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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]
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.
Other modalities include distance learning with complementary virtual environment or teaching in virtual environment (e-learning). [3] Massive open online courses (MOOCs), offering large-scale interactive participation and open access through the World Wide Web or other network technologies, are recent educational modes in distance education. [1]
In interactive learning, people collaborate to share information. The concept of serious games involves immersing students in virtual worlds by means of role-playing and interactive games; it is similar to the concept of distance education. [1] [2]
The virtual laboratory does not replace the real-world experience, rather it helps to enhance the student's schema of a chemistry laboratory and prepare them for performance expectations in the actual environment. Web-based virtual science laboratories are also used with elementary school students.
A study by Strickland et al. (2007) found that children with autism could successfully use virtual worlds to learn skills in fire and street safety, and could apply those skills to real-life situations. [25] One method to facilitate learning experience of autistic students is using virtual reality head-mounted displays (HMDs).
Students taking "virtual" courses are doing real work to get their degrees, and educators preparing and teaching those courses spend real time in doing so. That is, students meet a comparable level of academic learning outcomes and are evaluated through programs constructed according to standard university-level criteria.
Digital learning has many beneficial outcomes, one of which is the student’s ability to work at his/her own pace. With assignments being online students can decide when they want to complete them. If they work best in the morning, they can do them in the morning.