Tuesday, May 5, 2020

Interactive E-Learning in a Virtual World

Question: Discuss about the Interactive E-Learning in a Virtual World. Answer: Impact of the Virtual Reality and self evaluation in education Objective The objective is to highlight the impact of virtual reality and self evaluation in education system. Nowadays, the technologies are evolving on a daily basis and depending on that the education process is also becoming more technical. The purpose is to focus on the ways through which the technologies are helping the learners to become more knowledgeable. In order to improve the learning approaches currently Virtual environment are creating by the developers in terms of electronic learning process. The objective is to identify different interaction methods that are used to establish relationship among the teachers and the learners. Expected outcome It is expected that in the electronic learning processes both the teachers and the students become learners. The virtual environment helps to create a committee where all the participants can share their view with others on a single platform. The study results that teachers and students both are contributors and support each other to increase their eligibility in terms of knowledge and education. In higher education also electronic learning process acts as an intermediate bridge. It is also expected that virtual reality will put significant impact on the upcoming future as online learning and number of virtual classrooms are increasing every day. Evaluation Table Area of education Problems Possible solution Learning experience Discovery of methods In the field of technology, e-learning approach is becoming one of the most effective and efficient approaches (Thorsteinsson, 2013). In the year of 2016, different key E-learning approaches are developed with rapid technological advances. Involvement of expert technology users. Smart application of technologies. Artistic appreciation Excessive demand for different practitioners and skills. Automation system has been developed for content creation and different processing. Usage of scalable technologies. Viable alternative methodologies should be used. Digital emerging applications are needed to be developed. Nature of the discovery VIEW framework Provides live and interactive distance learning approaches but as several tools are used thus selection of the best possible tools is a major issue. Selection of appropriate tool. Formation of online learning committee. Establishment of e-learning network to connect all the learners together. Types of the classes Two separate classes are running simultaneously for example topic A and topic B. Different course work elements such as test, quiz are also implemented by using different analytical tools. A single learner cannot attend both the classes at a time as the topics served by the classes are different and the instructors are also different (Dos Santos Mendes et al., 2012) Separation and time management is needed to be implemented. Repeat on same topic will helps to learners to become more familiar with the topic. Enhancement in social interaction. Social relationship Building of self estimation NA Online approaches will increase the Help the learners to become more active and the activity will make them understand about their current status. Understanding of others thoughts NA Implementation of online tools Whiteboard application, chatting options and opportunity on the document sharing. Social interaction NA Online chatting Application, document and windows sharing Methodologies Large multiple display All activities moving on a single platform will be visualized on a LED screen. Paying attention on the display part Proper understanding of the subject during the live lecture. Mobile lectures Cannot connect many learners at the same time. Big data is also used as an analytical as well as decision making tool. Contextual learning through micro location technologies such as QR codes and GPRS will allow more advanced augmented reality Feedback and invoice application is needed t be developed. Lecture platform Interactivity in live lectures During the live lecture if any learner faces problems on understandings then, the problem cannot be mitigated instantly by implementing cloud based solution. (Simes, Redondo Vilas, 2013). 1. Live conference or chatting options are needed to be implemented. Instant feedback so that the instructor can give required suggestion to the learners to resolve their understanding based problems. Communication 1. Absence of continuous communication 2. Weak speaking capacity 3. Weak listeners 1. Live board committee formation. 2. As in online communication people come from different countries and domain therefore, the learners must ensure that they are familiar with a common language. 3. If the learners do not listen to the instructor or guide properly then they will lag behind thus, implementation of a recording technology is needed to be implemented so that they can go through that particular session whenever required (FitzGerald et al., 2013). 1. Web based application and tool utilization and building of a knowledge library is needed to be implemented. 2. NA 3. NA Reading All the learners do not take part in online library. The learners, who do not take part in the online reading approach, should use e-books. Electronic Books will help the learners to gain extra knowledge regarding a particular topic. Writing All the learners do not take part in the online writing sessions. Technology based tools are needed to be implemented to resolve this issue (Wu et al., 2013). Software based applications will help the learners to become more knowledgeable. Game application Embedded instruction In the year of 2016, after implementation of gamification, incorrect potential strategic development might exploit e-learning process. ost of the survey reports imply that in virtual gaming platforms boys are interested. Attractive technical features are needed to be adopted so that the girls also feel free to become a part of the electronic gaming (Tawfik et al., 2013) NA Physical activity Though 2016, is an e-learning evolutionary year but still people are becoming home sick and due to lack of physical activities they are facing health related issues. Not only mental but also physical effort based games are needed to be implemented by the technologies NA Safety involvement In online approaches the most important thing that falls under a major concern is the security and safety of the learners (Sharples et al., 2015). In order to being a part of a online classroom a student is required to maintain certain common steps such as they are required to create a new account and for that they have to put their personal details in the platform. Though the details are not shared in nature and the other learners cannot search for the details they have provided. In order to resolve the issue regarding the security of online security the system should develop proper encryption technologies so that none of the unauthenticated user can see the personal details of the other learners. NA Figure 1: E-learning process (Source: Merchant et al., 2014,pp-30) References Dos Santos Mendes, F. A., Pompeu, J. E., Lobo, A. M., da Silva, K. G., de Paula Oliveira, T., Zomignani, A. P., Piemonte, M. E. P. (2012). Motor learning, retention and transfer after virtual-reality-based training in Parkinson's diseaseeffect of motor and cognitive demands of games: a longitudinal, controlled clinical study.Physiotherapy,98(3), 217-223. FitzGerald, E., Ferguson, R., Adams, A., Gaved, M., Mor, Y., Thomas, R. (2013). Augmented reality and mobile learning: the state of the art.International Journal of Mobile and Blended Learning,5(4), 43-58. Merchant, Z., Goetz, E. T., Cifuentes, L., Keeney-Kennicutt, W., Davis, T. J. (2014). Effectiveness of virtual reality-based instruction on students' learning outcomes in K-12 and higher education: A meta-analysis.Computers Education,70, 29-40. Sharples, M., Adams, A., Alozie, N., Ferguson, R., FitzGerald, E., Gaved, M., ... Roschelle, J. (2015). Innovating Pedagogy 2015: Open University Innovation Report 4. Simes, J., Redondo, R. D., Vilas, A. F. (2013). A social gamification framework for a K-6 learning platform.Computers in Human Behavior,29(2), 345-353. Tawfik, M., Sancristobal, E., Martin, S., Gil, R., Diaz, G., Colmenar, A., ... Hakansson, L. (2013). Virtual instrument systems in reality (VISIR) for remote wiring and measurement of electronic circuits on breadboard.IEEE Transactions on Learning Technologies,6(1), 60-72. Thorsteinsson, G. (2013). Developing an Understanding of the Pedagogy of Using a Virtual Reality Learning Environment (VRLE) to Support Innovation Education.The Routledge International Handbook of Innovation Education. Edited by LV Shavinina. Oxford: Routledge. ISBN-10,415682215, 456-470. Wu, H. K., Lee, S. W. Y., Chang, H. Y., Liang, J. C. (2013). Current status, opportunities and challenges of augmented reality in education.Computers Education,62, 41-49.

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