Monday, February 15, 2010
Avatar - maybe not yet for elearning
Are your learners ready to enter the world of "Avatar"?
A recent article in Learning Solutions magazine - "Learners' Love/Hate Relationship with 3-D Virtual Worlds" suggests maybe not.
The article describes a research study that included 300 students in a college-level Financial Accounting course that used the virtual world - Second Life to teach accounting.
While the participants were considered "Next Gen" students - 18-22 years old, many found the experience disorienting and were frustrated by performance and technical glitches. And Second Life has a steep learning curve, so the reports suggests that it may be better for longer course experiences - like full term college courses.
Ironically, what participants found most useful in the experience was the interactive accounting model and the instructional videos, both of which really have little to do with the 3-D immersive world but simply good instructional design features. These components could be delivered through traditional learning platforms, just as effectively.
Are there successful Second Life style, avatar-based learning experiences?
A recent article in Learning Solutions magazine - "Learners' Love/Hate Relationship with 3-D Virtual Worlds" suggests maybe not.
The article describes a research study that included 300 students in a college-level Financial Accounting course that used the virtual world - Second Life to teach accounting.
While the participants were considered "Next Gen" students - 18-22 years old, many found the experience disorienting and were frustrated by performance and technical glitches. And Second Life has a steep learning curve, so the reports suggests that it may be better for longer course experiences - like full term college courses.
Ironically, what participants found most useful in the experience was the interactive accounting model and the instructional videos, both of which really have little to do with the 3-D immersive world but simply good instructional design features. These components could be delivered through traditional learning platforms, just as effectively.
Are there successful Second Life style, avatar-based learning experiences?
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