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12/28/2006
Next-Gen Teaching Tools: 5 Hot Tips
As you consider next-generation learning systems, keep this advice in mind:
Turning the Corner
Fast forward to the present, and the situation is decidedly different. For instance, the cost to manage and store rich video information, digitized lectures, and other multimedia data continues to fall rapidly. In 1997, the average large data center paid $1,136 per gigabyte of storage. Today, the price is closer to $90 per gigabyte, with some organizations paying as little as $10 per gigabyte, according to Computer Economics, a research and advisory firm specializing in strategic and financial management of information systems.
Broadband internet connections have also become more plentiful across college campuses and in homes. Roughly 62 percent of US households will have broadband links by 2010, up from 29 percent in 2005, according to technology and market research company Forrester Research. And Ed Golod, president of Revenue Accelerators, a New York-based tech consulting firm, asserts, “Rich online learning environments are finally ready to thrive because of widely available broadband, cheaper storage, and faster microprocessors.”
Moreover, so-called Web 2.0 technologies— such as Ajax (Asynchronous JavaScript and XML)—have empowered software developers to design rich internet applications that scale to support thousands and even millions of users.
Birth of MUVEs
Those technology trends have paved the way for next-generation learning systems, particularly MUVEs such as River City, Indiana University’s Quest Atlantis 3D learning environment, the Tapped In online workplace, and Whyville.
“The benefit of educational MUVEs is that students will be more motivated to learn rather than when they are simply given a textbook to study and test from,” says Jeff Cooper, an education technology support consultant for the Tapped In HelpDesk, and adjunct professor at Concordia University (OR). “With MUVEs, learning becomes interactive and studentcentered, which is in line with the modern pedagogy of constructivism.”
Generally speaking, MUVEs are distant cousins of multi-user dungeon (MUD) games that were first written for minicomputers in the 1970s. “MUVEs are a natural progression from MUDs,” says Harvard’s Dieterle, adding, “but MUDs were mostly text-driven. Now, we’ve added graphics and sound to MUVEs. And instead of slashing and slaying a dragon, and saving a princess in a MUD, in a MUVE we show how to become a scientist.”