User:Favaa98/sandbox

Virtual School Technology
Virtual classrooms are made possible through the use educational technology with the help of the internet. The internet itself can be credited on what enabled modern distance learning to be developed. The internet can allow the virtual student to have access to resources such as virtual test taking functions, systems that aide coursework to include electronic reading materials, podcasts to allow the student to have easy access to the lectures and chatrooms. During the Covid-19 pandemic, the United States began to encourage social distancing in the education system. One use of technology that was found to be resourceful in the collaboration of students and teachers in virtual learning was the use of video conferencing. The utilization of web videoconferencing allows a student to communicate virtually with their teacher or any other mentor through the use of the apps Zoom and Cisco WebEx. Zoom is a web video conferencing app that is free of download on a mobile device, laptop, or desktop. Through the use of zoom, one on one or group meetings can occur between the students and teachers virtually. This app allows the teacher to share their screen to show exactly what they are teaching and even gives the option to screen record their lectures to make it accessible to the student for future use as a resource. Cisco Webex offers a lot of the same features as Zoom such as multiple users being on at once, video connection, and screen-sharing .To engage virtual students even further, a process known as gamification can be used to teach a student learning material in a form of a game to bring more enjoyment in a student’s learning experience. Secondlife, an online virtual world, is a type of gamification system that is used for online educational purposes. Secondlife can be used as a substitute for face to face learning. It has qualities that resembles an in person curriculum such as class discussions, participation in lectures, and completing assignments. Gamification can also serve as an aide to increase a student's intrinsic motivation. The use of rewarding points while a student is using a gamification system can enhance internal motivation and motivate the student to accomplish learning goals from the game's objective.

/VirtualSchoolSandbox