Educational Researcher, 18(1), 32-42. Burns, J.M. (1978). Leadership. New York: Harper Torchbooks.
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.
Introduction At the beginning, virtual reality try to make people understand that itself has the ability for a great medium, new entertainment and also very powerful type of art (Bates, 1991). Besides, according to Encyclopedia of Virtual Environments, 2006, they defined the virtual reality is a human-computer interface in which the computer creates a sensory-immersing environment that interactively responds to and is controlled by the behavior of the user. Virtual reality is popular in many areas such as education, architecture and entertainment. The most noticeable in virtual reality is in entertainment application. Through the idea that was presented by Ivan Sutherland, 1965, virtual reality can mimic our real life to make the world look real, sound real, feel real and realistically to the viewer’s actions.
In turn, this allows the mobile appliances to know where it is located in the virtual world. As a result, it can present digital material to the user, related to that location (Cha... ... middle of paper ... ...continue using these tools to provide education. The exploratory and nascent nature of augmented reality, it is a good solution for addressing such challenges. More perfectly, augmented reality is an academic strategy looking for a setting where it will be the most effective device amongst the selection of techniques available to educators. Studies covered use augmented reality to guide and replicate the powerful and complicated features of finding and fixing mistakes within a real physical atmosphere.
The main theme that emerged from their study regarding playfulness was that the computer-mediated ludic experience is perceived as useful for intervention. In general, educational computer games for children that combine ludology and narratology can provide an effective and engaging learning experience. Hence, devel-oping learning environments that are both story-telling and play-base by combining narrative and ludic may empower children to achieve great impact, improve deficits and gain new skills
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).
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.
Virtual Reality Although some doubt the potential of virtual reality, the reality is our technologically dependent culture is making virtual reality a part of everyday life. Popular in video games, virtual reality allows the user to totally control a computerized character. Every action the user makes is imitated by the character and instantly displayed for the user. However, since the early 90’s, the use of virtual reality has developed and taken the spotlight past evolving video games. Virtual reality has already made its mark on fields such as aviation, medicine, and even meteorology.
Performing particular actions involving virtual characters either user-controlled avatars or autonomous and objects, navigating through the 3D world, and altering the point of view which using camera management are some of interactions. Fine-tuning of the character’s posture in specific at design period is needed for interactive simulations (Gutierrez, Vexo, & Thalmann, 2004). As established by Schroeder and Axelsson (2006), avatars have had been used in a lot of collaborative virtual environments applications as they signify the view point of each participant in the virtual reality and therefore smooth the progress of an awareness of ongoing activities. 2.0 Contribution Avatars make a significant contribution to character animation in collaborative virtual environments. Based on the study by Wang, Yin, Wei and Sun (2006), avatars are virtual representations that use body-like figures.
Benefits and Dangers of Virtual Reality Although still in its, infancy, virtual reality will have a substantial effect on our future way of life. Virtual reality already has made astounding progress in the world of commercial design, and it is predicted to have a tremendous impact on everyday life as well. Virtual reality, when more available, will have various uses ranging from recreation to basic communication. The applications of virtual reality into different fields of occupations and research will have both positive and negative effects on our society. Virtual reality can be defined as a, "technology that enables users to enter computer generated worlds and interface with them three dimensionally through sight, sound, and touch" (Newquist 93).