Monday, June 22, 2009

Virtual Worlds and "Serious Games" Inspire Learning Management Systems

By Larry Palmer

As the economic disaster tightens the budgets of organizations and businesses worldwide, more are turning to online training and learning management systems to handle their training.

And parallel to the increase in organizations seeking online training solutions is the expansion of LMS technology. These days LMS courseware creators are designing online training software that seems game-like in nature, using more interactive and engaging tools.

E-learning software and virtual worlds with interfaces like games are making their way into institutions and organizations. Many organizations have already implemented or plan to adopt such software into their LMS e-learning solutions.

Based on the popularity of virtual worlds, it may not be a bad idea. EMarketer estimates that 24 percent of the 34.3 million million users under 19 years old participated in a virtual world at least monthly in 2007, a figure that is predicted to jump to 53 percent by 2011. As people become more familiar with virtual world navigation, these online skills, interactions and roles will translate more easily into a professional or educational setting.

For many people, the concept of incorporating a virtual world in a training course seems impractical or unrealistic. But more institutions and organizations worldwide have begun to explore the pedagogical and training possibilities that virtual worlds offer.

One benefit is that virtual worlds permit students to carry out tasks that might not be possible in the physical world due to circumstances including personal, financial, locational or other circumstances.

A student using a virtual world can access media such as simulations, videos, and instructional demos provided by an instructor or trainer. In the form of an avatar, students can perform tasks to reveal understanding of learning material as well as interact with their peers.

Covering various topics from dental lessons to frog dissections, there are "serious game" virtual worlds available.

LMSs and "serious games" allow trainees to interact with each other and with the content in a way that traditional e-learning or face-to-face training never could provide. Deploying a versatile LMS, trainers are able to provide trainees video and audio content in the form of demos, simulations, screen recordings, podcasts, and more.

Unfortunately, while virtual worlds offer vast potential as a learning system and interactive training space for professionals and students, they also have a long way to go before that ideal is an affordable mainstream reality. While "serious games" are still in the testing years, learning management system software providers are stepping up their game to offer a greater fun factor, in order to compete in an increasingly engaging online education world. - 2361

About the Author:

0 Comments:

Post a Comment

<< Home