Thursday, March 9, 2017

WEBINARS & VIRTUAL REALITY... Benefits and Implementations

WEBINAR “is a seminar on the web – any meeting, conference, recording, demonstration, training, or event that is designed to disseminate information either one-way or interactively” (ReadyTalk, nd, p. 1). Webinars can be used for training, marketing, workshops, and much more as they are conducted in real time or as pre-recorded material, which makes them flexible tools. As a future educator, I could incorporate webinars as a meet and greet strategy to break the ice and to address any existing or pre-conceived concerns regarding the course. This technology may also be used to promote participation by soliciting ideas for the delivery of course material. This can help customize technology to learning, which increases interests and actual learning (Laureate Education, 2013c). Below is a link with more information on webinars and their benefits.


References

Laureate Education (Producer). (2013c). Technology, research, and learning [Interactive media]. Retrieved from https://class.waldenu.edu

ReadyTalk (nd). Training successfully with webinars. Retrieved from https://www.readytalk.com/sites/default/files/docs/support-training/Training%20Successfully%20with%20Webinars.pdf

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VIRTUAL REALITY is the creation of a virtual environment presented to our senses in such a way that we experience it as if we were really there” (Virtual Reality Society, 2017). Virtual reality is engaging and stimulating. Participants experience learning and can practice skills. As a future educator, I would incorporate virtual reality into the learning environment to promote decision-making and creative thinking. We learn as we interact with the world around us. Likewise, the interaction provided through virtual reality fosters learning. Learning results from rich stimuli, which generates knowledge and challenges (Burns, 2013). Virtual reality is a type of gaming, and I observe individuals of all ages engaged in gaming at any given moment. This leads me to believe that learners are interested in and open to gaming in learning environments. Below is a link with additional information on virtual reality and its uses.


References
Burns, M. (2013). Success, failure or no significant difference: Charting a course for successful educational technology integration. International Journal of Emerging Technologies in Learning, 8(1), 38–45. Retrieved from the Walden Library databases. 

Virtual Reality Society (2017). What is virtual reality: Summary. Retrieved from https://www.vrs.org.uk/virtual-reality/what-is-virtual-reality.html