There are various ways that have been in apply in education by using virtual reality, this happens because the process of education nowadays uses more technology than using the old way like drawing manually. It is also to attract students and to familiarize school students with a variety of existing software that has been designed for ease in education. Virtual reality in education also aims to facilitate the learning process and aims to train the students to be more proficient in using virtual reality software. Definition of virtual reality is "A technology that assures participants that he was actually in another place by replacing the main sensory input with data received by the computer"  . One of the key elements of the virtual reality of cyberspace; it is a space fantasy or simulation environment.
The computer and the website are not only used as a technical device to create a Virtual Learning Environment (VLE), they offer additional opportunities to learn what the target language sounds like, feels like to use, and means through the teacher and students communication about the interactions with the computer and the website. Meskil (2005) refers to this learning strategy as triadic
It allows a learner to become a teacher by designing an educational game that others can use to learn. Their main assumption is that if learning a game helps students to acquire the knowledge then be able to change the game can provide students with the ability to deeply learn the content. Narrative architecture and ludic design are two major approaches in contemporary video game theory. They both also play an important role in teaching and learning as a part of an educational game. Lester et al.
Thus, by exposing the students to VLE may initiate their interest in the study. VLE consist of 3D environment which they can interact with the system while they were in learning process. In VLE, students will with the problem solving question and solve it according their level of understanding. Virtual learning environment (VLE), not only provides rich teaching patterns and teaching contents, but also helps to improve learners’ ability of analyzing problems and explo... ... middle of paper ... ...aching and learning in a digital world: A developmental evaluation of virtual learning environments in the Upper Grand and York Region District School Boards. Motiwalla, L. F. (2007).
Virtual Reality Learning Environments: Potentials and Challenges Computer graphics technology enables us to create a remarkable variety of digital images and displays that, given the right conditions, effectively enrich education [Clark 1983]. Real-time computer graphics are an essential component of the multi-sensory environment of Virtual Reality (VR). This article addresses the unique characteristics of emerging VR technology and the potential of virtual worlds as learning environments. I will describe several key attributes of VR environments and discuss them in relationship to educational theory and pedagogical practice. I will then identify three challenges that must be met before VR can be integrated into educational settings: cost, usability, and fear of the technology.
In order to promote new experience to students, a prototype for the assisted learning system based on AR technology has been developed. These are several factors why Science is dominates in this study and the reasons for these ... ... middle of paper ... ...pter covered the problem statement,research questions, aim and sub objectives, scope, and contribution this study for student itself, teacher and community especially in education area. The whole in Chapter 2 is a critical literature review. In this chapter, it discussed on the VR and types of VR. In addition, it also discussed on the AR area include components, display, issues, definition, differential VR and VR.
The QCA Schemes of Work for ICT offer the definition: Information and communications technologies (ICT) are the computing and communications facilities and features that variously support teaching, learning and a ... ... middle of paper ... ...ing ICT skills - Interactivity and participation levels - Motivates and affects - Multimedia and multisensory presentation H.J. Smith et al (2005). If I were to use the same game generator resource in the future I would aspire to make improvements, where possible. Having received feedback during the testing phase of the project I would make the answer to the question bigger and bolder, for pupils to clearly identify the answer. Adding pictures to provide a visual aid would also be an enhancement for pupils.
ICT enhances the teaching and learning process, traditionally teachers... ... middle of paper ... ...nable new avenues of learning for students and gives students more responsibility in their own learning and allows them the opportunity to put this knowledge into practice. These possibilities can have a positive effect on student performance and achievement. Enhanced teaching will be achieved along with better student performance. This is all relevant to the adoption of ICT in schools and sources such as PDST have very good templates and ideas as to how to effectively do this. It is dependent on sufficient resources, teacher training and content but ICT has a major impact in education today and this will only grow.
The aim of this essay is to evaluate whether or not the game "SimCity" can be used as a successful learning tool and if students learn from this game. I am going to illustrate the potential for learning available within this game and what the game can teach students. I will study and analyse experiments that assess the idea of computer games as a learning tool and how “SimCity 2000” and "SimCity Creator" specifically has been used as a method of teaching. I will show how these two versions have been used differently as a learning tool. I will find out whether or not the method of learning promoted through the use of “Sim City” as a series could be considered for use in the classroom for the future.
The emergence of new technologies, such as three-dimensional (henceforth 3D) virtual worlds (i.e., Second Life and Active World), creates new opportunities for teaching and learning. In addition, these virtual worlds reinforce the wider strategic drive in education towards a more personalised style of learning, which is tailored to the individual learner’s needs (De Freitas & Roberts, 2005; West-Burnham, 2005) and greater learner autonomy. Since learning depends on the way technologies are used, and so much not the technologies themselves (Clayon,... ... middle of paper ... ...ate the skills required for a successful solving of a case. These examples address the areas of DNA, nucleic acids, literacy, investigation skills, and the job skills needed to work as a crime scene investigator. In addition to these models, simulated activities contained in the virtual learning environment enable users to practice the aforementioned skills in highly graphic realistic settings.