ACTIVE WORLDS
The
URL (https://www.activeworlds.com/web/index.php)
Active Worlds is the game of selection to enhance adult education. This
technology allows the educator to use critical and creative thinking to provide
the learners with various types of situations for them to solve difficult
situations. The technology is a sandbox platform where the educator creates
situations that relates to the desired learning outcome. This learning tool
allows the adult learner to build upon real-world related issues and use a
decision making model to meet the learning objective.
The
reason for selection is that this tool allows the learner to think and apply
decisions based upon the given scenario. The technology provides the educator
with an opportunity to create different types of situation that pertains to the
curriculum and requires the learner to make the necessary decisions based upon
the desired outcome. Barab, Gresalfi,
and Arici (2009) discussed that by helping students
connect virtual accomplishments to real-life scenarios, we lead learners closer
to John Dewey’s ideal of learning. Dewey (1938/1963) argued that education
should be about giving learners the motivation and expertise to act in
problem-filled contexts where applying that expertise makes a difference.
Although, this was a concept of many years ago, the situation still exist because
there is technology that supports the efforts of providing students with the
skills and knowledge of the curriculum.
This
would be a model that would support the efforts of my organization to provide
future military leaders with an opportunity to use this technology to increase
the desired skills needed in their future assignments. The use of this
technology would provide the instructors to become creative with different
lessons by adding different set-ups where it represents a scaffolding process.
Additionally, using this technology allows the students the opportunity of role
playing by explaining their methods or decisions made based upon future Army
missions.
Another means of using this technology in meeting the
needs of the organizations is to use it as a strategy for students to obtain an
understanding of their future organizational structures. This is ideal for
providing students with representation of the overall operations of a given
organization where the students need to make necessary decisions. Instructors
could use this technology with creativity that offers the students a certain
level of difficulty that requires a group effort to build upon and solve.
INNOV8
The
URL (http://www-01.ibm.com/software/solutions/soa/innov8/index.html)
INNOV8 is another technology gaming of choice. This game explains the
connection between Information Technology (IT) and the business world. The game
offers adult learners to acquire an understanding of how two processes are
connected. Using this game allows learners to obtain the skills and knowledge
of the processes used in developing smarter traffic patterns, provide better
customer, service, and understand the methods of the supply chains. These
components of the gaming technology allow the educator to create various
situations in each of the area that requires students to use creative and
critical as part of the solution. This
game allows students to acquire an understanding of the systematic process of
the IT and business world. Squire (2011) discussed how games appear to be particularly
good for immersing learners with systems and enabling them to explore the
emergent properties of systems. Overall, this game focuses on creative and
critical thinking.
The
reason for selection of this game is that it prepares adult learners for
various encounters in the business world that also relates to the information
technology world. Educators have the ability to become creative with the use of
this gaming technology where students must apply their collective thinking to
solve issues in the component areas. Barab, Gresalfi, and Arici (2009) pointed out that students
will need guidance to see the bigger picture and gather knowledge and tasks
into a larger conceptual understanding. Strengthening students’ conceptual
knowledge might involve discussing key concepts, posing “what if” scenarios, or
engaging individuals or the class in Socratic questioning. Using this game
offers adult learners the opportunity of acquiring an understanding the
procedures, needs, and approaches to each component in both the IT and business
worlds.
The
use of this game would be a great asset to use in my professional practice.
Instructors could use this form of technology because it relates to the
majority of the issues and decisions requires of the students in their future
military assignments. Using this game provides educators with the opportunity to
create scenarios that applies to students’ area of concentration for providing
communication assets to their various organizations. This game would allow students to work
together in groups to meet the needs of the customers they serve.
Another
use for this game within my organization would be to provide skills and
knowledge to these learners in reference to supply and demand. This would support
the requirements for learners to have an understanding of how the supply chain
works and the need for the proper accountability. Using this game allows
instructors to create supply scenarios of the IT and business world for
students to use different decision making solutions.
References
Active
Worlds (n.d.) retrieved from http://howtoedu.org/2010/50-free-online-educational-games-that-are-more-fun-than-youd-think/
INNOV8 (n.d.) retrieved from http://www-01.ibm.com/software/solutions/soa/innov8/index.html
Barab, S. A., Gresalfi, M., & Arici, A. (2009). Why Educators Should
Care About Games. Educational Leadership, 67(1), 76-80.
Squire, K. (2011). Video
games and learning: Teaching and participatory culture in the digital age.
New York, NY: Teachers College Press.
Hello Braley,
ReplyDeleteAs always, I liked all the tools you share with us. The first one is a great platform to create interesting learning experiences for learners. Students work on different goals step by step making decisions. I want to learn how to work on this platform and provide feedback to my students. After working in class, students can reinforce some skills, and they could work with other classmates in this platform. Since educators can create their own learning platforms according to their necessities. I find meaningful the information we learned about the characteristics of good educational games.
Lizzette