Sunday, August 21, 2016

Week 5: Academic Blog



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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