Designing an IT-based learner-centric framework with video game integration
This assignment is on the design of an IT-based Lerner centric learner framework.The learner centric learning framework will be designed in a manner that effectively reward the learners in order to motivate them into taking their learning endeavors serious (Jones,2007; Pedersen and Liu,2003). The system will allow for hands on experience in lesson design and implementation. The learner centric learning framework will also allow for the students to effectively select their own levels of competencies. The core element of this system is that it is fun
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¶ … Learner Centric Learning Framework That Has the Following Characteristics;
Reward students for effort
Students hands on Students select level of competencies
Students design lessons through video games
Students stay engaged
Students gains confident
The learner centric learning framework will be designed in a manner that effectively reward the learners in order to motivate them into taking their learning endeavors serious (Jones,2007; Pedersen and Liu,2003). The system will allow for hands on experience in lesson design and implementation. The learner centric learning framework will also allow for the students to effectively select their own levels of competencies. The core element of this system is that it is fun. This is due to the fact that it allows the students to effectively design their own lessons via video games. This ensures that the students are engaged throughout the lesson while also gaining a lot of confidence. The implementation of this information technology (IT)-based learner centric learning framework will be in line with the fact that several Americans are online (About 199 million).This means that different businesses and institutions must be connected to the internet as well as wireless infrastructure in order for them to be effective as indicated by Pew Internet and American Life (2009).
The IT Components that will be used in making the learner centric learning framework a reality
Hardware and Devices
Several hardware and devices are necessary for the implementation of the learner centric learning framework. There is a need for system/hardware compatibility issues to be taken into account while implementing such a system. The ability of the system to function with legacy operating systems is also paramount. This is due to the fact that different students may have old operating systems in their home computers. In regard to the implementation of the system within the school premises, the following hardware and software will be necessary.
Software
Three types of operating systems will be used for the implementation of the system. These are;
1. Microsoft Windows® platform (could be Windows® 2000, Windows XP Home, Windows XP Professional, Windows Vista as well as Windows® 7).
2. Apple Macintosh® platform (could be Mac OS® X 10.4 (Tiger®) or any other later version.
3. Linux ® platform (could be any operating system that can supports Internet explorer, Mozilla or higher as well as Chrome
Applications
The main applications that will be used in the implementation of the learner centric learning platform are;
1. The gaming application that will be hosted in a virtual environment that is similar to Second Life Virtual Gaming environment (Inman, Wright, Hartman,2010).
2. Web browsers such as Internet Explorer, Mozilla, Chrome and Safari.
3. Antivirus software to protect the e-Learning platform from threats from the larger internet infrastructure.
Discussion of the conceptual framework
Virtual worlds in the educational settings have been around from the 1970s as noted by Livingstone, Kemp, & Edgar (2008).The investigations into the successful adoption of 3D (Three dimensional) world in the context of educations has accelerated over the last two decades as noted by De Lucia,
Francese, Passero, & Tortora (2009). Kemp & Livingstone (2006) noted that educators have been attracted to the field of 3D virtual worlds for a number of reasons. The main reasons being that it allows for the implementation of a synchronous communication as well as increased collaboration in the learning process.
Second Life and Education
The use of Second Life within the educational sector was studied by Inman, Wright and Hartman (2010). Second Life is a 3D online virtual environment that allows the users to take the form of special avatars ( a representation of unique users) and then interact with other users and other objects in the synthetic environment. The learning framework will also incorporate elements of computer games (strategy-based games) in the design of the lessons according to the students' levels of competency. The choice of a Second Life system is due to the belief that such systems allows for the seamless manipulation of both space and time to an extent which is only limited by bone's imagination (Vogel, Guo, Zhou, Tian, & Zhang, 2008).
Assessment and Reward system
In order for the system to motivate the learners, there is a need for a module to be developed whose sole purpose is to assess the progress and performance of the students within the virtual learning environment.
The module must take into account the level of competency as chosen by the student or instructor.
Personnel support
The maintenance and training of students to adopt the system in their learning process will need the services of a competent team that is well trained in the design, implementation and troubleshooting of the given e-learning system. The staff must also be continually educated in the latest techniques of e-learning.
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