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Book part
Publication date: 22 November 2012

Danielle Mirliss, Grace May and Mary Zedeck

Preparing future teachers requires teacher educators to share both theory and its translation to best practice. Traditional approaches to this learning process include textbooks…

Abstract

Preparing future teachers requires teacher educators to share both theory and its translation to best practice. Traditional approaches to this learning process include textbooks, case studies, role-play, observation, and eventually fieldwork in a classroom. Understanding what their future students need or appropriately responding to situations in the classroom is far different than the reality of teaching in schools. Although case studies provide an opportunity for perspective taking, collaboration, and developing problem solving skills in a safe environment, it is still a relatively passive experience. The use of virtual worlds to create engaging simulations offers a possibility in bridging this gap between theory and practice. The School of Education and Human Services at Seton Hall University has designed a virtual world simulation to provide college students with the opportunity to be immersed in a virtual classroom setting in which they take on the roles of avatar teachers and grade school students who may require various modifications/accommodations. This chapter will discuss the design and implementation of this project. Data were collected on the students’ experiences in order to assess possible learning gains, affordances of the technology, and lessons learned for future educators who are considering the implementation of virtual world technologies.

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Increasing Student Engagement and Retention Using Immersive Interfaces: Virtual Worlds, Gaming, and Simulation
Type: Book
ISBN: 978-1-78190-241-7

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Book part
Publication date: 22 November 2012

Abstract

Details

Increasing Student Engagement and Retention Using Immersive Interfaces: Virtual Worlds, Gaming, and Simulation
Type: Book
ISBN: 978-1-78190-241-7

Book part
Publication date: 22 November 2012

Patrick Blessinger and Charles Wankel

The chapters in this book focus on three main areas of innovation in teaching and learning in higher education today: virtual worlds, gaming, and simulation. Advancements in both…

Abstract

The chapters in this book focus on three main areas of innovation in teaching and learning in higher education today: virtual worlds, gaming, and simulation. Advancements in both digital technologies and learning theories are transforming the way we teach and learn and those advancements are refining our views of what it means to learn in the contemporary post-industrial age. Both individually and collectively, immersive technologies have become more popular as educational tools across a range of disciplines as a means for educators to engage students more deeply in the learning process. Biggs (2003) advocates deep learning – learning that entails active and devoted engagement with rigorous, high-quality learning activities that is also enjoyable and interesting for the learner.

Details

Increasing Student Engagement and Retention Using Immersive Interfaces: Virtual Worlds, Gaming, and Simulation
Type: Book
ISBN: 978-1-78190-241-7

Book part
Publication date: 22 November 2012

Jonathan Becker is an assistant professor in the Department of Educational Leadership of the School of Education at Virginia Commonwealth University, Richmond, Virginia, USA…

Abstract

Jonathan Becker is an assistant professor in the Department of Educational Leadership of the School of Education at Virginia Commonwealth University, Richmond, Virginia, USA. Jonathan's teaching and scholarly endeavors occur at the intersection of educational technology, policy, law and leadership. Currently, Jonathan is serving as the evaluator of a multi-million dollar, multi-year grant program funded by the U.S. Department of Education to develop simulations and to support leadership preparation and is a co-investigator of an NSF-funded grant targeted at research and development of science curriculum modules for students in underserved areas.

Details

Increasing Student Engagement and Retention Using Immersive Interfaces: Virtual Worlds, Gaming, and Simulation
Type: Book
ISBN: 978-1-78190-241-7

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