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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: 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: 13 January 2011

P. Charles Livermore

Participation in online courses in both traditional universities and newer for-profit organizations is burgeoning. Indeed, students entering higher education increasingly have…

Abstract

Participation in online courses in both traditional universities and newer for-profit organizations is burgeoning. Indeed, students entering higher education increasingly have experienced online education at the secondary and even primary levels. Students have immense wherewithal with digital media use through messaging, gaming and mobile platforms. Reference librarians in the epoch of Wikipedia and Google are experiencing a steady decline in the number of in-person reference questions. However, disruptive innovations in teaching technologies such as multiuser-virtual-environments (MUVEs) now enable quasi-face-to-face consultations by librarians with students. The use of virtual environments might well be bolstered by the unsustainability of the traditional brick-and-mortar based educational facility grounded interaction due to the new financial strictures on many educational institutions and their stakeholders. In many ways libraries and other elements of higher education are evolving away from physical onsite usage to an online interface that in many ways reflects gaming interfaces. That is, geographically separated learners can meet with librarians together as teams to get informational and technical support through a variety of platforms and interfaces. This chapter is a report on providing the support of an experienced reference librarian through the Second Life virtual world interface. Included are descriptions of Second Life sites and resources and how they might be utilized for library functions. Educational venues in Second Life are describes and explained, as are learner avatar use and Second Life educational experiences. Second Life is a technology that invites experimentation and growth for those in higher education.

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Higher Education Administration with Social Media
Type: Book
ISBN: 978-0-85724-651-6

Book part
Publication date: 28 September 2011

Randy Hinrichs

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…

Abstract

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.

Details

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

Book part
Publication date: 28 September 2011

Melissa L. Burgess and Phil Ice

Online learning in higher education has, until most recently, been delivered primarily through learning management systems (LMS) such as BlackBoard, Moodle, and others. However…

Abstract

Online learning in higher education has, until most recently, been delivered primarily through learning management systems (LMS) such as BlackBoard, Moodle, and others. However, responding to budgetary concerns and burgeoning enrollments, delivery of online learning via multiple open source (free) formats, is quickly becoming an attractive and inexpensive option for online distance and learning programs. Multi-user virtual environments, or MUVEs, are one such option that provides an interactive and socially rich learning experience for learners. In this chapter, the authors propose a dually fused pedagogical framework that has the potential to provide both asynchronous and synchronous online learning activities the elicit critical thinking skills and that further align with additional skills twenty-first century learners and instructors need to compete in today's global society.

Book part
Publication date: 28 September 2011

Dona Cady, Matthew Olson, Peter Shea and J.M. Grenier

Since the prevalence of virtual worlds in society has grown exponentially in recent years and virtual worlds have demonstrated an incredible power to engage participants in ways…

Abstract

Since the prevalence of virtual worlds in society has grown exponentially in recent years and virtual worlds have demonstrated an incredible power to engage participants in ways in which traditional education has not, virtual worlds provide us an excellent opportunity to create engaging, collaborative, and academically challenging learning situations. Also, given the new media literacy of many of younger students, we in higher education are in many ways meeting them where they already are …or should be. By integrating virtual worlds into instruction, the Virtual Education Research Group (VERG) at Middlesex Community College in Massachusetts provides students with these collaborative experiences. Through a sustained community of practice and experimentation with a variety of virtual world platforms including ActiveWorlds, World of Warcraft, Warhammer, City of Heroes Architect, Forbidden City, and Second Life, some general principles and specific learning activities emerge for instructors integrating virtual worlds into the classroom. The basic concepts of connecting with technical and administrative support, choosing a world with thematic connections to your subject, creating scheduled opportunities to play and learn together, and committing to providing a strong online presence have been expanded upon to create a flexible model that can be applied across disciplines. Through the work of VERG at Middlesex Community College, virtual worlds are now used in a variety of instructional disciplines, ranging from humanities to psychology to business. Several case studies illustrating unique and effective practices are provided.

Book part
Publication date: 28 September 2011

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…

Abstract

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.

Details

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

Book part
Publication date: 1 November 2012

Catherine G. Caws

Based on the premise that computers have now become cultural and cognitive artifacts with which and not from which learners interact on a daily basis, this chapter focuses on best…

Abstract

Based on the premise that computers have now become cultural and cognitive artifacts with which and not from which learners interact on a daily basis, this chapter focuses on best practices in preparing and engaging digital natives to become tomorrow’s leaders of a global knowledge economy that is increasingly dependent on electronic modes of communications. Using a study based on online tools in a writing course taught at the University of Victoria (Canada), we take a qualitative interpretative stance to explain the opportunities and challenges of learning and teaching in such environments. We comment on such aspects as the need to properly address learner’s functional skills (or lack off), the various tools that can be used to engage and motivate learners, and the need to go beyond methods based on delivery in order to better focus on the development of multiliteracies, in particular critical literacy and functional literacy. Our argument, grounded in cognitive and sociocultural theories of learning, favors an interdisciplinary approach while focusing on disciplines that are typically housed in the humanities, in particular second language academic programs. Our discussions and conclusions move from these case studies to a more general reflection on the extent to which electronic environments are reshaping higher education.

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Increasing Student Engagement and Retention Using Social Technologies
Type: Book
ISBN: 978-1-78190-239-4

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Abstract

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Managing Technology and Middle- and Low-skilled Employees
Type: Book
ISBN: 978-1-78973-077-7

Book part
Publication date: 19 March 2013

Felix A. Kronenberg

Two different types of technology-enabled stories that can help expand the notion of narratives are discussed in this chapter. The narratives found in digital storytelling and…

Abstract

Two different types of technology-enabled stories that can help expand the notion of narratives are discussed in this chapter. The narratives found in digital storytelling and video games offer new possibilities and advantages for language learners and instructors. They are multimodal, immersive, and authentic; they offer significant motivational benefits and allow for agentive, situated, and participatory learning. Both forms, DST and video games, exemplify new modes of relating meaningful narratives. Media creation and sharing as well as gaming are familiar domains for today's learners. Thus, if these authentic practices are part of the learner's everyday experiences, it makes sense to utilize their potential for educational purposes. As the review of some applications in this chapter indicates, there is an area of convergence that is of particular interest for language learning purposes and may lead us to contemplate a redefinition of these narrative forms. In addition to more traditional narratives, these new and emergent forms can and should be represented in language learning curricula.

Details

Increasing Student Engagement and Retention using Multimedia Technologies: Video Annotation, Multimedia Applications, Videoconferencing and Transmedia Storytelling
Type: Book
ISBN: 978-1-78190-514-2

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