2. Introduction
Virtual universities, classrooms and labs can supply higher education programs through
the use of technology, which could include the Internet or the use of smaller items such as
Ipads or TVs. Some institutions give the option of online learning as part of their extended
university courses while other institutions give online courses.
Virtuality tends to be teaching that is off campus. Virtual education should give a deep set
of opportunities and learning experiences. Online courses should be viewed on virtual
education that treats students as passive aggressive consumers with a restriction on their
knowledge.Virtual learning with soon be the way of the future where students do not have
to leave their own house to take classes.
3. Defining Game-Interaction
Most Games are built for entertainment purposes, educational games are designed to help learners achieve specific
learning objectives while providing an environment that gives motivation to learners.
For example here is a screenshot from SimCity. SimCity allows the player the task of creating a city, while keeping the
happiness of the citizens and keeping a balanced budget. The player starts out with a blank map and has to expand the city
with the budget he is given. As the city is built, the player may get to explore different areas in which he or she can build.
The player has to supply the people within the city with certain services that include: health, safety, education, parks and
leisure. SimCity game involves a simulation. However, not all learning games will incorporate simulations.
4. Defining Game-Interaction continued...
What is Virtual Reality?
Virtual Reality refers to the use of computer modeling and simulation that enables
a person to interact with an artificial three-dimensional visual or other sensory
environment. Virtual Reality applications immerse the user in a computer-
generated environment that simulates reality through the use of interactive
devices, which send and receive information and are worn as goggles, headsets,
gloves or a body suit.
6. Defining Game-Interaction continued...
Types of VR Technologies
Nintendo Wii-The controller is almost like a virtual reality glove. The Wii introduced the Wii remote controller, that can be
used as a handheld pointing device that detects movements in three dimensions. In particular the game Wii Fit allows the
user to interact with a virtual environment without the hassle of equipment.
CAVE-It is a virtual reality system that is advanced in visualization solution and combines with high-resolution, stereoscopic
projection and 3D computer graphics to create a presence in a virtual environment. CAVE can allow users to become
immersed in the exact same virtual environment at the same time. CAVE mostly allows the users to:
Analyze and interpret data
Engage the brain for awareness retention
Navigate realistic environments
Focus on your data with an integrated display, solution, computing, software and support solution
7. Theories of Learning
Behavioral Learning Theory
Behaviorism is a view where a learner is passive responding to environmental
stimuli
The learner’s start out with a clean slate and there behavior is shaped by
positive or negative reinforcement
Each reinforcement can increase the chances that the behavior will occur again
Punishment is the solution to a behavior not happening again
8. Theories of Learning continued...
Cognitive Learning Theory
This theory explains mental processes can transform certain information
that is gained by the eyes and ears and then turned into knowledge
and skills in human memory. These processes tend to be by:
observing, categorizing, and forming generalizations.
Cognitive Learning Theory should allow the different skills that you have
acquired in a game to help in facilitation
9. Theories of Learning continued...
Motivation Learning Theory
Motivation is the reason or reasons one has for acting or behaving in a
particular way. This theory is meant to inspire learners how to use certain
inner feelings in which to perform their best work.
Ex: Maslow’s Hierarchy
Self-actualization
Esteem
Belongingness
Safety
10. How Virtual Reality Can Change Education
1. Collaboration in virtual reality classroom fosters social
integration of learners
2. Not possible in reality is possible in virtual reality
3. Virtual game-based experience increases students’
motivation
4. Virtual reality introduces new approach to rewards
5. Virtual platforms and headsets are the new tools for
11. Mobile Gaming
In situated games, the students play a game on mobile devices that requires them to interact with real
world.
Ex. the game may include a challenge to go to a park where something historically important has
happened like a protest. While viewing the historical marker. The game could require students to read the
text aloud or to tell others about the history that happened at that place
“Part of what’s interesting about mobile is that it takes a speech students might have read in the
classroom and puts them at the location,” Stokes said in an edWeb webinar.
With a mobile game, the students can reflect on the experience with pictures, videos and short writing
exercises
If the students made those reflections on a public social media site, the community could engage with
them as they learn about what makes the place where they are from definite
12. Conclusion
Overall from what we have seen, virtuality can potentially
take over our future. While there are still questions that need
to be answered towards how virtuality will affect our
population, virtuality has quite the edge on digitalization of the
classroom and how students can perform and view concepts
and content in a quicker manner which benefits their capacity
with knowledge. Virtuality has had a positive effect on
students inside and outside the classroom.
13. References
Abrosimova, K. (2014, September 7). 5 ways virtual reality will change education. Retrieved April 22, 2016, from
http://www.hypergridbusiness.com/2014/09/5-ways-virtual-reality-will-change-education/
Clark, R. C., & Mayer, R. E. (2002). E-Learning and the science of instruction: Proven guidelines for consumers and
designers of multimedia learning. San Francisco: Pfeiffer.
Mechdyne. (2016). Hardware. Retrieved April 22, 2016, from
http://www.mechdyne.com/hardware.aspx?name=CAVE
Schwartz, K. (2014, September 17). How Virtual Reality Meets Real Life Learning With Mobile Games. Retrieved
April 22, 2016, from http://ww2.kqed.org/mindshift/2014/09/17/how-virtual-reality-meets-real-life-learning-with-
mobile-games/
Virtual reality (VR). Encyclopædia Britannica. 2009. Encyclopædia Britannica Online. 11 Dec. 2009
http://www.britannica.com/EBchecked/topic/630181/virtual-reality