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

Author:

Susan Cabanero‐Johnson Paz,Berge Zane

Abstract

PurposeThe 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.Design/methodology/approachIn 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.FindingsDigital 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 implicationsThe 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.Originality/valueVirtual 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.

Publisher

Emerald

Subject

Organizational Behavior and Human Resource Management,Education

Reference14 articles.

1. Cameron, B.H. and Wijekumar, K. (2003), “The effectiveness of simulation in a hybrid and on‐line networking course”, Proceedings of the 34th Technical Symposium on Computer Science Education, available at: http://portal.acm.org (accessed March 16, 2008).

2. Forbes, N. (2006), “The new role of technology and services in next‐generation businesses”, in Bailey, G. and Wenzek, H. (Eds), Irresistible! Markets, Models and Meta‐value in Consumer Electronics, IBM Press, Chapter 2, available at: www.books24×7.com (accessed February 3, 2009).

3. Lenn, N. (1991), “Neuroplasticity: the basis for brain development, learning, and recovery from injury”, Journal for Infants and Young Children, Vol. 3 No. 3, pp. 39‐48, available at: www.iycjournal.com (accessed January 27, 2009).

4. Li, F. (2007), “Social implications and challenges of e‐business”, Games‐based E‐learning – Implications and Challenges for Higher Education & Training, Chapter 4, available at: www.books24×7.com (accessed March 10, 2008).

5. Murray, S. (2007), “Skills and learning: how to train digital natives”, Financial Times, available at: www.ft.com (accessed February 21, 2008).

Cited by 12 articles. 订阅此论文施引文献 订阅此论文施引文献,注册后可以免费订阅5篇论文的施引文献,订阅后可以查看论文全部施引文献

1. Combating the Pandemic With ICT-Based Learning Tools and Applications;International Journal of Virtual and Personal Learning Environments;2022-02-11

2. Digital Creativity Dimension: A New Domain for Creativity;Springer Series in Design and Innovation;2021-10-24

3. The Human Dimensions: Co-evolution Between Humans and Digital Technologies;Springer Series in Design and Innovation;2021-10-24

4. Artificial intelligence in business: State of the art and future research agenda;Journal of Business Research;2021-05

5. Preparing for the Future of Work and the Development of Expertise;Expertise at Work;2021

同舟云学术

1.学者识别学者识别

2.学术分析学术分析

3.人才评估人才评估

"同舟云学术"是以全球学者为主线,采集、加工和组织学术论文而形成的新型学术文献查询和分析系统,可以对全球学者进行文献检索和人才价值评估。用户可以通过关注某些学科领域的顶尖人物而持续追踪该领域的学科进展和研究前沿。经过近期的数据扩容,当前同舟云学术共收录了国内外主流学术期刊6万余种,收集的期刊论文及会议论文总量共计约1.5亿篇,并以每天添加12000余篇中外论文的速度递增。我们也可以为用户提供个性化、定制化的学者数据。欢迎来电咨询!咨询电话:010-8811{复制后删除}0370

www.globalauthorid.com

TOP

Copyright © 2019-2024 北京同舟云网络信息技术有限公司
京公网安备11010802033243号  京ICP备18003416号-3