Virtual World

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VIRTUAL WORLD

Virtual World's as Medium For Delivering Education And Training To Adult Learners

[Julie Powell]

[B00454325]

Contents

CHAPTER 01: INTRODUCTION1

Working Title:1

Rationale:1

Aims and Objectives:1

Proposed methodology:2

Indicative Reading:2

FE/HE Structure2

Objective3

Theoretical Framework3

Research Problem4

Hypothesis/Research Issues5

Research Justification6

Aims and Objectives:7

Research hypothesis7

Primary Research Objectives7

Conceptual Framework7

CHAPTER 02: LITERATURE REVIEW10

Distance Learning and Virtual Worlds10

Interactive Learning Applications16

Literature Review22

Web 2.023

Second Life24

Pedagogical perspective and scope for delivering within VW25

Distance Learning35

Development Of A Literature Based Conceptual Model37

CHAPTER 03: METHODOLOGY39

Research Design39

Interview40

Informal, Conversational Interview41

General Interview Guide Approach41

Standardized, open-ended interview41

Closed, fixed-response interview41

CHAPTER 04: DATA ANALYSIS & DISCUSSION43

In-depth Interview43

Focus Group45

CHAPTER 05: CONCLUSION47

REFERENCES49

CHAPTER 01: INTRODUCTION

Working Title:

Virtual Worlds as a medium for delivering education and training to adult learners.

Rationale:

The emphasis in FE/HE strategy is to network and collaborate and to deliver specific and specialised education/training that will meet the needs of the Northern Ireland economy. FE Institutes will need to find how to provide cost effective delivery. There is an increase (which is predicted will continue to grow) of adults who require re-training and a decline in the number of under 18 students. Technology may enable educational institutes to deliver outside of their geographic region therefore posing a threat. This can also become an opportunity for the FE Institutes in Northern Ireland.

Aims and Objectives:

To investigate and critically evaluate the potential for using virtual worlds such as Second Life as a medium for delivering Distance Learning to adult learners.

Analyse the sector for FE/HE - customers, trends, government strategy.

Investigate the scope of virtual worlds in delivering education.

Analyse distance learning within FE/HE - trends and delivery.

Evaluate VW as a medium for delivering distance learning.

Investigate learners' attitudes and perceptions of education/training via virtual worlds.

Identify growth opportunities presented by virtual worlds.

Proposed methodology:

In-depth interviews with distance learners

Focus group with current distance learners

In-depth interviews with FE/HE institutes about the feasibility of this medium

In-depth interview with e-learning expert

Indicative Reading:

Secondary research into FE/HE i.e. strategy, trends, customers, demographics. Draw comparisons with NI and GB.

Delivery mediums within FE/HE. Delivery of distance learning within FE. Virtual worlds such as Second Life and how they can be used as a medium for distance learning. Journal articles.

Interacting with learners - face to face vrs online 2d vrs online 3d.

Research Problem

Web 2.0 technologies encompass many capabilities that can be transferred to education. However, just because technology is available does not mean that it can enhance learning and teaching effectively. Furthermore, can this technology improve both learning and overall experience for distance learners? (Neeson, Neeson: 2008: 12)This research will investigate and critically evaluate potential for using virtual worlds such as Second Life as medium for delivering Distance Learning to adult learners. It will look at online education from an interactive marketing perspective focusing on online education as service based on use of VW to enhance experience.

Hypothesis/Research Issues

Classrooms are quickly filling with Google/Facebook generation accustomed to being connected to information sources and social networks all time and in many forms. Virtual worlds are unique in that they allow individuals to interact with others through three-dimensional avatars and with objects in environment, and can create experiences that are not necessarily possible in real world. (Middleton 2010:41) Given increase in individual pc ownership ...
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