Incident and Disaster Management Training

Author(s):  
Anne M. Hewitt ◽  
Susan S. Spencer ◽  
Danielle Mirliss ◽  
Riad Twal

The maturation of incident and disaster management training has led to opportunities for the inclusion of multi-modal learning frameworks. Virtual reality technology, specifically multi-user virtual environments (MUVEs) such as virtual worlds (VW), offers the potential, through carefully crafted applications, for increasing collaboration, leadership, and decision making skills of diverse adult learners. This chapter presents a review of ICT appropriate learning theories and a synopsis of the educational benefits and practices. A case study, offered as part of a Master of Healthcare Administration (MHA) course for health care managers, demonstrates the application of a virtual world training scenario hosted in Second Life® and using a Play2Train simulation. Students report a strong positive reaction to virtual learning and demonstrate improved crisis communication skills and decision making competencies. Additional research is recommended to demonstrate the utility of virtual world learning as compared to standard training options such as tabletop exercises.

2013 ◽  
Vol 3 (2) ◽  
pp. 1-21 ◽  
Author(s):  
Anne M. Hewitt ◽  
Danielle Mirliss ◽  
Riad Twal

During the last five years, the maturation of incident and disaster management training has evolved substantially with widespread evidence that ICT positively impacts disaster outcomes. Virtual world (VW) technology with the use of avatars appears commonplace and widely accepted as either a stand-alone or a complementary learning strategy. However, the primary goals of emergency preparedness training (EPT), increased collaboration, leadership, and decision-making skills, have not been altered. This retrospective article briefly reviews the evolution in ICT learning theories and applies them to a virtual world simulation developed in Second Life™ for MHA graduate students completing an Emergency Management course. After five years of implementing the VW training, student results continue to show increased comfortability with the use of virtual worlds as a training platform, positive knowledge attainment, and marked improvement of emergency management skills. Additional research is recommended, but findings suggest that ICT appropriate learning theories (constructivism, situativity, visualization, and interactivity) still remain the most integral components for a successful virtual world training simulation.


Author(s):  
Kae Novak ◽  
Chris Luchs ◽  
Beth Davies-Stofka

This case study chronicles co-curricular activities held in the virtual world Second Life. The event activities included standard content delivery vehicles and those involving movement and presence. Several international content experts were featured and allowed students to meet and discuss ideas on a common ground with these experts. When developing these events, the researchers wondered, could an immersive learning environment be provide a deeper level of engagement? Was it possible to have students do more than just logging in? During the events, the students discovered a whole new way of learning. Chief among their discoveries was the realization that in these virtual world educational events, students, scholars, and faculty can all be mentors as well as learners. In virtual worlds, the expert-on-a-dais model of teaching is rapidly replaced by a matrix of discussion, collaboration, and movement that quickly generates a pool of ideas and knowledge.


Author(s):  
Lee Taylor-Nelms ◽  
Valerie Hill

As role-play, virtual reality, and simulated environments gain popularity through virtual worlds such as Second Life, the importance of identifying best practices for education and emergency management training becomes necessary. Using a formal needs assessment approach, we examined the extent to which 3D virtual tornado simulation trainings follow the principles of adult learning theory employed by the Federal Emergency Management Agency's (FEMA) National Training and Education Division. Through a three-fold methodology of observation, interviews, and reflection on action, 3D virtual world tornado trainings were analyzed for congruence to adult learning theory.


2009 ◽  
Vol 2 (1) ◽  
Author(s):  
Marjorie A. Zielke ◽  
Thomas Roome ◽  
Alice B. Krueger

Many benefits are available to people with disabilities who wish to participate in a virtual world. These include self-efficacy and the ability to share in virtual world community support. Further, many disabled residents of virtual worlds can vicariously experience physical activities through their avatar such as dancing, walking, and running – actions sometimes not possible in real life. However, learning the technology in a virtual world can be daunting for many new residents. Virtual Ability Island in Second Life® offers a platform for adults with disabilities to learn the functionality necessary to enter a virtual world. This article lays out a learning model based on the andragogy theory of Malcolm Knowles, often called the father of adult learning, and complemented by other recent research on e-empowerment and virtual designs for those with disabilities. A composite construct is then created as a framework to study the development of Virtual Ability Island as a destination where new residents to Second Life® with disabilities can learn basic functionality and enjoy social and physical e-empowerment.


2009 ◽  
Vol 1 (3) ◽  
Author(s):  
Nick Yee ◽  
Liz Losh ◽  
Sarah Robbins-Bell

By being an online journal, the JVWR allows for the inclusion of some pieces that might not otherwise fit a standard journal. This was the thought behind bringing together a group of virtual world scholars to discuss a series of questions and share their thoughts. Meeting in Second Life, Nick Yee (PARC), Liz Losh (UC Irvine), and Sarah Robbins-Bell (Ball State University) were gracious enough to share their thoughts on the study of virtual worlds culture.


2020 ◽  
Vol 13 (1) ◽  
Author(s):  
Jean-Paul Lafayette DuQuette

Linden Lab’s Second Life (SL) is well-known for its hands-off approach to user conflict-resolution. Although users are given tools to mute and block individual accounts as well as ban undesirable avatars from user-owned land, that does not prevent determined, malicious users from disrupting communities and harassing individuals. This case study focuses on two such malicious users exemplary of two specific types of malevolent virtual world actors: in-world griefers and online stalkers. As part of a decade-long ethnographic research project within the Cypris Chat English language learning community in SL, this paper utilizes data gleaned from notes on participant observation, semi-structured interviews, and first-hand encounters. It categorizes the disparate strategies these individuals have used over the years in their attempts to disrupt group cohesion, sow distrust between students and teachers, humiliate individuals, and foment an atmosphere of fear and anxiety. It then reviews the methods community members used to defend themselves from such attacks and analyzes the efficacy of these strategies. This study builds on our understanding of harassment in virtual worlds and acts as a cautionary tale for future virtual world educators and community leaders considering the development of their own online classes and groups.


Author(s):  
Scott Grant ◽  
Rosemary Clerehan

<span>For the second-language learner, the affordances of a virtual world have the potential to confer benefits conventionally aligned with real world experiences. However, little is known about the pedagogical benefits linked to the specific characteristics of the virtual world, let alone the issues arising for staff hoping to assess students' participation in these worlds. This case study is based on a two-part assignment in a first-year Chinese unit at an Australian university, exploring the virtual world assessment practices of one lecturer. The findings, while suggesting the strengths of the assessment regime with respect to many of the affordances and to alignment with policy, highlight deficient aspects of the design and implementation processes which can relatively easily be addressed. The case study reveals the critical importance of sufficient scaffolding and support, feedback and appropriate communication of students' achievement to them in order to promote further reflection.</span>


2014 ◽  
pp. 1390-1409
Author(s):  
C. Candace Chou ◽  
Rama Kaye Hart

An increasing number of organizations have established presences in Second Life or virtual worlds for organizational learning. The types of activities range from staff training, annual meetings, to leadership development and commercial transactions. This chapter reviews relevant literature on how virtual worlds, especially Second Life, are utilized for organizational learning. The discussions include leveraging the affordances of virtual worlds for learning, integrating design principles of 3D immersive learning, and examining examples of actual workplace learning in virtual worlds. Specific emphasis will be placed on the translation of applicable learning theories into the pedagogical design of virtual worlds. Furthermore, the chapter examines student perspectives of an actual course on immersive learning that took place in Second Life. Student perspectives are summarized in six strands: challenging and informative learning, engagement, activity structures, transformation, collaborative and democratic participation, and new opportunities. The six themes are important factors for designers of 3D learning environments to ensure quality immersive learning experiences.


2012 ◽  
pp. 149-160
Author(s):  
Linda W. Wood

Higher education institutions are constantly challenged with the task of educating a technology savvy generation of students. Colleges must be able and ready to meet the needs of these digital-age students. What are the perceptions of college faculty of using virtual world technology as a teaching tool in the classroom? The purpose of this chapter is to explore how virtual world environments can be used as a faculty development tool in order to encourage the use of virtual worlds as a teaching tool in the classroom. This chapter references research from a mixed methods study exploring college faculty perceptions of the adoption of virtual world technology into the classroom, which in turn, provides insight to the willingness of higher education faculty to adopt this type of technology. In addition, the final section of the chapter includes a suggested guide on how to create a virtual world faculty development workshop based in Linden Lab’s Second Life.


Author(s):  
Brian G. Burton ◽  
Barbara Martin

Examined in this 3D Virtual World case study was undergraduate student engagement on a learning task and student creation of knowledge. After creating a 3D didactic constructivist virtual world, student conversations were recorded for analysis using Hara, Bonk, and Angeli's (2000) engagement framework and Nonaka and Takeuchi's (1995) knowledge creation theory. The five forms of student engagement augmented the learning process and a complete knowledge spiral was documented, emphasizing the use of the four modes of knowledge conversion. Though limited in time and scope, results further suggest that a highly engaged community of learners was created.


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