Simulations and Virtual Reality in Adult and Career Educational Environments

Presenter(s)
Kenneth Ott (Valdosta State University, US)
Session Information
November 10, 2011 - 4:30pm
Track: 
Technology and Emerging Learning Environments
Areas of Special Interest: 
Practical Application
Institutional Level: 
Universities and Four Year Institutions
Audience Level: 
All
Session Type: 
Poster Session
Location: 
Southern Hemisphere I-III
Abstract
This poster presentation will feature an overview and discussion of simulations and virtual reality (VR) in adult and career educational environments. This presentation will discuss specifically how "Second Life", a simulations program, was integrated into a class and how it was received.
Extended Abstract
Advancements and new software have diminished the cost considerations and limitations of simulation and virtual reality in adult and career programs. If used appropriately simulation and virtual reality are exciting new additions to the educational curriculum. The poster presentation will provide an overview of a "Second Life" and how it can be used as an education resource. This poster presentation will discuss specifically how Second Life was integrated into a recent class and how it was received. Second Life is an Internet-based virtual environment program, which allows users to interact with other users through the use of motional avatars. This program allows students and instructors to virtually immerse themselves into a virtual animated environment. It has been identified that instructors and researchers in Second Life favor it because it can be more personal than some traditional distance learning formats. Second Life is used as a platform for many educational environments, although, implications for the education setting are just now really being explored. Educational environments have yet to realize the full potential of these unique platforms. Virtual learning platforms, such as "Second Life" and truly in their infancy in the field of education, but will undoubtedly grow in the not so distant future. Goals of the session are: 1.Identify ways to incorporate simulation and VR into educational programs. 2.List the basic types of techniques in simulations and VR. 3.Explain considerations of simulations and VR in educational environments. 4.Discuss the viability of Second Life as a medium for distance education. 5.Discuss outcomes of research that assessed the attitudes of students toward the use of "Second Life" as a distance educational tool
Lead Presenter
Dr. Kenneth Ott serves as a Professor of Adult and Career Education at Valdosta State University. He teaches adult and occupational education courses. He has experience in government, industry, corporate, and educational environments.
Presenter 1 Email: 
kott@valdosta.edu