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The ubiquity of information technology (IT) in our
daily lives is obvious and everybody acknowledges
its usefulness in education. This article focuses
on the use of IT to facilitate learning, highlights
different aspects of using IT in teaching and
learning and explains why the potential of IT in
teaching and learning may be underestimated.
We learn daily from experience; our minds and
behaviours are shaped by our interaction with
people and the environment. Our mind interprets
a continuous stream of multimodal sensory data
received from our five senses (touch, smell, vision,
hearing and taste), and transforms these into knowledge, personality traits and other attributes that
define a person. To increase or to make learning
more efficient, we go to school, read books, watch
movies, engage in intellectual discourse and activities
(e.g. play, work) with one another. The auditory and
visual senses are perhaps most widely-used when one
is learning in an educational institution. Learning is
also supplemented by other senses (e.g. our sense of
smell in laboratory experiments in chemistry).
But what is the role of IT in learning? How can IT
facilitate learning? There are many answers to these
questions, but I believe one of the ways IT facilitates
learning is its ability to simulate a system according
to some mathematical model. A system here can
refer to a phenomenon, an event, a tool, a machine,
or anything we can imagine. It can also represent
reality or something fictitious. A system accepts
inputs, produces outputs and has internal parameters
which describe its current state. A mathematical
model consisting of equations describes the timed
evolution of both outputs and internal parameters of
the system in response to various inputs.
I believe the most important role of IT in learning
is its ability to create virtual worlds that we can
experience in any way that we, as its creators or
inhabitants, prefer. In other words, IT empowers its
human creators to create artificial worlds with rules
of nature defined by their creators. The following are
different levels of control that facilitate the learning
experience and perhaps, develop the inner creative
abilities:
- Time: Users dictate how fast or slow time
progresses in the virtual worlds. By controlling
the pace, users can experience their worlds in
slow motion or at high speeds.
- Scales and levels of detail: Another useful feature
is the ability to experience different levels of
details. For example, one can zoom in and stay
inside a machine's part or component that one is
designing and witness how the machine works.
- Amplification or attenuation of senses: Users or
inhabitants interact with the created world using
human senses (e.g. sight, touch, hearing). As
users interact with the world, the rules defining
the world produce the required sensory data that
can be amplified or reduced to achieve different
levels of sensitivities. The user experiences these
data through 'interface devices' that connect
users with the virtual world.
The most common interface devices are the
keyboard, mouse, joysticks, display and sound. The
keyboard, mouse and joysticks allow users to input
motion and the virtual world responds through a
display (images) and sound. Currently, there are more
advanced interface devices that provide 3-D motion
input capabilities and more sensory interfaces
(e.g. touch). We are starting to see such devices in the
computer gaming world where the player wears
certain devices and interacts directly with a computer
display. One interesting class of input/output devices
is joysticks with vibration capabilities such as those
in Microsoft's Xbox and Sony's gaming consoles.
Different levels of vibration simulate different
magnitudes of explosions or impact.
Another class of systems is those that capture the
user's motions such as PlayMotion (http://www.
playmotion.com). With this system, the user can
use his/her hands to push balls that are floating in
the air. The system captures the real motion of the
user's hand and shows a virtual hand on the display.
The user literally sees his/her virtual hand on the
display moving together with his physical hands
while manipulating virtual objects on the screen
(virtual world).
In the prototype and early commercialisation stages
is a class of interfaces devices called haptic devices.
A haptic device is essentially a small little robot
(with many links connected by motors) that acts as a
joystick. A handle is attached to the tip of the robot,
which the user holds and moves to command 3-D
motion in the virtual world. The motors at the joints
of the robot exert varying levels of resisting torques
so that the user, while holding on to the handle, can
experience different levels of resistance. A haptic
device that mimics a scalpel used in surgery can
be used by trainee surgeons to practise surgery on
an internal organ. As the doctor moves the virtual
scalpel using the handle of the haptic device, he/
she is able to feel the forces as tissues are cut and
visualise the whole operation at the same time. The
virtual experience can be made more realistic if
sound and images are added to simulate blood flow
at different amplification levels (see
http:/guppy.mpe.nus.edu.sg/~haptics.htm for
some examples of haptic devices).
In summary, we interact with the real world and
learn from our successes and failures. Information
technology allows the creation of interactive
digital media coupled with rich user interfaces
that facilitate experiential learning. The virtual
worlds created by interactive digital media allow
users to experience environments, which follow
either the same or different sets of rules as the real
world, at different levels. This certainly enhances
user's learning experience, facilitates learning and
promotes creativity.
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