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Virtual Worlds and "Serious Games" Inspire Learning Management Systems

By Dennis Merchant
Jun 27, 2009
While the economic downturn becomes graver and companies search for more affordable training systems, many turn to online training and learning management systems to meet training needs.

As the demand for LMS systems and online education becomes stronger, e-learning software has also continued to mature. In many respects, LMS technology is beginning to resemble gaming software, with an increase in interactive and exciting features.

Fun and interactive learning systems are becoming the new thing in online training. Some organizations and universities have made plans to integrate, or are already integrating virtual world software into their training systems.

Is it a good idea? Time will tell. Research firm eMarketer estimates that about a fourth of the 34.3 million internet users under 19 used a virtual world program in 2007, and that number is expected to double by 2011. When young people use virtual worlds for entertainment and grow familiar with virtual world different tools, their experience will be more easily translated into an academic or professional learning system when they are adults.

The use of virtual worlds in higher education or company training may be dismissed along with the virtual world terminology of guilds, trolls and orcs. Nevertheless, an increasing number of companies have discovered that virtual worlds may be a useful learning tool.

Virtual worlds permit learners to perform tasks that may be impossible in the real world due to conditions or situations involving personal, geographical or other limitations.

A student using a virtual world can access media such as simulations, videos, and instructional demos provided by an instructor or trainer. In the form of an avatar, students can perform tasks to reveal understanding of learning material as well as interact with their peers.

"Serious Game" virtual worlds are a new genre of virtual world software that designed to teach topics ranging from frog dissection to how to fill a cavity.

If used well, online tools like "serious games" and LMSs allow students to interact with learning content to an extent that traditional e-learning courses never quite matched. Using a powerful LMS, audio and video material can be created including simulations, demos, screen recordings, podcasts, and more.

Unfortunately, while virtual worlds offer vast potential as a learning system and interactive training space for professionals and students, they also have a long way to go before that ideal is an affordable mainstream reality. While "serious games" are still in the testing years, learning management system software providers are stepping up their game to offer a greater fun factor, in order to compete in an increasingly engaging online education world.
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