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.
No comments:
Post a Comment