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Learning from the Student: The Application of Virtual Reality in Distance Education Successes and Failures
PROCEEDINGS

, North Island Distance Education School, Canada ; , Heritage Christian Online School; North Island Distance Education School, Canada

EdMedia + Innovate Learning, in Victoria, Canada ISBN 978-1-939797-03-2 Publisher: Association for the Advancement of Computing in Education (AACE), Waynesville, NC

Abstract

Abstract: This paper reports on a four year period during the introduction of virtual learning platforms as part of the distributed learning program of North Island Distance Education School. It focuses on the delivery of curriculum, grades five through nine. The study examines the scope of challenges confronted in the early stages of learning through virtual worlds. For the purpose of highlighting key findings, the report allows the experience of one student who tells his story of engaging in 21st century education, and creative learning through self-directed virtual worlds. At age fourteen, David speaks of being immersed in 3D worlds. Distance learning from the end-user’s view is then cross-examined. The true experience is probed to expose: panic as students float to the classroom ceiling, barter, vandalism, tears, dance, mentoring, hacking, terrific failures and awesome conquests. Thus the article reveals genuine best practices.

Citation

Krismer, D. & Abram, R. (2013). Learning from the Student: The Application of Virtual Reality in Distance Education Successes and Failures. In J. Herrington, A. Couros & V. Irvine (Eds.), Proceedings of EdMedia 2013--World Conference on Educational Media and Technology (pp. 236-241). Victoria, Canada: Association for the Advancement of Computing in Education (AACE). Retrieved March 24, 2019 from .

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References

  1. Compton, L., & Davis, N. (2010). The Impact of and the Key Elements for a Successful Virtual Early Field Experience: Lessons Learned from a Case Study. Contemporary Issues in Technology and Teacher Education, 10(3), 309-337. AACE.
  2. Rose, D., & Meyer, A. (2002). Teaching Every Student in the Digital Age: Universal Design for Learning, ASCD.
  3. Strangman, N., & Hall, T. (2003). Virtual reality/simulations. Wakefield, MA: National Center on Accessing the General Curriculum.-241 DASHDASH

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