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Book part
Publication date: 19 March 2013

Marcia L. Ashbaugh

A social movement is sweeping the globe in the form of Internet delivered and open access sharing spaces. People are connecting in new ways while personalizing their daily…

Abstract

A social movement is sweeping the globe in the form of Internet delivered and open access sharing spaces. People are connecting in new ways while personalizing their daily experiences with shared websites called Web 2.0 technologies. This chapter looks into the implications of taking these technologies beyond social interactions into the learning experiences of students. With a literature review and case study analysis, the goal of this chapter is to gain a better understanding of what is needed to appropriate quality instructional strategies to the online university course room including social sites such as Facebook, Twitter, Second Life®, and wikis. Following a brief history and descriptions of the Web 2.0 sites and functions, the reader is introduced to the design expectations typical of instructional designers (IDs) with definitions and standards from the field's literature. Support is offered from the business and educational literature for incorporating leadership into design practice through vision, strategy, and theory-based decisions. Definitions, benchmarks, and examples of instructional strategies and activities for learner engagement complete the theoretical framework for the chapter. Given the added complexities of advanced technologies, this chapter suggests evaluating social learning through an ID leadership perspective for a more informed recommendation of Web 2.0 online affordances. Following a case analysis of Second Life®, a 3-D virtual world used for learning activities, implications for ID practice are discussed, along with the various benefits and barriers of adopting Web 2.0 technologies. In the conclusion, suggestions are given for future research on the potential for integration of Web 2.0 affordances into online learning designs for rich, engaging learning experiences.

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Increasing Student Engagement and Retention in e-learning Environments: Web 2.0 and Blended Learning Technologies
Type: Book
ISBN: 978-1-78190-515-9

Book part
Publication date: 28 September 2011

Donguk Cheong, Youngkyun Baek and Hoe Kyeung Kim

This chapter describes pre-service teachers' teaching practices of didactic methods based on cognitive apprenticeship. The purpose of this chapter is to demonstrate potential of…

Abstract

This chapter describes pre-service teachers' teaching practices of didactic methods based on cognitive apprenticeship. The purpose of this chapter is to demonstrate potential of Second Life® as a space for teaching practices of pre-service teachers. The participants were 160 college students who were completing a practicum at Korea National University of Education. These students enrolled in four sections of teaching methods and educational technology, which was one of the requirements for their teaching certificate. The students were placed in groups of three to five students according to their majors. In Second Life, they practiced their teaching and participated in the evaluation of other groups' teaching. They discussed Second Life's potential, such as a space for expanding their teaching experiences and explored possibilities for using it as an environment for teaching practices. The authors believe that readers will find that Second Life can offer a valuable environment to promote pre-teachers' understanding of teaching techniques.

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Transforming Virtual World Learning
Type: Book
ISBN: 978-1-78052-053-7

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Book part
Publication date: 28 September 2011

Sue Gregory

This chapter explores how Jass Easterman (the author's avatar name) teaches education students concurrently, both pre-service teachers and postgraduate, in Second Life. It…

Abstract

This chapter explores how Jass Easterman (the author's avatar name) teaches education students concurrently, both pre-service teachers and postgraduate, in Second Life. It discusses how a virtual world can be a valuable teaching and learning tool for the whole group even though they have a variety of overall goals and learning outcomes. Jass brings distant university students located around the world studying at the one institution together to liaise with each other in Second Life. She has created an innovative tutorial model where students go on virtual tours, visit other educational institutions, attend guest lectures, undertake role play activities, and go on Web quests and learn basic building and scripting skills, all from their own homes. Adult learning theories and communities of practice, in a virtual world, underpin all activities. Why Second Life was chosen for these students and what the students say about this type of learning are discussed in this chapter. The value of this tutorial model will be explored and reflected upon and conclusions made of its efficacy.

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Transforming Virtual World Learning
Type: Book
ISBN: 978-1-78052-053-7

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Book part
Publication date: 28 September 2011

Scott J. Warren and Jenny S. Wakefield

This chapter discusses two instructional designs that sought to leverage the multiuser virtual environment Second Life to support learning and instruction with both undergraduate…

Abstract

This chapter discusses two instructional designs that sought to leverage the multiuser virtual environment Second Life to support learning and instruction with both undergraduate and graduate students at two different universities. We examine each of these curricular developments in depth and provide findings from research conducted with each. Using data collected from students and faculty, we describe 11 research-based virtual world design principles that emerged from each experience that include such suggestions as Create opportunities for sustaining virtual community beyond a task and Expect your learners to go off-task. These principles may be used by readers to guide future designs that use virtual worlds to support learning.

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Transforming Virtual World Learning
Type: Book
ISBN: 978-1-78052-053-7

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Book part
Publication date: 28 September 2011

Lesley Scopes

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…

Abstract

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.

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Transforming Virtual World Learning
Type: Book
ISBN: 978-1-78052-053-7

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Book part
Publication date: 22 March 2011

Aimee deNoyelles and Kay Kyeongju Seo

The aim for this chapter is to better understand the dynamics of social communication processes within Second Life®. Understanding communication processes in 3D online social…

Abstract

The aim for this chapter is to better understand the dynamics of social communication processes within Second Life®. Understanding communication processes in 3D online social virtual worlds is vital in embracing contemporary social issues and improving interpersonal and organizational relationships as these environments are rapidly growing in popularity in the education sector. In this chapter, we observed an undergraduate communication class and discussed four powerful interrelated forces behind the students' communication processes: (1) gamer status; (2) avatar appearance; (3) physical proximity; and (4) virtual proximity. Our findings can inform Arts and Science educators in general and Communication instructors in particular about how learners socially communicate and interact within a 3D online social virtual world and how teachers can foster students' communication and collaboration in this environment and support their content creation and collective knowledge building.

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Teaching Arts and Science with the New Social Media
Type: Book
ISBN: 978-0-85724-781-0

Book part
Publication date: 3 August 2017

Matt Bower

The ability for learners to interact online via their avatars in a 3-D simulation space means that virtual worlds afford a host of educational opportunities not offered by other…

Abstract

The ability for learners to interact online via their avatars in a 3-D simulation space means that virtual worlds afford a host of educational opportunities not offered by other learning technology platforms, but their use also raises several pertinent issues that warrant consideration. This chapter reviews the educational use of virtual worlds from a design perspective. Virtual-world definitions are explored, along with their key educational characteristics. Different virtual-world environments are briefly contrasted, including Second Life, Active Worlds, Open Sim, and Minecraft. A wide variety of virtual-world uses in schools and universities are examined so as to understand their versatility. Key educational benefits of virtual worlds are distilled from the literature, such as the ability to facilitate 3-D simulations, role-plays, construction tasks, and immersive learning. Emergent issues surrounding the use of virtual worlds are also analyzed, including cognitive load, safety, and representational fidelity. One higher education and one school level vignette are provided in order to offer more detailed insight into the use of virtual worlds in practice. Recommendations for learning design and implementation are presented, based on the thematic analysis of contemporary virtual-worlds research.

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Design of Technology-Enhanced Learning
Type: Book
ISBN: 978-1-78714-183-4

Book part
Publication date: 28 September 2011

Jennifer L.V. Sparrow, Samantha J. Blevins and Aimee M. Brenner

This chapter provides information on using virtual worlds for faculty and teacher professional development. The information presented in this chapter has been discovered through…

Abstract

This chapter provides information on using virtual worlds for faculty and teacher professional development. The information presented in this chapter has been discovered through an examination of relevant literature with regard to utilizing virtual worlds in higher education. Among topics explored, the authors discuss the following: information regarding theoretical frameworks of teaching and learning, including social constructivism, experiential learning, and problem-based learning; the process for teaching instructors how to use virtual worlds across a variety of curricula; modeling of good practices in teaching and learning in a simulated environment; and the process of teaching faculty how to teach with virtual worlds. In addition, issues of access, technology needs, student training, expectations, and assessment within virtual worlds are discussed. Examples of faculty development including single workshops and entire conferences are shown with specific focus on successes and challenges of conducting these activities within a virtual worlds. In presenting these examples, it is hoped that individuals in higher education will gain a better perspective of utilizing virtual worlds in their practice.

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Transforming Virtual World Learning
Type: Book
ISBN: 978-1-78052-053-7

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Book part
Publication date: 14 July 2014

Emily C. Bouck and Megan Hunley

Technology offers great potential to gifted, talented, and creative (GCT) students, including students who are twice exceptional (i.e., students who are GCT as well as identified…

Abstract

Technology offers great potential to gifted, talented, and creative (GCT) students, including students who are twice exceptional (i.e., students who are GCT as well as identified with a disability). However, little research exists regarding the use and evidence-base base of technologies for these populations. This chapter presents technology to support students who are GCT as well as students identified as twice exceptional, including assistive technology to support students in content area instruction. Although, an evidence-base is needed for using technology in education for GCT and twice-exceptional students, existing research supports using the Internet and Web 2.0 technologies with these students.

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Gifted Education: Current Perspectives and Issues
Type: Book
ISBN: 978-1-78350-741-2

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Book part
Publication date: 28 September 2011

Irena Bojanova and Les Pang

An innovative approach for enhancing college courses using virtual worlds was developed to raise the students' level of engagement, promote critical thinking, and meet pedagogical…

Abstract

An innovative approach for enhancing college courses using virtual worlds was developed to raise the students' level of engagement, promote critical thinking, and meet pedagogical objectives. Reaching to a new level of teaching delivery, this approach involves conducting tours of rich and exciting virtual world venues and assigning students' reflective assignments during and after the tour. In this chapter, the procedures for conducting virtual educational tours are presented, descriptions of explored virtual demonstrations and simulations are provided, findings from the learning experiences are discussed, and students' reactions to the technologies based on comprehensive surveys are shared. Furthermore, key lessons learned and recommended teaching strategies are provided and future plans for application of cutting-edge technologies to education are described.

Details

Transforming Virtual World Learning
Type: Book
ISBN: 978-1-78052-053-7

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