This study
mainly talking about the usage of teaching experiences of educators in virtual
world of Second Life. A mixture approach were used in this study which by using
the Physical classrooms, combine the BlackboardTM, web-based resources, and the
virtual world of Second Life to teach the 1st year undergraduate students in
UK. A case study was employed and collected the data by observations, semi
structured interviews, chat logs, snapshots, and field notes from the
instructors. The conclusion can be summarized as the following seven aspects: cybergogy(it
is online teaching method), creativity, trial and error(repeated trials, from
failure to find solutions), wow moment, uncertainty, experiential learning, and dynamic relationship.
1. The
potential of Second Life could promote constructivism and experiential
learning.
2. Learning
experience is the focus of instructional design which could promote teachers
and students' socialization, participation, cooperation, interaction and
communication.
3. Can
establish a positive relationship between teachers and students, to promote the
communication, interaction and dialogue of students and teachers
4. Teaching
in SL improves the expectation of classroom teaching, and makes the teaching
idea more creative and reflection.
5. The
value learning of participants provides them possible to go through trial and
error method and the willingness to seek help from experienced people when they
need supports.
6. Professional
development in the education sector can encourage educators and increase the
desire of learning, interests, and provide enough power to study.
7. These
data also address the educator's strategy in order to overcome the learner's
underlying anxiety and experience the immersive.
Ata, R. (2016). An Exploration of Higher Education Teaching in Second Life in the Context of Blended Learning. Turkish Online Journal Of Educational Technology, 15(3), 9.
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