Friday, October 14, 2011

The Age of Virtual Reality

When watching a movie in the theatre every movie has a 3-D option.  People want the movie in their face and as close to being in the movie, with the actors and actresses, as possible. The idea is to make everything feel like it is "real". Virtual reality is computer-based technology that provides trainees with a three-dimensional learning experience (Noe, 2010).  Technology is used to stimulate multiple senses of the trainee (2010).  Devices relay information from the environment to the senses (2010).  For example, American Airlines uses virtual reality in its simulated training drills annually with high tech aircraft simulators that allow trainees to hear and see the actual sounds and sights of real life emergency situations.  The advantage is it allows trainees to experience and practice dangerous situations without putting themselves in danger (2010). Another advantage to creating this type of environment is that is promotes more room for recalling what was learned.

Aside from virtual reality there are many other technological advances that are enhancing classrooms using different sources of information such as independent blogs, wikis and podcasts.  The use of the technology occurs when the connection between how technology is used by teachers and students to learn skills, knowledge, and values (Hostetle, 2009). For example, SmartBoard and projector are used to introduce students to podcasts on the Internet and then allow students to view, evaluate and examine their own podcast creations (2009).


Technologies such as expert systems, groupware, and electronic support systems are being used to support training efforts (2010).  Expert systems are software that organizes and applies the knowledge of human experts to specific problems (2010).  Groupware is electronic meeting software that enables multiple users to track, share, and organize information (2010).  All of these tools are valuable at some time as long as employees know how to access them in the work environment.


References

Hostetle, A. L. (2009). Democratic Citizenship in a Global Society: PURPOSEFUL USE OF TECHNOLOGY IN SOCIAL STUDIES CLASSROOMS. Ohio Social Studies Review, 45(1), 51-58. Retrieved from EBSCOhost.

Noe, R. A. (2010). Employee training and development (5th ed). New York, NY: McGraw Hill

2 comments:

  1. Hi Pamela.

    It is so true that there are so many 3D movies now. I actually wish this technology would go away as I prefer a normal movie and a few of my friends actually refuse to see 3D as it makes then ill! Have you ever completed a simulation training? I myself haven't but was curious if you have or known of someone that has.

    Thank you
    Liz.

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  2. Hi Pamela,

    Although I am a fan of 3D movies, the use of virtual reality in the world of education is questionable. My main concern would be with promoting the use of virtual reality as an initial or primary training tool when there should be instructor led training or a blended-learning environment. For instance, studies in medical fields should remain ILT or be delivered in a blended-learning environment. It would be awkward, at the very least, attempting to make an incision in a patient's heart without having ever touch a cadaver heart and performed the appropriate technique. From a personal perspective, there has to be a level of compassion built while going through such a training curriculum; and such compassion can only be built through actual patient or human contact.

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