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Our university demonstrates a strong investment in online education and as part of continuing development delivers some existing online programs in a 3D virtual world…
Our university demonstrates a strong investment in online education and as part of continuing development delivers some existing online programs in a 3D virtual world. Faculty members need a plan to engage, so they were guided in the adoption of our cybergogy of learning archetypes and learning domains to draw together various aspects of learning. Together we weave threads from orthodox theories with a doctrine of educational technologies that encompasses social-centric 3D interactive virtual environments. This chapter documents the growth of the model from theory into practice to provide a framework for instructors to plan their virtual courses. Five Second Life®-enhanced courses were developed, scheduled and marketed to enrolled students to test the framework. The teaching and learning strategies adopted are reported and outcomes are presented.
The part covers the planning process from the perspective of the instructor. Our global set of authors span Europe, Asia, and the Americas. The principle concept is that the science of learning, the cybergogy, that has emerged in technologies like virtual worlds requires faculty to think in terms of learning archetypes. As faculty plan for activities and ways to manage attention in activity-based learning environments, they will think in terms of building around avatars, engaged in finding things, and responding to critical incidences. In doing so, teaching and learning grows around visual stimulation, engagement, collaborative motivation, personal interest, context in the subject matter, and “contemporarity” of the learning environment. The process for teaching in virtual worlds mirrors other emerging technology. Educators need to lead by example, using the technology themselves to build their expertise. They must garner support from their stakeholders and create and engage in professional development courses that focus on virtual worlds so they can prepare and be prepared for delivering in the environment.
The purpose of this paper is to explore the perception, readiness and change involved in the implementation of Education 4.0 within the region of Association of Southeast…
The purpose of this paper is to explore the perception, readiness and change involved in the implementation of Education 4.0 within the region of Association of Southeast Asian Nations (ASEAN) among policymakers, enablers (lecturers) and receivers (students), within globalisation, referred here as the Fourth Industrial Revolution (4IR).
This study used a mixed method research design using quantitative data from a Likert scale of 1–5, involving: (1) Not Ready; (2) Ready; (3) No Sure; (4) Quite Ready and (5) Extremely Ready. Open-ended questions formed the qualitative approach taken by the researchers to uncover the richness of the respondents' perceptions of Education 4.0. The test items reliability index of 0.744 drew quantitative data from the perspective of the educational policymakers, enablers and receivers to reveal their collective definition of each construct (knowledge, industry and humanity).
This study has exposed the importance of knowing and capturing the interrelated components of an educational ecosystem that exists in higher education (HE) within the ASEAN region. The personal readiness of respondents towards Education 4.0 is very high; yet concern was raised about the financial and managerial readiness of institutions across the region.
This study highlighted the dynamic nature of the HE ecosystem and the connectivity between the elements of Education 4.0 – knowledge, industry and humanity within the ASEAN region.
This chapter reports on the innovative and developing use of a virtual world environment to support the training and professional development of pre-service teachers of…
This chapter reports on the innovative and developing use of a virtual world environment to support the training and professional development of pre-service teachers of information and communications technology (ICT), information technology (IT) and computing. The findings show that the online experience promotes confidence and competence in virtual world activity. It also stimulates thinking about the potential of alternative methods for teaching and learning in schools. The case study participants were 16 trainee teachers aged between 21 and 55 years old, with varying backgrounds including those with careers in the computing industry, those straight from university and those having spent considerable time in schools as unqualified teachers. In Second Life they experienced a number of environments and discussed the potential of virtual worlds. The tutors believe that Second Life can offer a valuable environment to promote engagement by pre-service teachers in innovative and imaginative methods of teaching and for them to better understand the affordances of virtual worlds.
Youngkyun Baek is professor of educational technology at Boise State University, USA. He had been teaching since 1991 at Korea National University of Education. Previously, he worked at Korea Educational Development Institute. His research interests are on instructional games, simulation, and mobile devices in education. He has presented several papers at SITE, NECC, AERA, and OECD Expert Meeting on gaming and simulations. Recently, he published two books on educational games and wrote several book chapters. Now he is designing a social network game on global warming and doing a research on intrinsic motivational factors in instructional games.