In recent years, social networking has become a cultural phenomenon. Almost everyone in some form or another, uses social networking. However, social networking also has value in an educational setting. Teachers can use social networking to communicate with students and parents. Furthermore, some social networking websites like diigo, provide opportunities for educators to advance their knowledge of instruction.
In addition to social networking, web sites like second life allow students to interact in a virtual environment. Second life utilizes avatars, which are virtual characters representing people. Users of second life can explore the second life world, interact with other users, and participate in individual and group activities. As second life is intended for people over the age of 13, teachers can only utilize it in learning environments with students over that age.
In Second Life: an overview of the potential of 3-D virtual worlds in medical and health education, the authors examine virtual worlds and the potential impact that they could have on medical environments. The authors acknowledge the potential second life could have in the medical field; however, they acknowledge that it is a relatively new technology. “Indeed, 3-D virtual worlds offer great potential to creative medical and health educators and librarians, but more research is needed into their use in medical and health education (also as the technology underpinning 3-D virtual worlds develops and matures over the coming months and years).” However, in the medical environment the authors note several situations where second life is useful in preparing and educating medical professionals.
In addition to second life, educators can utilize virtual reality simulations to reach their students. These tools are useful in reaching learners who do not respond to other teaching methods. Furthermore, virtual reality simulations can be used to enhance the learning of all students. Virtual reality utilizes computer-simulated environments that can simulate activities in places in the real world. Virtual reality tools are especially useful in environments where actual practice in the area if not practical. For example, a law enforcement officer cannot obtain real life practical experience in a shooting situation. However, virtual reality simulations allow them to gain experience in situations like the one described.
As discussed in Virtual Reality Can Improve Design Skills in Younger Generation, younger learners have become so used to having technology in their lives, it has almost become necessary. The author says, “A University of Missouri researcher says a widening gap is occurring between educators and students due to the difference in how older and younger generations approach evolving technologies.” The same study also found that students working in virtual reality environment exhibit improved spatial skills, including kinesthetic and logical abilities.
While social networking has the ability to expand education outside of the classroom; the common conception is that technology is distracting and causes people to withdrawal from social interaction. While my opinion if that social networking can provide a distraction to students. In Social Interaction and New Technology the author says, “Internet use does not pull people away from public places. Rather, it is associated with engagement in places such as parks, cafes, and restaurants, the kinds of locales where research shows that people are likely to encounter a wider array of people and diverse points of view.”
Hi Matt,
ReplyDeleteI like your idea about the the advantages and disadvantages of social networking. Generally, social networking can provide the active and convenient communication forum for both teachers and students. They are not limited by time, schedule or area. However, the improper use of technology can also cause some problem, like less social interaction. The key point is to guide students how to use the technology properly and efficiently.