Games Technology
Name:
Institution:
Date:
Module 2 DQ1
Evaluate two of the articles collected in Module 1. Discuss the strengths and weaknesses of the articles.
Discuss innovative approaches, emerging technologies, or learning and/or communication solutions that
could have been used to strengthen the articles/studies you examined.
Answer
Article 1: Use of Gaming Technology in Education is Serious Games and Learning
Effectiveness Victoria Guillén-NietoMarian
Strengths
•
•
•
•
The study’s objective is clearly stated: establishing the influence of game technology on
intercultural communication teaching and determining whether the technology improves
the knowledge of the learners targeted. Finding then factors responsible for the expected
success of the project was also another objective clearly stated.
The research’s objectives are achieved. The technology was found to influence the
teaching.
Keyword definitions have been clearly stated. The difference in the meaning of “serious
games” and “video games” have been explained.
The methodology used in obtaining results of the study is reliable and appropriate to
produce the required results
Weaknesses
•
•
•
•
•
•
The degree of application of the article is limited to Spanish and British people and may
not work well in other parts of the world.
The author does not provide information about past research on similar topic
The study is limited to only one situation, that is, the business environment
The author did not consider variables of the factors that contributed too positive
(expected) results.
The article does not state the problem behind the undertaking of the project
The article assumes that the target audience and users of the software are intellects who
are highly literate and can use the technology without difficulties, and that will give
required data.
Solutions to improve the article
Use of open source managing tools like Moodle could be used for monitoring
interventions of students using the technology using reliable databases, shared online documents
in order to make data collection easier (Kavanagh, 2004).
Also improving the appropriate teaching pedagogy in order to increase the accuracy of
the data collected from the study group. Use of suitable teaching pedagogy improve teaching
effectiveness and thus, the results of data gathered could be reliable and accurate, and this could
improve the strength of the article by aiding in making an accurate conclusion that is based upon
the objectives of the study.
Article 2: Use of Serious Games in Learning is Computer-Game-Based Tutoring of
Mathematics by Fengfeng Ke
Strengths
•
•
•
The area of study is relevant regarding the topic of study
The study yielded some expected positive results
The results were obtained from the fits hand information and therefore the decisions
made based upon the date collected are reliable
Weaknesses
•
•
•
•
•
•
•
The article lacks objective of carrying out the study. Though the objective can be derived
from the results stated within the article.
The author has failed to examine impacts of factors that influence the use of serious
gaming technology in teaching and learning of mathematics though the author mentions
such factors.
The research is limited to only one discipline of learning, which is, mathematics and
ignores other disciplines as well.
The article also lacks a build of past studies concerning the topic in question.
The study is insufficient since the factors affecting the use of serious gaming technology
have not been adequately exploited or covered. This calls for further studies on the same
topic.
The article does not explain the target audience and
The significance of the study is also lacking.
Solutions to improve the article
Use of online interviewing where the students can answer questions on the utilization of
the serious gaming technology during data collection. This could enable a better understanding
of the factors that affect use if the technology rather than making inferences of data by
observing.
Content analysis can also be used in analyzing the relevance of the utilization of the
serious games by examining views of the students who were using the technology (Franzosi,
2008).
Use of reliable databases such as the ABC database and high accuracy programs in
collecting and analyzing data.
Franzosi, R. (2008). Content Analysis. London: SAGE Publications.
Kavanagh, P. (2004). Open Source Software: Implementation and Management. Amsterdam:
Elsevier Digital Press.
Ke, F. (2013). Computer-game-based tutoring of mathematics. Computers & Education, 60(1),
448-457.
Guillén-Nieto, V., & Aleson-Carbonell, M. (2012). Serious games and learning effectiveness:
The case of It’sa Deal!. Computers & Education, 58(1), 435-448.
Module 2 DQ 2
Post your synthesis table with the summary of the defined gap or need, topic, and the proposed project application or dissertation problem
statement. Post the table by copying and pasting it within the discussion question reply. Do not post it as an attachment. Provide constructive
feedback to at least one of your peers.
Answer
Synthesis Matrix Components From Each Article
1. Title of Article
With Citation
Article 1
Article 2
Games and Immersive
Participatory
Simulations for
Science Education
(Barab & Dede, 2007)
AR Trends in
Education: An Efficient
Review of Research &
Applications (Jorge,
Silvia, Sabine, &
Kinshuk, 2014)
Identified Gap in the Literature
Article 3
Learning Through
Games: Essential
Features of an
Educational Game
(Kannan, 2012).
Article 1:
Factors that necessary in realizing the significant use of
the simulations in learning ought to be studied further.
Article 2:
Further studies require being carried out to establish
the difference between learning experiences of AR. It
is also quite vital to examine the evolution of
knowledge and skills over a given period. This is
because it will offer significant inputs on the
appropriateness of backing important learning.
Article 3:
Plays and game shave not been fully exploited in
learning and education in various disciplines.
Proposed Problem Statement
2. Literature
Review
3. Problem
Statement
There is a rapid
increase in the use of
sophisticated
technology
penetrating in the
society for various
applications in this
21st century. The
challenges
experienced in coping
up with the advanced
technology are quite
important because
the knowledge and
skills help in preparing
for victory in life
(Gurría, 2010).
Whenever new
technologies are
innovated, people
question themselves
about their relevance
and effectiveness in
use. The article
attempts to provide
advantages and
relevant use of the
Augmented Realit7
systems permit
augmenting tangible
things with simulated
things or overlaid data
such that the virtual
objects seem to be
existing in the real
word. AR systems
have been and are
applied to teaching
the basics of
electromagnetism
(Cheng & Tsai, 2012).
Up to now, there are a
few review research
studies that have a
focus on scrutinizing
the advantages,
uses, effectiveness,
features, challenges
and limitations of AR
systems in
Play, as well as games,
have been forms of
activity of human from
the past.
Understanding of
modern education
requires games in
educational context. I
some countries such as
India, in fact, in
cosmology, games is
the loftiest idea
(Parlett, 1999). Various
disciplines employ
games in content
delivery to students,
and they include
Christianity,
anthropology, among
others.
Achievement of science
by students in the USA
is declining due to lack
of technically qualified
teachers of trainers.
Investment in
mathematics and
science education is
necessary as it is
demonstrated in the
Article 1:
The rate at which dynamics of different sectors of the
economy are changing and that call upon the use of
sophisticated technology is high and growing. It is
quite challenging in adopting the new technologies
that are now being used in almost all sector including
education and learning. Therefore, with emphasis on
education and learning, simulations will be vital for
enhancing gain in knowledge and skills amongst
students undertaking various disciplines in the
teaching including mathematics and science.
Article 2:
AR systems have not been exploited I the context of
education. Employing these systems will for sure
improve the quality of education at all levels.
Article 3:
There is an increase in inefficiency in various sectors of
the economy due to lacking the required skills or
knowledge because of deficiency in training. Use of
game technology tools helps achieve the greatest from
mathematics and science regarding knowledge
acquisition.
4. Methodology
digital and simulations
games. The article is
justifiable and
significant since it is
promising in that
informative video
games can be utilized
as tools for learning in
schools.
educational
circumstances.
Personalization for
endorsing a
comprehensive
education by
exhausting AR is a
developing area as
well. The article
provides a
systematics review
on the AR in
educational
conditions,
highlighting the
factors mentioned
earlier on. The
articles significance
is exploiting the
educational
situations of the AR
systems.
day to day life sector
such as agriculture,
defense,
transportation,
communication, health,
education and
occupations that
require research and
also in engineers and
scientists’’ education
(Klopfer, 2008).
Therefore, games are
useful tools that can
effectively enhance
creative and critical
intellectual of students
in resolving problems.
The study aimed to
determine whether
games back operative
learning and
investigating whether
challenging factors
affect outcomes of
learning the games
bring about.
The method involved
planning (definition of
the aims of the study
journal selection and
review), data
collection using
The procedure
involves planning that
entails (journal
selection, defining
exclusion and
inclusion study criteria
Methodology involved
definition of goal and
research questions of
study, study design
formulation, data
extraction (oral
observation and
recording, data
analysis using content
analysis technique
and final report
reviewing.
and defining
categories for the
purpose of analysis),
reviewing (selection of
study, collection of
data-analysis of
content technique was
utilized, synthesis and
coding of data) and
reviewing of report
interviewing), data
analysis, results
analysis (statistical
analysis,) and report
reviewing.
Professional development has been a major focus of the most debated and encouraged educator developments in recent years. In the
90s progress in the professional development of educators was positioned to be one of eight significant domestic instruction goals,
presented by a board of governors and the President (National Education Goals Panel, 1997). Once more, the information offered a
portrait of attainment in the delivery of backing for, and educator use of, professional development. Although, the significance of
concentration to professional development, there has been less than ample acknowledgement of its significance between teaching
activists, even between supporters of education professionals. Undeniably, some faculty crusaders have debated that educator
concentrations, particularly at the rudimentary institution classes, is a stride recessive for instruction because it does not necessitate the
desires of the complete adolescent, and improperly wastes the instructive practice, and in the future adds to the division of pupils
(Sizer, 1992). Is there less being accomplished academically, or more harm being distributed when we fail to act to progressively put
new programs in place?
National Education Goals Panel. (1997). National education goals report. Washington, DC: GPO.
Sizer, T. (1992). Horace’s compromise: The dilemma of the American high school. Boston: Houghton Mifflin.
References
Barab, S. A., & Dede, C. (2007). Games and Immersive Participatory Simulations for Science. Journal of
Science Education and Technology, 3-50.
Cheng, K. H., & Tsai, C. C. (2012). Affordances of Augmented Reality in Science Learning. Journal of
Science and Technology , 449-462.
Franzosi, R. (2008). Content Analysis. London: SAGE Publications.
Gurría, A. (2010). Presentation of the PISA 2010 Results. Washington DC.: Washington Publishers.
Jorge, B., Silvia, B., Sabine, G., & Kinshuk. (2014). Augmented Reality Trends in Education: A Systematic
Review of Research and Applications. Edmonton: Institute of Informatics and Applications.
Kannan, A. (2012). Learning Through Games: Essential Features of an Educational Game. Syracuse
University.
Kavanagh, P. (2004). Open Source Software: Implementation and Management. Amsterdam: Elsevier
Digital Press.
Klopfer, E. (2008). Augmented Learning: Research and Design of Mobile Educational Games. Cambridge:
MIT Press.
Parlett, D. S. (1999). The Oxford History of Board Games. Oxford: Oxford University Press.
Your Previous Answers
Module 1
DQ 1
It saddens me to say that I have dramatically changed my dissertation focus with every class,
and I feel that when I finally settle on a dissertation subject or topic I will change it again. But
there has been a quiet theme consistently drawing me in involving the evolution of gaming
technology on education and learning.Thus, the topic of my research is “Gaming technology
incorporated with virtual reality immersion and its effective outcomes on education and
learning”.
There is today a hefty collection of scholarly work that researches how people acquire
knowledge interactively with balance (Fudenberg and Levine, 1998, or Young, 2004). As of
lately, there are empirical articles that look into unhinged learning methods that if shadowed by
all participants focus toward a stage-game equilibrium in all games (Foster and Young, 2003,
2006, Hart and Mas-Colell, 2003, 2006, Germano and Lugosi, 2007, Kakade and Foster, 2008,
Young, 2009). An education method is unhinged if it does not rest on the adversaries' payouts
abilities. A proposed meaning for non-connected entity is that adversaries' partialities are
typically not unswervingly noticeable. Therefore, knowledge building in this research direction
should work, also minus the understanding of the adversaries' payouts. The yearning to find
knowledge methods that tip to evenness in all games is possibly inspired by the fact that
knowledge is current in all communal or fiscal situations. It is the possibilities of gaming
technology influence on the future of learning and education that shows significant
promise. There are a variety of empirical articles I have compiled from various institutions of
higher learning and scientific journals that have presented intriguing yet innovative research
focusing on virtual reality learning.
I hope to focus some aspect of my dissertation on emerging technology and emerging models or
methods of education and learning.
The two empirical articles I have selected two support specific aspects of my research are
Ravenscroft, A., & Matheson, M. P. (2002). Developing and evaluating dialogue games for
collaborative e–learning. Journal of Computer Assisted Learning, 18(1), 93-101, and Tanriverdi,
V., & Jacob, R. J. (2001, November). VRID: a design model and methodology for developing
virtual reality interfaces. In Proceedings of the ACM symposium on Virtual reality software and
technology (pp. 175-182). ACM.
Foster, D. and H.P. Young (2006). Regret testing: learning to play Nash equilibrium without
knowing you have an opponent, Theoretical Economics 1, 341-367.
Foster, D. and H.P. Young (2003). Learning, hypothesis testing, and Nash equilibrium, Games
and Economic Behavior 45, 73{96.
Fudenberg, D. and D. Levine (1998). The theory of learning in games, MIT Press.
Germano, F. and G. Lugosi (2007). Global Nash convergence of Foster and Young's regret
testing, Games and Economic Behavior 60, 135{154.
Hart, S. and A. Mas-Colell (2006). Stochastic uncoupled dynamics and Nash equilibrium,
Games
Hart, S. and A. Mas-Colell (2003). Uncoupled dynamics do not lead to Nash equilibrium,
American Economic Review 93, 1830-1836.
Kakade, S.M. and D.P. Foster (2008). Deterministic calibration and Nash equilibrium,
Journal of Computer and System Sciences 74, 115 and Economic Behavior 57, 286{303.{130.
Young, H.P. (2009). Learning by trial and error, Games and Economic Behavior 65, 626{643.
Young, H.P. (2004). Strategic learning and its limits, Oxford University Press.
DQ 2
Virtual reality is a major topic in the world of computers and application of the machines. The
advent of both hardware and software for the original use in playing computer games presents
not only a bright future for gaming addicts, but also other sectors. The additional situations in
which gaming technology may be helpful include in education and health. The most important
aspect of gaming technology that makes it especially important in creating the learning and
training environments is the virtual reality function. Virtual reality is the environment that is
created by the computers to facilitate the game. Virtual reality is especially useful because it
creates environments that are versatile and flexible, enabling the brain to function in dimensions
that would normally not be present in the classroom (Ke, 2013). Because of the knowledge that
gaming can be important not only for entertainment but other sectors, in the recent years many
researchers and authors have focused on the issue and therefore published several articles on the
topic of gaming in education settings.
One of the research articles that examine the use of gaming technology in education is Serious
games and learning effectiveness: The case of It’s a Deal! by Victoria Guillén-NietoMarian
Aleson-Carbonell (2012). The researchers in the paper examine the use of gaming technology in
the teaching of intercultural communication between people of Spanish descent and British
people in the market environment. In the research, special software called It’s a Deal! was used
in the teaching. The study was done to establish the factors that may influence the application of
the use of gaming software and hardware in the teaching of intercultural communication.
Therefore, after the experiment, the researchers wanted to know whether or not the knowledge
improved after playing the game. Also, they wanted to know the factors that resulted in the good
results in the case of success. According to the results, the learning improved after using the
software. To differentiate the conventional games to those to be used in education, the terms
video game, and serious games were used to mean games for entertainment and education
respectively. The limitation of the research was that even though one of the aims was to study the
factors that contributed to the working, the confounding variables that may affect the learning
were not considered.
The second article that examines the use of serious games in learning is Computer-game-based
tutoring of mathematics by Fengfeng Ke (Ke, 2013). In the research, data used was collected
from middle school students by observing their learning as they used the gaming software. The
author also collected data from analyzing the connected used in tutoring as well as analyzing
achievement tests of the students after using gaming in learning mathematics. The author found
out that the use of gaming was affected by the initiation of the games, timing, the reaction of the
students and the content used in teaching.
Based on the empirical articles analyzed, there are several gaps in the literature concerning the
use of gaming software in education. One of the gaps is that even though it is clear that the
serious games impact positively in education, the potential hazards related to computer games
have not been analyzed. For instance, video gaming is addictive and is said to impact children’s
behavior (Ferguson, 2007). Therefore, there are chances that such adverse effects would occur in
the use of serious games. Also, the study Fengfeng Ke outlines potential factors but does not
analyze the impact of factors such as content and timing. Therefore, more studies are needed to
understand and therefore standardize content to be gaming technology in education settings used
in
Ferguson, C. J. (2007). The good, the bad and the ugly: A meta-analytic review of positive and
negative effects of violent video games. Psychiatric Quarterly, 78(4), 309-316.
Ke, F. (2013). Computer-game-based tutoring of mathematics. Computers & Education, 60(1),
448-457.
Rutten, N., van Joolingen, W. R., & van der Veen, J. T. (2012). The learning effects of computer
simulations in science education. Computers & Education, 58(1), 136-153.
Module 2
DQ 1
Article 1: Use of Gaming Technology in Education is Serious Games and Learning
Effectiveness Victoria Guillén-NietoMarian
Strengths
•
•
•
•
The study’s objective is clearly stated: establishing the influence of game technology on
intercultural communication teaching and determining whether the technology improves
the knowledge of the learners targeted. Finding then factors responsible for the expected
success of the project was also another objective clearly stated.
The research’s objectives are achieved. The technology was found to influence the
teaching.
Keyword definitions have been clearly stated. The difference in the meaning of “serious
games” and “video games” have been explained.
The methodology used in obtaining results of the study is reliable and appropriate to
produce the required results
Weaknesses
•
•
•
•
•
•
The degree of application of the article is limited to Spanish and British people and may
not work well in other parts of the world.
The author does not provide information about past research on similar topic
The study is limited to only one situation, that is, the business environment
The author did not consider variables of the factors that contributed too positive
(expected) results.
The article does not state the problem behind the undertaking of the project
The article assumes that the target audience and users of the software are intellects who
are highly literate and can use the technology without difficulties, and that will give
required data.
Solutions to improve the article
Use of open source managing tools like Moodle could be used for monitoring interventions of
students using the technology using reliable databases, shared online documents in order to make
data collection easier (Kavanagh, 2004).
Also improving the appropriate teaching pedagogy in order to increase the accuracy of the data
collected from the study group. Use of suitable teaching pedagogy improve teaching
effectiveness and thus, the results of data gathered could be reliable and accurate, and this could
improve the strength of the article by aiding in making an accurate conclusion that is based upon
the objectives of the study.
Article 2: Use of Serious Games in Learning is Computer-Game-Based Tutoring of
Mathematics by Fengfeng Ke
Strengths
•
•
•
The area of study is relevant regarding the topic of study
The study yielded some expected positive results
The results were obtained from the fits hand information and therefore the decisions
made based upon the date collected are reliable
•
•
•
•
•
•
•
The article lacks objective of carrying out the study. Though the objective can be derived
from the results stated within the article.
The author has failed to examine impacts of factors that influence the use of serious
gaming technology in teaching and learning of mathematics though the author mentions
such factors.
The research is limited to only one discipline of learning, which is, mathematics and
ignores other disciplines as well.
The article also lacks a build of past studies concerning the topic in question.
The study is insufficient since the factors affecting the use of serious gaming technology
have not been adequately exploited or covered. This calls for further studies on the same
topic.
The article does not explain the target audience and
The significance of the study is also lacking.
Weaknesses
•
•
•
•
•
•
•
The article lacks objective of carrying out the study. Though the objective can be derived
from the results stated within the article.
The author has failed to examine impacts of factors that influence the use of serious
gaming technology in teaching and learning of mathematics though the author mentions
such factors.
The research is limited to only one discipline of learning, which is, mathematics and
ignores other disciplines as well.
The article also lacks a build of past studies concerning the topic in question.
The study is insufficient since the factors affecting the use of serious gaming technology
have not been adequately exploited or covered. This calls for further studies on the same
topic.
The article does not explain the target audience and
The significance of the study is also lacking.
Solutions to improve the article
Use of online interviewing where the students can answer questions on the utilization of the
serious gaming technology during data collection. This could enable a better understanding of
the factors that affect use if the technology rather than making inferences of data by observing.
Content analysis can also be used in analyzing the relevance of the utilization of the serious
games by examining views of the students who were using the technology (Franzosi, 2008). Use
of reliable databases such as the ABC database and high accuracy programs in collecting and
analyzing data.
Franzosi, R. (2008). Content Analysis. London: SAGE Publications.
Kavanagh, P. (2004). Open Source Software: Implementation and Management. Amsterdam:
Elsevier Digital Press.
Ke, F. (2013). Computer-game-based tutoring of mathematics. Computers & Education, 60(1),
448-457.
Guillén-Nieto, V., & Aleson-Carbonell, M. (2012). Serious games and learning effectiveness:
The case of It’sa Deal!. Computers & Education, 58(1), 435-448.
Module 3 answers
DQ1
People are very difficult when it comes to learning things for work. When it comes to learning,
research shows that it takes someone three times to learn something and that a person has to see
something, repeat it, and then try it themselves to make sure that they understand the processes.
Technology has given companies and schools an advantage that will ensure that it is possible to
create the situations and the scenarios that will allow learners to have a virtual experience that
will empower and be used for learning. Virtual reality has completely changed the way that
people learn and the affordability of headsets like the HTC Vibe as well as the Oculus has made
gaming technology available to companies all over the world (Germano and Lugosi, 2007).
In the past when companies were focused on gaming technology one of the main issues with it
was the cost that was associated with the technology (Fudenberg and Levine, 1998, or Young,
2004). Some companies like SAP before the introduction of these affordable solutions had
created other new items that used such expensive pieces of technology like the Google glasses.
These had interfaces that were written with custom code that would ensure that they were able to
simulate and interact with the daily role of the employee so that they would be able to learn in
the moment. The purpose of gamification is to ensure that the learner knows how to perform
their function and also to introduce a sense of competition among the workers that are there. That
means that there are many new options that are available for the businesses to utilize and to share
with their learning and development teams.
The gaming industry has been working overtime to develop tons of games that are a part of the
gaming platforms and billions of dollars have been invested in the learning of individuals. The
incorporation of gaming can change the way that learners think about the process as well and that
will ensure that there are new ways to have access to the best options (Hart and Mas-Colell
2006).
Human behavior is always to learn and to do as little as possible in a job. However, part of
keeping up the modern pace is a part daily life. The world is advancing at the rate of 100 years
per century and that means that learning is required by an employer and an employee so that it is
possible to keep up with the fervent pace. What this means is that with the help of trainers it is
possible for the student to be able to access all of the content that is required in the moment that
it is necessary. Instead of sitting in a classroom and taking in all of the content is a great way to
forget the content that is being learned because it is only a short investment that does not have
any doing component by the student. However, when there is an investment of time and an
investment of emotion it will ensure that there is a sticky quality for the student and that he will
remember the lesson for much longer to come (Fudenberg and Levine, 1998).
1. Theory 1: Learning for Gamification and for Self-Satisfaction: Learning is one of those
things that most people do not enjoy doing but it is something that we all have to do.
Using virtual reality in tandem with other systems that interface with the games that have
been written for training purposes serve two purposes. When there is an interface it
allows for the learner to have a moment and to center themselves in the experience. The
learner has the ability to focus on how other people are achieving and to focus on being
able to surpass those around them. That is a very powerful thing, in the fact that there are
many times when the natural desire to compete for people ensures that there is a desire to
compete. When you add in the virtual experience and allow the learner to have that
moment where he or she is able to have access to the situation and to the virtual world, he
or she will want to compete and he or she will also want to make sure that he is able to
prove his value to the employer. By naturally putting the person in a position of
competition, that means that the learner is in a situation where Darwinan forces of
competition will ensure that he or she will try as hard as possible to achieve whatever
goal is put in front of them.
1. Theory 2: Learning with Real Life Assessment Allows Employers to Certify Processes
In a moment that an employer needs to be able to give a test there is the ability to ensure that the
employee knows what he or she is doing and that means that there are many options for testing
the learner. Depending on what the job is, it is very important for employers to know that the
worker knows the process from end to end. That means that if there is a process that is important
for safety that this is the perfect way to make sure that the person really understands. Even if it is
something that is not important for safety if the employee knows that he or she is going to be
tested in a way that ensures that there are real time tests and that there are also going to be ways
that it is impossible to avoid these kinds of assessments it means that there will be a need for
continual learning on the part of the employee.
In addition to the ways that this can be used in work contexts, imagine how real life testing could
be used to ensure that there were new experiences that could help students to know what their
new talents were and to be a part of the process. There has never been a better tool to transport a
student into the moment and to appreciate learning in a whole new way. For students that are not
good at paying attention in class or those that have a difficult time with a traditional school
structure this is the perfect solution to ensure that they are going to be comfortable and that they
are going to know what can be done as well with all of the options that are out there as well for
all of the students. This is a new way to allow for there to be a great new insurgence of students
who want to learn because they want to be immersed in virtual worlds (Foster and Young, 2006).
3.Theory 3: Students and Learners Can Be Conditioned to Love Learning and Change:
Change is one of the most complicated parts of the world these days and there are constant
environments of change in jobs, technology, interfaces and life. For that reason, being able to
utilize learning with real life testing is a great way to know that it is possible to have access to all
of the best options for the student and the learner.
Virtual reality means much more than just a virtual headset it means that there is a huge amount
of content that is being injected into the market. There is over 150 million dollars that is being
invested in a yearly basis for the creation of new content. In addition to that, there also is a never
ending group of games out there that is hitting the market from the private and the public sector.
Now that technology has advanced at an amazing rate it is important to take advantage of all of
these things so that learning can move into the 21st century. Students are going to be able to have
access to new ways to learn and employers are also able to know that they will be able to
continue to keep up with the pace of demand.
Foster, D. and H.P. Young (2006). Regret testing: learning to play Nash equilibrium without
knowing you have an opponent, Theoretical Economics 1, 341-367.
Foster, D. and H.P. Young (2003). Learning, hypothesis testing, and Nash equilibrium,
Fudenberg, D. and D. Levine (1998). The theory of learning in games, MIT Press.
Germano, F. and G. Lugosi (2007). Global Nash convergence of Foster and Young's regret
testing, Games and Economic Behavior 60, 135{154.
Hart, S. and A. Mas-Colell (2006). Stochastic uncoupled dynamics and Nash equilibrium, Games
and Economic Behavior 57, 286{303.
DQ 2
3 posts
Re:Module 3 DQ 2
The research that is being conducted is to prove that virtual reality can be used as a part of the
learning experience and that students and employees can learn faster with its use. Whether used
in a school or in an office there are many ways that a learner can benefit from the use of
technology.
Objective: The objective is to see how much it is possible for learning to improve when injected
with technology and virtual reality.
Hypotheses
1. Hypothesis 1: When virtual reality is introduced into the equation it means that
technology can make an amazing tool in the classroom. Since the sets are relatively
affordable and they can work with cellphones it means that there are many options that
are available with around a price tag of 750.00. Because of this change in the prices there
is no reason that this cannot be introduced into the classroom.
2. Hypothesis 2: When it comes to learning when you do it in a game there is much less
time that is required to study and learn something. Having the opportunity to do
something, hear something and also to interact with it makes a huge difference in the
amount of time that is possible to ramp up.
1. Hypothesis 3: Virtual reality ensures that there are great tools to help enhance the
achievements of a student in education. Using technology as a way to be able to speed up
the time of learning will allow for a student to have the opportunity to prepare for life in a
better way with the need to adapt to technology.
Research Questions
1. How much faster does a student learn when he or she is able to use virtual reality?
2. How much homework is reduced with the use of virtual reality?
3. How much better is the rate and performance of employees after using virtual reality.
Seeing the way that this technology can be applied to schools and also to jobs is the wave of the
future (Foster and Young, 2003)
Foster, D. and H.P. Young (2003). Learning, hypothesis testing, and Nash equilibrium,
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