Академический Документы
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Культура Документы
Zia Ahmed, Larry Barraza, Nina Gill, Muhammad Farooq and Harold Ross
Professor Farrington
Video game enthusiasts exploring the latest innovations in gaming technologies are
bound to come across virtual reality as a means to enhance the gaming experience. Games
featuring virtual reality elements provide their players with opportunities to interact and learn
with characters and objects in virtual worlds. Virtual reality is a form of simulation that has
existed for decades in training employees how to do their jobs. With respect to formal
technologies that lend a new level of realism to technology-based training” (Piskurich, 2015).
With increased computing power and greater affordability of technology, the adoption and
results of major industries, and more technologically advanced learners, innovations can be
leveraged and applied to providing interactive, engaging, and retentive training. With virtual
and activities, similar to what they might encounter in their respective job fields. Using this
instructional technology enables leaners to try, apply, adapt, and master relevant skills that are
needed to perform required tasks, while doing so in an atmosphere of safety. Given its recent
surge in popularity and use, many educators may not know about or understand the application
or benefits of virtual reality in training and education. The goal of Team 2’s presentation is to
create and deploy a Moodle-based teaching module about virtual reality for students of
California State University Monterey Bay (CSUMB) Master of Instructional Science and
worthwhile for our fellow learners and professionals to consider incorporating into their future
instructional endeavors.
VIRTUAL REALITY MINI-DESIGN PLAN 3
Analysis
various methods and tools, to help achieve student learning objectives and outcomes. But before
any plans are made regarding possible training solutions, a performance gap or opportunity must
The primary data collection source utilized for learner analysis in the project was surveys.
A Google Forms survey was developed and sent to the target audience, current students in our
MIST program cohort. The survey criteria were designed to ascertain key information regarding
the profession of the audience and their knowledge of virtual reality. The majority of the
questions were yes, no or to some degree, which made it fast and easy to complete. The five
questions posed to survey respondents are listed in Table 1, Appendix A. Eighteen survey
Sixty-six percent of the survey responders indicated that they are currently in teaching
roles. These individuals are professionals in a variety of environments, including K-12, higher
education, and corporate training. Many are responsible for presenting curriculum to learners,
assessing student performance and providing constructive feedback. The thirty-three percent that
According to the survey, prior knowledge on the topic of virtual reality is as follows:
Eighty-eight percent of those surveyed know what virtual reality is, while thirty-eight percent
have some experience using it. In addition, forty-four percent have used virtual reality to some
VIRTUAL REALITY MINI-DESIGN PLAN 4
degree in instructional design. Although some of the learners may have experience with
authoring tools from their respective instructional design backgrounds, it is not a requirement for
The majority of the learners possess the first desired aptitude, which is a familiarity with
the virtual reality topic. The second desired aptitude is the ability to use the Moodle LMS to
access course content. MIST students should be proficient with the process through iLearn. No
prerequisites or entry requirements exist for this foundational virtual reality learning solution,
Based on the learners surveyed, one hundred percent are interested in learning more
about virtual reality in instructional design. Since MIST students are learning instructional
design in the program, they are motivated to add virtual reality to their list of techniques for
improving instruction.
Performance Context
In addition to the survey data collected, organizational records of the MIST program were
reviewed to better understand the environment and setting for the learning solution. The
documents provided beneficial information to assist with the design of the project. Observations
have also been conducted of learners in the MIST program, and will be beneficial to further
understand the training context. The total number of learners in the target audience is twenty-
four, which could rise to approximately seventy-five, if the students in the Blended and On-
Campus MIST Programs are included. The solution will be implemented in the same
environment that these experienced learners engage with as graduate students in the MIST
Program.
VIRTUAL REALITY MINI-DESIGN PLAN 5
Online instruction will be used for this learning solution to accommodate the working
professionals enrolled in the Fully Online MIST Program, and will eliminate the resource
constraints of classrooms, instructors and equipment. The asynchronous format of the course will
be presented through iLearn, the Moodle branded LMS for California State University Monterey
Bay. Students will access course content using Otter ID credentials over an Internet connection
on any web browser-enabled device, allowing course completion at the convenience of the
learner. Module learners will also ensure access and use of a Portable Document Format (PDF)
Content Analysis
application of virtual reality in the field of instructional design, there is evidence of a training
need, which will include the application of virtual reality for instructional design purposes.
Given the limited time to conduct the planned training, topics will be limited to those that
address selected learning objectives. Module topics will include a brief introduction to virtual
reality, since most targeted learners who participated in the survey expressed some knowledge of
the subject. There are, however, a small number of students who did not know about virtual
reality, and some who did not respond to the survey. It is unknown if these few prospective
students have studied about or need a refresher on the subject. Instructional topics will also cover
advantages and disadvantages of the virtual reality and its implications in instructional design
and training. Students will be assigned readings, videos, a quiz and discussion forum to
At the end of this course, learners will know how they may apply or use virtual reality in
general, as almost half of our participants did not use it before, and in the field of instructional
VIRTUAL REALITY MINI-DESIGN PLAN 6
design in particular. Specific goals are directly tied to the survey results, and will be achieved by
Students will learn through reading materials and videos about virtual reality and its
application in general and in the field of instructional design in particular. Students will also
learn virtual reality may be applied in their work environment and what technological tools will
be needed for this purpose. In addition, students will be able to engage in a discussion to express
their opinions about the topic and respond to other people’s arguments in the discussion forum.
To prepare for training students in virtual reality, previous training materials have been
reviewed, research in the field has been studied, and survey responses have been analyzed to
finalize what type of content will be needed to achieve learning goals. Most of our students have
prior knowledge to some degree about the concept of virtual reality, therefore, our content
focusses more on the application of virtual reality, particularly in the field of instruction design.
To achieve training goals, the following learning opportunities will be available within the
module:
and watch at least a video on the topic in the Virtual Reality Overview section.
VIRTUAL REALITY MINI-DESIGN PLAN 7
Based on their background knowledge and the content they studied in this
module, students will engage in a discussion to share their ideas and ask questions
to one another.
Students will take a quiz in the end to test their understanding and learning on the
subject.
All of the topics listed above must be mastered by the students to secure a passing grade
in the module and ensure sufficient mastery to apply what is learner. Students will know when
virtual reality may and may not work in a given learning scenario. Students will also have the
theoretical knowledge of how to apply virtual reality for instructional design purposes.
Design
Objectives
only historically proven practices, but also innovations, like virtual reality, that show promise in
delivering effective learning when applied in appropriate situations. The primary objective of the
project is to raise awareness of virtual reality and explain how virtual reality techniques may be
useful in instructional design. Upon completion of the learning module, MIST cohort students
will be able to clearly define virtual reality without the aid of notes or other study aids.
After completing assigned studies and by means of memory recall, MIST cohort students
will be able to identify three advantages and disadvantages of using virtual reality in instructional
solutions. Learners may participate online in a discussion forum to share and comment with
fellow cohorts to explore, discover and learn how to apply virtual reality in instructional design
scenarios.
VIRTUAL REALITY MINI-DESIGN PLAN 8
In addition, learners will be able to select when a virtual reality solution would be
appropriate for a given instructional problem or performance gap with 80% accuracy. Although
virtual reality applications have produced positive results in the right situations, it is not
necessarily applicable and optimal in all instructional cases. The learning module will address
situations in which other delivery options would be more appropriate and effective. Although
virtual reality can be a useful instructional tool, all potentially beneficial education methods
Agenda
The material for the learning module will be presented through an internet-based learning
I. Introduction
IV. Engagement Quiz: A short list of questions posed to learners to assess knowledge
retained
forum comments
VII. Summary
A. Key points
VIII. References
Major learning activities would be presenting and demonstrating the ability to solve
problems and present solutions using virtual reality in instruction. Instructional materials will be
presented in the Moodle-based iLearn platform using CSUMB sign-on credentials. Online
learning module delivery will be asynchronous, using instructor and student-led activities.
Readings and videos will be posted for student access to explain and demonstrate applications of
virtual reality in instruction. Students will read instructional scenarios and provide solutions to
scenarios presented. Assigned topics will be offered in accessible written and video formats.
PDF documents and outside web links will be provided as assigned reading. Additional
coverage of instructional topics will be presented via video links to newly-created and Internet-
completed to proceed. In turn, students will be able to access subsequent modules, including how
virtual reality is being used as an instructional solution, along with its relative advantages,
disadvantages, limitations and trends. Using the organizational and graphical features of the
learning platform, each module will include headings, bullet points, links, and visual cues,
among other elements, to assist leaners with navigating the course and tracking their progress.
VIRTUAL REALITY MINI-DESIGN PLAN 10
Students will apply and share their analysis and understanding of virtual reality with respect to
its advantages and disadvantages in a discussion forum, and critique the comments of a fellow
leaner. Assessments will be assigned and delivered using Moodle test-creation tools, with
immediate quiz results provided to students for performance feedback. Students may have
multiple attempts to perfect their responses and learn the material. At the end of the training
module, trainers will deploy a summative evaluation for feedback via an online survey.
VIRTUAL REALITY MINI-DESIGN PLAN 11
References
Piskurich, G. M. (2015). Rapid Instructional Design: Learning ID Fast and Right (3d ed.).
Appendix A
Table 1
Learner Survey
Do you know Have you ever Do you know how to use Are you interested in
Are you a what virtual used virtual virtual reality in learning about
teacher? reality is? reality? instructional design? virtual reality?
No No No No Yes
No Yes Yes No Yes
No Yes Yes No Yes
Yes Yes No To some degree Yes
Yes Yes Yes Yes Yes
Yes Yes No No Yes
Yes Yes No To some degree Yes
Yes Yes No To some degree Yes
No Yes No No Yes
Yes Yes Yes To some degree Yes
Yes Yes No No Yes
Yes Yes Yes To some degree Yes
No No No No Yes
Yes Yes No No Yes
No Yes No No Yes
Yes Yes No No Yes
Yes Yes Yes To some degree Yes
Yes Yes Yes To some degree Yes