide. Exploring virtual worlds is a past time undertaken by tens of millions of people worldwide.
Creating something like this is beyond the reach of learning managers so it is a stand alone tool with its own themes and outcomes as a product but the recognition of the value in this type of learning will keep educators student centred when thinking about learning design. This trend is identified by Siemans (2004) when he states "Many of the processes previously handled by learning theories (especially in cognitive information processing) can now be off-loaded to, or supported by, technology.
See the accompanying Youtube “Immersive learning: it’s game on!”
Prensky, M. (2001) Digital Natives, Digital Immigrants. On the Horizon (Vol. 9 No. 5, October 2001) MCB University Press
Siemens, G. (2004) Connectivism: A Learning Theory for the Digital Age. Retrieved August 13 2009 http://www.connectivism.ca
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