TEACHING SUSTAINABILITY BY VIRTUAL WORLDS AS DISTANCE LEARNING TOOL

Author(s):  
Michelina Occhioni ◽  
Annalisa Boniello ◽  
Raffaela Di Palma ◽  
Eleonora Paris
Author(s):  
Patricia Abshier

The current state of the economy has created an increased pressure on companies to establish more efficient training programs, resulting in an upswing in e-learning and distance learning programs. With this increased demand for e-learning/distance learning training, the need for more interactive training that goes beyond the traditional webinar and video conference has also been identified. The literature regarding virtual learning platforms suggests that the use of simulations, both asynchronous and synchronous, holds great potential for enhancing the knowledge and skills of learning in a myriad of fields. Although these platforms are proving to have great benefits, they also are showing some challenges and barriers to overcome. After a review of current research, Cicatelli Associates, Inc. (CAI), conducted an internal feasibility study to determine the feasibility of the use of virtual worlds in training healthcare and health care service provision staff in general counseling skills and communications skills. After examining, both the strengths and the challenges of utilizing this method for training it was determined that several barriers exist that currently prohibit the organization from using this method. These barriers include access to appropriate computer systems, as well as the lack of fine or micro non-verbal gestures in virtual worlds.


2020 ◽  
Vol 5 (2) ◽  
pp. 55
Author(s):  
Rawadee Kumlert ◽  
Aulia Rahmi Pawestri ◽  
Piyada Linsuwanon ◽  
Serge Morand

Scrub typhus, a disease caused by Orientia tsutsugamushi, affects more than one billion people globally with an average fatality rate of 6%. Humans are accidentally infected through the bite of trombiculid mite larvae (chiggers). Chiggers feed on hosts’ extracellular fluid for survival and development. O. tsutsugamushi is maintained throughout the chigger’s lifespan and over several generations. Although disease-related knowledge is essential in designing effective control strategies, many personnel in related sectors are unfamiliar with this disease and its vector. To tackle this issue, we developed a distance learning tool using educational videos on scrub typhus- and vector-related topics. The learning method is facilitated online, and students and tutors are not required to be physically present at the same place and time, thus allowing flexibility and accessibility. Knowledge improvement of 34 participants from related sectors was evaluated by pre- and post-test questionnaires. Although 54% of participants had prior knowledge of scrub typhus, 76.5% still lack basic knowledge of vector identification. After the distance learning, the average score increased significantly from the baseline (p < 0.05). Most participants showed interest in the topic and learning method. These results suggest that the distance learning method was promising in distributing health-related information and might be applied to other diseases and communities.


Author(s):  
Claude Ghaoui ◽  
W. A. Janvier

This paper introduces the concept of improving student memory retention using a distance learning tool by establishing the student’s communication preference and learning style before the student uses the module contents. It argues that incorporating a distance learning tool with an intelligent/interactive tutoring system using various components (psychometric tests, communication preference , learning styles, mapping learning/teaching styles, neurolinguistic programming language patterns, subliminal text messaging, motivational factors, novice/expert factor, student model, and the way we learn) combined in WISDeM to create a human-computer interactive interface distance learning tool does indeed enhance memory retention. The authors show that WISDeM’s initial evaluation indicates that a student’s retained knowledge has been improved from a mean average of 63.57% to 71.09% — moving the student from a B to an A.


Author(s):  
Caroline M. Crawford ◽  
Marion S. Smith ◽  
Virginia Dickenson

The primary focus of this chapter is to provide an analysis of business and industry case-based implementations of instructional opportunities within the Second Life three-dimensional virtual world environment, so as to delineate distance learning instructional achievements within virtual worlds and engage in a discussion related to potential implications for higher education. This provides the essential link between distance learning imperatives within the business and industry realm through a meta-analysis of industry’s virtual world distance learning case-based projects. This analysis offers a framework through which to emphasize the strengths and weaknesses of distance learning projects from yesterday and today, with implications towards tomorrow’s higher education distance education learning environments within virtual worlds. The framework through which this occurs is a focused presentation of the cases under review, followed by discussions related to: major areas of concern, integral distance activilearning considerations, successes of the business and industry world within virtual worlds; and potential implications for higher education distance learning within virtual worlds. As there is significant interest in the implementation of distance learning opportunities within virtual words displayed by the business and industry realm, there are innumerable “lessons learned” that will benefit higher education as institutions further enhance their distance learning opportunities within three-dimensional virtual world gaming environments.


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