Tuesday, February 3, 2015

Annotated Bibliography: Virtual Time Travel/Virtual History

Annotated Bibliography: Virtual Time Travel

Wang, Yinying, and Janet Decker. “Can Virtual Schools Thrive in the Real World?” TechTrends: Linking Research & Practice to Improve Learning 58.6 (2014): 57–62. Print.
                    Wang and Decker during 2007 until 2011 implemented a performance study of traditional and virtual schools in Ohio. There findings show that while enrollment for virtual schools increased, traditional schools outperform virtual schools. The overall aim of their study was to identify how Ohio’s virtual schools fare on student performance measures in comparison to Ohio’s traditional schools. Another objective of their study was to compare the rate of growth of Ohio’s virtual schools to that of traditional schools. (Abstract) The statistics produced by these studies are helpful and will be considered in the building of the time travel software.
                    Considering the graduation rates and the performance index report the authors produced the time travel software should be interactive and guided by a teacher or instructor. This is important in establishing a need for this type of software. This software has the potential to increase graduation rates and performance in every subject not only history, but also in mathematics, science and reading.


Reinsmith-Jones, Kelley et al. “Use of Second Life in Social Work Education: Virtual World Experiences and Their Effect on Students.” Journal of Social Work Education 51.1 (2015): 90–108. Print.
                    Second Life is a three-dimensional (3D) virtual world created by individuals known as avatars. The virtual environment provides residents with a sense of being there, mimicking a face-to-face classroom. (90) The Second Life program is used to test the receptivity of a virtual world-learning environment. Warburton (2009) stated, “A virtual world provides an experience set within a technological environment that gives the user a strong sense of being there” (p. 415). Second Life is used for students in the studies of social services and is used for virtual travel. In the social services, the Second Life program evokes emotion, problem solving, leadership, and decision making to name a few of its benefits.

                    I believe a program such as Second Life will be a huge benefit to our younger generation. This author’s work can be used to show the success of 3D virtual education. Institutions such as MIT, Notre Dame and others are using Second Life for their social services programs. Making video game type educational software similar to Second Life could be a major game changer if applied correctly. 

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