The question is- why is this study significant? The findings
of the study support the use of this sort of technology in testing behavioral
science theories, as well as expose people to unique situations that are not
possible in the real world. For
educators, this can be applied to instruction in two specific ways. First, with
students who are exhibiting disruptive behaviors in the classroom, this type of
virtual world may provide them an opportunity to experiences some social
exposure in a positive way without constant discipline, especially those
children with Autism or the like. This
gives them an opportunity to practice real life behavioral skills. Secondly,
this type of environment may work extremely well in preparing students in
higher order critical thinking skills. Allowing them a free environment to create
their own world with their achievements in the game and virtual relationships
can be invaluable to preparing them for real world situations. As this study
shows, social norms are consistent in a virtual game often, so in a controlled
environment educators can better assist students with real life social lessons
as well as things such as budgeting and life planning. These things require math, economics, and
reading, following directions, and comprehension skills in addition to the
social development it offers.
In the Kamel Boulos, et. al, (2007) article, the use of
the Second Life interface was studied to determine its educational potential to
medical/health librarians and educators (p. 233). This study explored what
roles this 3D virtual world can play in health education and literacy at a
variety of ages and knowledge levels.
This virtual platform provides people with the opportunity to learn
about nutrition in a fun way, listen to heart sounds to identify murmurs, and
even explore a 3D eukaryotic cell (p. 235). One of the major capabilities
highlighted was the opportunity for people to experience a variety of mental illness,
like hallucinations for example, in an effort to educate them about mental
illness. This study also looked at how “avatars
may yet play a crucial role in the success or failure of education” (p.
240). Overall, this article found that
Second Life offers many advantages found to the field of education by providing
“students with a psychologically safe environment within which they can
participate in experiential learning” (p. 240).
In an educational environment several concepts of Second
Life can be applied to the classroom setting to enhance student’s learning. Especially in higher education- namely health
professionals, the applications presented in this article can easily be
implemented to help students in medicine/nursing/dentistry to learn disease
process, and give them an advanced in depth view of things that previously they
have only been able to see in textbooks.
The authors also pointed out how this technology can be used with those
people who have physical disabilities that render it difficult to maneuver out
of the home. For general purposes with
this population, this platform offers an invaluable social, psychological, and
educational experience. The use of this
virtual environment offers an immersive and rich experience for students in all
fields of education.
In the Lenhart (2009) “Adults and social network websites”
article, the author highlights several key ways that people are using social
networking sites in their personal and professional lives. She found that 65% of teens and 35% of adults
are using some form of social medial in their lives, and although adults are
much less likely than teens, they are still seeing several benefits. Adults were found to use social media for
personal more than professional reasons, but also claimed to use it for gaming
purposes.
As someone interested in higher education, I found this article
to be interesting mostly because it focused on adult use of social media where
usually research focuses on children & teenage use of social media. We have explored several reasons why social
media and interned based applications are valuable to education at all levels
from elementary to higher education, but few articles have looked at how adults
are experiencing social media daily. Because
the benefits of adding internet based applications to educational experiences
are so overwhelming, it is important to not only teach students but also adult
educators how to utilize this technology.
Social media and internet based applications offer students a way to
interact with each other and material in a way never before possible. They trick is getting educators to buy-in and
get comfortable with this technology so that they are integrating it into their
classrooms. The Lenhart (2009) article
shed some light on how adults are using social media and this is helpful in
determining the best way to engage them further in it. The advantages that technology has to offer
to education are invaluable to how students these days want and need to be
presented information, it is an educators job to become comfortable with this
technology to give students the opportunity to learn and grow in an environment
that is becoming largely technology based.
References
Lenhart, A. (2009). Adults and social network websites. PEW Internet &
American Life Project
Kamel
Boulos, M. N., Hetherington, L., & Wheeler, S. (2007). Second life: An
overview of the potential 3-d virtual worlds in medical and health education.
Health Information and Libraries Journal, 24, 233-245.
doi: 10.1111/j.1471-1842.2007.00733
Yee,
N., Bailenson, J. N., Urbanek, M., Chang, F., & Merget, D. (2007). The
unbearable likeness of being digital: The persistence of nonverbal social norms
in online virtual environments. CyberPsychology & Behavior, 10(1),
115-121. doi: 10.1089