Western Governors University represents a unique model even in online higher education; students move through competency-based programs in an asynchronous, self-paced manner. While economic and political pressures are yielding increased interest in this type of heutagogical framework, numerous obstacles remain. Traditionally, universities have relied on the professor or textbooks as the primary source of content. Although publishers now offer online resources that complement the text or eText this is still inadequate and does not provide opportunities for students to engage in rich, meaningful "doing."
Serious games and virtual reality simulations have received a great deal of attention in education recently. A growing body of research indicates that they engage and motivate students and challenge them to apply their learning in deep, rich contexts, promoting transfer and generalizability of skills. Currently, serious games and virtual reality simulations are utilized as secondary resources intended to reinforce direct instruction. WGU strives to transition from textbooks as a primary learning resource to serious games and virtual reality simulations. Doing so requires that learning resources in both traditional and online formats support the designated outcomes in a course of study. This entails a great number of obstacles and challenges.
Particularly challenging is the development of rich, interactive learning experiences for students that 1) align with program and course outcomes and 2) are cognitively and instructionally appropriate while 3) simultaneously lending themselves to independent, autonomous pacing and mastery. Serious games and virtual reality simulations present one potential source for the integration of these components.
In addition to ensuring alignment between the learning resources and the course outcomes an number of other challenges must be addressed.
- Developmental appropriateness
- Instructional appropriateness
- Face validity
- Scalability
- Self Paced vs Team interaction
- Tracking and student usage data
This presentation will outline some of those challenges, as well as the conceptual framework we envision for the development of these rich learning experiences in an asynchronous, self-paced learning model.
Goals:
• Explore the challenges of using serious games and virtual reality simulations in a self-paced course
• Evaluate the advantages and disadvantages of using serious games and virtual reality simulations as the primary learning experience in a course
• Discuss the scaffolding and structure necessary to utilize serious games and virtual reality simulations as a primary learning experience