Blog Post #5
Ida Mae Craddock’s article, “Immersive Virtual Reality, Google Expeditions, and English Language Learning,” discusses the benefits of using gamification in the classroom for all students, specifically English language learners. When a student is motivated and interested in the classroom content or activities, it will benefit the student inside and outside the classroom. Craddock stated, “There is some value to the “wow” factor in education. Content that engages the learner in a common experience both creates community and provides a framework and context for the content to be remembered” (2018). When an opportunity arises to connect with a student on a deeper level to promote growth and understanding of content, it is crucial to follow through. Virtual reality and simulations have displayed significant learning in any classroom. Craddock explains how her use of virtual reality during assignments has supported ELL students with not stressing about dissecting the language, rather they can focus on the visual aspects of the assignment or lesson.
Gamification and Virtual Reality forces students to think critically and actively. They learn more context to support the lesson that pen and paper or an article can’t teach. Rather, they can physically experience the lesson themselves. Craddock discusses how being able to place her ELL students “virtually yet physically” inside a cell to see the different components that exist within made their understanding of biology much stronger. To be able to see and explore the inside of a cell made the idea of biology more welcoming and easier to understand. They did not have to worry about the language barrier when trying to learn the parts of a cell from a lecture, video, or article. Craddocks experience with VR and gamification for her ELL students showcases how impactful the two strategies are in any classroom. Allowing students to actively participate in learning will always have a positive impact on the student.
Reference
Craddock, I. M. (2018). Immersive Virtual Reality, Google Expeditions, and English Language
Learning. Library Technology Reports, 54(4), 7-9.
https://wilkes.idm.oclc.org/login?url=https://www.proquest.com/scholarly-journals/immersive-virtual-reality-google-expeditions/docview/2092387321/se-2
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