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Digital natives: back to the future of microworlds in a corporate learning organization

机译:数字原生代:回到企业学习组织中微世界的未来

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Purpose - The purpose of this paper is to provide description and an analysis of two worlds colliding where real-world roles or ideas play out in a virtual dimension. Inhabited by digital natives, the virtual world in a learning organization is a journey back to the future of microworlds where the only limitation is one's imagination.rnDesign/methodology/approach - In 1990, when computer technology flexs its range of useful possibilities, Senge envisions its practical application in a learning organization. He purports the use of computer simulations which he calls microworlds, as a virtual sandbox for learning. His vision, is expanded today, means virtual worlds that co-exist with the real world. Second life is an example of that virtual world. The possibilities for learning inherent in this virtual world seem limitless in a knowledge-driven, global society hungry for the next creative and innovative way of transforming the world, real or virtual.rnFindings - Digital natives are the drivers of change who will explore the brave new world of computer simulations. As simulations become more technologically infuse with artificial intelligence, its application for education and learning will broaden and expand. Unlike the static interface of a textbook, which shows limitations in content scope and delivery, this virtual world knows no limits in knowledge expansion. Validated course content, formal and informal knowledge contributions from peers and experts alike, networked knowledge coming from Web resources and the internet enrich the learner's ability beyond measure to experience the world and know it better and more intimately. Practical implications - The emergent technology of virtual worlds utilizing simulations of real life work situations is a throwback to the microworlds of yesterday. They are ideal for conducting thought experiments that deepen with experiential understanding. This technology-mediated form of learning affords the opportunity to experience the results of an action which may take a lifetime to learn in real time. This virtual world allows decision-making but eliminates the risks of serious, unintended consequences. It is a wonderful resource for living vicariously experiences which are unavailable or unlikely in the real world.rnOriginality/value - Virtual simulations are useful for learning concepts, ideas, and assumptions that are difficult to perform or test in the physical dimension. Digital natives, people who were born in the 1980s, explore Second Life, and the paper discusses the value of this virtual world.
机译:目的-本文的目的是提供描述和分析两个世界碰撞的地方,其中真实角色或想法在虚拟维度中发挥作用。 Senge设想,学习组织中的虚拟世界是一个学习型组织中的虚拟世界,它是回到微型世界的未来的旅程,微型世界的唯一局限是人们的想象力。设计/方法论/方法-1990年,计算机技术扩展了其有用的可能性范围在学习型组织中的实际应用。他声称使用计算机仿真(他称为微世界)作为学习的虚拟沙箱。他的愿景在今天得到了扩展,意味着虚拟世界与现实世界共存。第二人生就是那个虚拟世界的一个例子。在一个知识驱动的全球社会中,虚拟世界内在学习的可能性似乎是无限的,它渴望以创新和创新的方式改变现实世界或虚拟世界。rn发现-数字原住民是变革的驱动力,他们将勇往直前计算机仿真的新世界。随着仿真技术在人工智能中的应用越来越广泛,其在教育和学习中的应用将会扩展和扩展。与教科书的静态界面不同,它显示了内容范围和交付的局限性,而这个虚拟世界却不知道知识扩展的局限性。经过验证的课程内容,来自同行和专家的正式和非正式知识贡献,来自Web资源和Internet的网络知识丰富了学习者的能力,超出了他们体验世界并更好,更亲密地了解世界的能力。实际意义-利用虚拟现实世界的新兴技术来模拟现实生活中的工作情况,是对昨天微型世界的回想。它们是进行经验丰富的思想实验的理想选择。这种以技术为媒介的学习形式使您有机会体验可能需要花费一生时间才能实时学习的动作的结果。这个虚拟世界允许决策,但消除了严重的意外后果的风险。它是生活在现实世界中无法获得或不可能的替代性生活的极好资源。原始性/价值-虚拟模拟对于学习难以在物理维度上执行或测试的概念,思想和假设非常有用。数字原住民(出生于1980年代)探索“第二人生”,并且本文讨论了这个虚拟世界的价值。

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