Retrieved April 12, 2005, from, http://www.thejournal.com/magazine/vault/A3562C.cfm Zhang, D. & Zhao, J.L. (2004). Can e-Learning Replace Classroom Learning? Communications of the ACM, 47(5), 75-79. Retrieved April 12, 2005, from The ACM Digital Library Database.
Educational games for children have been widely used in supporting learning in-side and out of school and a growing interest have appeared for the potential of digital games to deliver effective and engaging learning experiences . There is a variety of computer games and software that intend to assist users to achieve various educational goals. Well-known educational software is the project Scratch from MIT Media Lab , a programming language for learning to code. With Scratch users can program their own interactive stories, games and animations by putting together images, music and sounds with programming command blocks. It is a desktop application with an online community where children can share their creations with other people all over the world.
Gamification is the idea of using games to engage learners in the process of developing knowledge and/or retaining data. Such networks include abcmouse.com and jumpstart.com which have been instituted to create a technological atmosphere of learning outside of the traditional classroom. The creation of internet gaming networks do not stand alone, their also lies the gaming software in the form of CD-ROMs and cartridges with the same intended purpose. This type of electronic learning is often used in classrooms in correlation or as a reinforcer to curriculum content. When E-learning services are used in c... ... middle of paper ... ... Fitzpatrick, T. (2012).
Virtual reality defined as to produce and create the effect of an interactive 3D world in which the objects have a sense of spatial presence by using computer technologies. Our perceptual and cognitive system will be presented by precise clues in order for our brain to interpret and understand those clues as outside object in 3D world. In addition, virtual reality suggest a lot of benefits and advantages to education of technical such as delivery information through multiple active channels, addressing of dissimilar learning styles, experiential-based learning and so on ( Bell & Fogler, 2004, p 217). Range of education and preparation resources that can be utilized in virtual reality environment is increasing because demand of innovative technologies increase tremendously. For instances, not all students can understand what they had learnt in class by using traditional method but they do not convey their best learning in all subjects.
If you were to examine the effect of technology on teaching and learning and acquire an understanding of why technology should be a part of every classroom curriculum, what would the conclusion be? Technology is a great benefit to the classroom, it stimulates our digital generation and allows educators to be more creative with curriculum. “Technology has provided the opportunity to create an entirely new learning environment; it has significantly increased the range and sophistication of possible classroom activities” (Hawkins 1997). The vast majority of youths today, grow up with computers and encounter some form of digital learning (Kolikant, 2009). The idea that has had the most impact is that the technology today will be outpaced by the next generation.
After researching multiple educational articles on technology, most seem to stress the importance of using a variety of strategies in the classroom. Teachers who integrate technology by using the same methods and activities will eventually see student engagement. As new technology is developed, even more choices can be offered. Currently, some of the best and most widely used strategies include: presentation tools, clickers, technology- based educational games, technology-based performance assessments, computer simulations, teacher websites, blogs, streaming video, wikis, etc. (Salend, 2009, pp.
Journal of Research and Technology in Education , 40 (3), 309-336. van der Meij, H., & Boersma, K. (2002). Email use in elementary school: an analysis of exchange patterns and content. British Journal of Educational Technology , 33 (2), 189. Williamson Shaffer, D., & Clinton, K. (2006). Toolforthoughts: reexamining thinking in the digital age.
(Oct 2009). Adaptive role playing games: an immersive approach for problem based learning. Educational Technology & Society, 12, 4. p.110(15). Retrieved February 05, 2010, from Academic OneFile via Gale. Schneider, D.K.
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.