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Sunday, March 31, 2019

Virtual University System Limitations

realistic University t sackingk Limitations practical(prenominal) UniversityLiterature retreadTechnology today allows us to record, analyze, and gauge the physical world to an unprecedented degree. Enterprises in the impertinent millennium ar increasingly relying on technology to ensure that they meet their mission requirements. It is classical to n single here that, educational organizations have been referred to as complex and esoteric enterprises (Massy, 1999). For educational institutions, this reliance on technology will require new mission statements, revised catalogs and other materials, different nurture environments and methods of instruction, and, perhaps around significantly, new standards for measuring success. To achieve these objectives, several initiatives in the form of electronic network ground placements, disguises, games etcetera atomic number 18 being essential and tested. Among these come ones, simulations and games are tack to be the most effe ctive one and only(a)s (Massy, 1999). The author will review one such initiative, namely Virtual U also cognise as Virtual University (Virtual U Project, 2003). The author will begin with a drawing review of the use of simulation and gaming access codees in educational institutions.In the last decade, behaviorist approach has given way to constructivist approach in the field of instructional design. Behaviorist approach is an instructor led approach in which formal concepts and systems can be transmitted to scholarly persons by bounteous them formal descriptions in combination with the presentation of examples (Leemkuil et al., 2000). On the other hand, Constructivist approach is a savant led approach in which the students learn by means of activity or social interaction such as games, simulations, and moorage studies (Jacques, 1995).Gaming is considered to produce a wide range of learning benefits like, amelioration of practical reasoning skills, higher levels of continui ng motivation, and reduction of training prison term and instructor load (Jacobs Dempsey, 1993). Games are effective communication tools because they are sportsman and engaging (Conte, 2003). Simulations are also very close to games. Simulations resemble games in that both contain a model of some kind of system and learners can provide both with input and observe the consequences of their actions (Leemkuil et al., 2000).Virtual U was conceived and designed by William F. Massy, a professor and university administrator and the president of the capital of Mississippi Hole higher(prenominal) Education Group (PR Newswire, 2000). The project was funded by $1 million from the Alfred P. Sloan Foundation in New York. Data were provided by the play for Research on higher(prenominal) Education at the University of Pennsylvania (Waters and Toft, 2001). In designing the game, Massy and Ausubel (Program Director, The Alfred P. Sloan Foundation) included detailed data from 1,200 U.S. academic institutions, as healthy as information culled from government sources (Schevitz, 2000). The first random variable of Virtual U which was released in the year 2000 was produced by Enlight Software of Hong Kong and was sold commercially for more or less $129 (Goldie, 2000).The Virtual University system was developed along the lines of the popular game known as, SimCity. The primary objective of the Virtual U game was to develop the skills of the pseuds for managing an educational institution. According to Moore and Williams (2002) Virtual U will let you test your skill, judgment, and decisions, magical spell managing an educational institution. This game base environment has been designed specifically to alter any person to tackle various scenarios and problems that are usually encountered in an educational institution. The game is driven by a powerful simulation engine that uses a combination of micro-analytic and system dynamics methods and draws on an bulky compilation of data on the U.S. higher education system (Massey, 1999). technically the system was developed using C++ in a windows based environment. Virtual U in its current state does not run on the mac based systems due to the usage of proprietary windows based graphics. However, it is envisaged by the authors that a version for Macintosh drug users will be developed in the near future.The Virtual U game employs several strategies and allows the user or the player as per his/her requirements (Rainwater et al., 2003). In general the player is appointed as the University president and allowed to manage the University as a whole. In this procedure the player is concerned about institution level policies, budget etcetera. indeed on that point are scenario based strategies like improving educational activity or research performance in a particular faculty, where the player assumes the economic consumption of a faculty head (Rainwater et al., 2003). Lastly there are a possible 18 chance card s. Chance cards are exigency situations that arise during the game play and require immediate attention. Overall, Virtual University not only allows players to explore secondary and tertiary effects of a yoke of years worth of actions they might take as academic administrators scarce they can also customize it by adjusting everything from the size of the faculty and student body to the cost of maintaining campus roads and buildings (Conte, 2003).Moore and Williams (2002) identify a few limitations in the Virtual university system.1. One needs to have extensive administrative noesis or experience to play Virtual U effectively. The amount of earlier knowledge required may prohibit some of the audiences to use the system.2. spot limitation is pertaining to performance indicators. There is lack of assessment-informed decision making in the game. The teach better goal is one of the game scenarios, yet there is nowhere a link between the teacher quality and the student learning.3. E ducational quality and prestigiousness indicators are the two performance indicators the developer advises the player to pay close attention to. Within the educational quality framework, one has access to quantitative inputs and outputs (for example, number of degrees granted) rather than measures of quality. Also there are a limited number of variables which a player can chose or adjust (course mix, number of students shut out of courses, level of faculty teaching talent, class size, faculty morale, and faculty while devoted to teaching activities). The prestige indicator is even so more limited.4. A final Virtual U limitation identified by Moore and Williams (2002) is its lack of flexibility in the knowledge domain of faculty management. While a player may reallocate departmental resources, teaching loads, and priorities in hiring new faculty, he cannot actually fire or remove faculty.The developers acknowledge on several occasions that the game is plumb complex and is not ea sy for beginners to start with (Massey, 1999). The author of this review believes that learning a complex game will be fairly laborious and time consuming for the users (administrative) who are already on a implike time schedule. Even postgraduate research students seldom get time or would like to play games if not related to their own research. young students would be easily attracted to such complex games and learn them quickly even though it might not be of much use for them in the short term. In addition to these factors the availability of a windows only version of the system will restrict an ever growing community of Macintosh users in the United States educational institutions. Despite the above mentioned limitations, Virtual U is a useful and laudable effort (Moore and Williams, 2002). On the whole the Virtual U is a good introduction to those that wish to get a feel for the day to day operation of a university (Waters and Toft, 2001).ReferencesConte, C. (2003). Honey, I shrunk the dearth Retrieved February 17, 2006, from http//proquest.umi.com/pqdweb?did=77042147Fmt=7clientId=8189RQT=309VName=PQDEllington, H.I. Earl, S. (1998). Using games, simulations and interactive case studies a practical guide for tertiary-level teachers. Birmingham SEDA Publications. Leemkuil, H., Jong, T. d., Ootes, S. (2000). Review Of Educational habituate Of Games And Simulations. Retrieved February 17, 2006, from http//kits.edte.utwente.nl/documents/D1.pdfGoldie, B. (2000). A computer game lets you manage the university. The chronicle of Higher Education Retrieved February 17, 2006, fromhttp//proquest.umi.com/pqdweb?did=47712857Fmt=7clientId=8189RQT=309VName=PQDJacobs, J.W. Dempsey, J.V. (1993). Simulation and gaming Fidelity, feedback and motivation. In Leemkuil, H., Jong, T. d., Ootes, S. (2000). Review Of Educational Use Of Games And Simulations. Retrieved February 17, 2006, from http//kits.edte.utwente.nl/documents/D1.pdfJacques, D. (1995). Games, simulations and case studies a review. In Leemkuil, H., Jong, T. d., Ootes, S. (2000). Review of Educational Use Of Games And Simulations. Retrieved February 17, 2006, from http//kits.edte.utwente.nl/documents/D1.pdfLeemkuil, H., Jong, T. d., Ootes, S. (2000). Review Of Educational Use Of Games And Simulations. Retrieved February 17, 2006, from http//kits.edte.utwente.nl/documents/D1.pdfMassy, W. F. (1999). Virtual U The University Simulation Game. Retrieved February 17, 2006, from http//www.virtual-u.org/ corroboration/educause.aspMoore, D. L., Williams, K. (2002). Virtual U. Assessment Update Retrieved February 17, 2006, from http//search.epnet.com/login.aspx?direct=truedb=aphan=10350107loginpage=Login.aspsite=ehostPR Newswire, (2000). Virtual U Released University Management Goes High Tech Computer Simulation Tackles the Management Challenges of Higher Education. February 17, 2006, from http//proquest.umi.com/pqdweb?did=55540413Fmt=7clientId=8189RQT=309VName=PQDRainwater, T., Salkind, N. , Sawyer, B., Massy, W. (2003). Virtual U 1.0 Strategy Guide. Retrieved February 17, 2006, from http//www.virtual-u.org/downloads/vu-strategy-guide.pdfSchevitz, T. (2000). University Game Plan / Professor old computer simulation lets players test skills as college administrators. San Francisco Chronicle, February 17, 2006, from http//proquest.umi.com/pqdweb?did=47957859Fmt=7clientId=8189RQT=309VName=PQDVirtual U Project. (2003). Virtual U. Retrieved February 17, 2006, from http//www.virtual-u.orgWaters, B., Toft, I. (2001, October) Virtual U A University Systems Simulation. Conflict Management in Higher Education Report Retrieved February 17, 2006, from http//www.campus-adr.org/CMHER/ReportResources/Edition2_1/VirtualU2_1.html

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