Accepted Conference Proposal: Simulation-Based Learning Environments for the Twenty-seventh International Conference on Learning July 13 – 15, 2020

Accepted Conference Proposal: Simulation-Based Learning Environments for the Twenty-seventh International Conference on Learning July 13 – 15, 2020. A virtual poster presentation with a focus on epistic game theory.

A virtual poster presentation with a focus on epistic game theory

letter_of_invitation_jasmin-cowin

Online, web-based virtual classroom environments, populated with student avatars, use simulation-based learning to increase teacher candidates’ understanding of the educational needs of diverse learners. The student avatars in simulations are controlled by artificial emotional intelligence software. As intensive web applications, these environments can provide a safe, risk-free virtual space to explore a range of teaching strategies, while offering immediate feedback as a training tool for teacher candidates during interrupted practicum experiences, fully online pedagogy courses and virtual fieldwork experiences.

Keywords: Simulation-Based Learning, Virtual Reality, Artificial Intelligence, Epistic Game Theory, Virtual Teacher Practicum

For whom: Twenty-Seventh International Conference on Learning July 13 – 15, 2020 Universitat de València – Facultat de Magisteri, Av. dels Tarongers, 4, València, Spain

 

Education, Virtual Reality and the 3D Campus

Virtual Worlds (VW’s) are bringing new challenges and a possible disruption of campus life as we know it to the forefront of higher education institutions via virtual campus creation. The quest for exceptional immersive learning spaces requires leaders in higher education and institutions to reflect on processes and practices into VW and 3D environments.

In their book E-Learning Ecologies: Principles for New Learning and Assessment, Bill Cope and Mary Kalantzis explore the role of new technologies in communication with learners, changing knowledge representation and the role of new technologies in transforming educational institutions. E-learning has created robust learning societies outside academia. I predict that in the near future, educators, students, and VW participants will spend considerable time in VW’s interacting with each other.

Exploring new technological resources such as VW’s and their unique environments opens new dimensions of the formative teaching and learning process. The landscape of these”multimodal” workspaces has a global reach. Pierre Baldi and Crista Lopez discuss in their article The Universal Campus: An open virtual 3-D world infrastructure for research and education the “Universal Campus”, providing a campus 3-D virtual world with multiple buildings featuring fully furnished laboratories, classrooms, meeting rooms, auditoriums, concert spaces, libraries ,and lecture halls enabling virtual meetings and interactions for faculty, students, visitors, and administration. In my opinion, VW together with 3 D technology such as the Oculus will create innovative, global, transformative knowledge spaces.