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The importance of a physical classroom is being reduced as the technology of distance learning develops (Sanders, 2006). Sanders (2006) present a warning that students may do well in distance learning environments, however they need to have engaging moments within the course.
To engage virtual students even further, a process known as gamification can be used to teach a student learning material in a form of a game to bring more enjoyment in a student's learning experience. [9] Secondlife, an online virtual world, is a type of gamification system that is used for online educational purposes. [10]
A distance learning program can either be completely a remote learning, or a combination of both online learning and traditional in-person (also known as, offline) classroom instruction (called hybrid [5] or blended). [6] Other modalities include distance learning with complementary virtual environment or teaching in virtual environment (e ...
Yahoo Finance spoke with six students from White Plains High School in Westchester County, NY, and got their thoughts on virtual learning, what it has been like going to school wearing masks, and ...
The third main feature of virtual worlds is its experiential spaces, which allow students to "learn by doing" instead of learning by reading or listening. With virtual worlds, students can directly act on the subject, "observe the outcomes of their actions" and further reflect on the observable outcomes.
Immersive learning is a learning method with students being immersed into a virtual dialogue, the feeling of presence is used as an evidence of getting immersed. The virtual dialogue can be created by two ways, the usage of virtual technics, and the narrative like reading a book.
The virtual classroom provides a structured schedule of classes, which can be helpful for students who may find the freedom of asynchronous learning to be overwhelming. Besides, the virtual classroom provides a social learning environment that replicates the traditional "brick and mortar" classroom. [133]
3D virtual environments are also used with interactive whiteboards as a way for students to interact with 3D virtual learning objects employing kinetics and haptic touch the classroom. An example of the use of this technique is the open-source project Edusim.
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