Understanding Learning in Virtual Worlds

Understanding Learning in Virtual Worlds
Author: Mark Childs,Anna Peachey
Publsiher: Springer Science & Business Media
Total Pages: 198
Release: 2013-08-27
Genre: Computers
ISBN: 9781447153702

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Since the publication of the companion volume Researching Learning in Virtual Worlds in 2010, there has been a growth not only in the range and number of educational initiatives taking place in virtual worlds, but also in the depth of analysis of the nature of that education. Understanding Learning in Virtual Worlds reflects those changes through a collection of chapters that are extended versions of research presented at the second Researching Learning in Virtual Environments conference (ReLIVE 11), an international conference hosted by the Open University UK. Included in this book are chapters that explore the philosophical and methodological underpinnings of understanding learning in virtual worlds, identify and analyse the factors that support learning in these environments, and present case studies that demonstrate some of the various ways in which virtual worlds can be applied to facilitate learning and teaching. The links between learning in a virtual world and learning in the physical world are made apparent throughout, and the authors reveal how understanding learning in one informs the other. Understanding Learning in Virtual Worlds is an important book not only to those who teach in virtual worlds, but to anyone for whom understanding learning, in all its forms, is of interest.

Learning in Virtual Worlds

Learning in Virtual Worlds
Author: Sue Gregory,Mark J.W. Lee,Barney Dalgarno,Belinda Tynan
Publsiher: Athabasca University Press
Total Pages: 347
Release: 2016-04-01
Genre: Education
ISBN: 9781771991339

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Three-dimensional (3D) immersive virtual worlds have been touted as being capable of facilitating highly interactive, engaging, multimodal learning experiences. Much of the evidence gathered to support these claims has been anecdotal but the potential that these environments hold to solve traditional problems in online and technology-mediated education—primarily learner isolation and student disengagement—has resulted in considerable investments in virtual world platforms like Second Life, OpenSimulator, and Open Wonderland by both professors and institutions. To justify this ongoing and sustained investment, institutions and proponents of simulated learning environments must assemble a robust body of evidence that illustrates the most effective use of this powerful learning tool. In this authoritative collection, a team of international experts outline the emerging trends and developments in the use of 3D virtual worlds for teaching and learning. They explore aspec ts of learner interaction with virtual worlds, such as user wayfinding in Second Life, communication modes and perceived presence, and accessibility issues for elderly or disabled learners. They also examine advanced technologies that hold potential for the enhancement of learner immersion and discuss best practices in the design and implementation of virtual world-based learning interventions and tasks. By evaluating and documenting different methods, approaches, and strategies, the contributors to Learning in Virtual Worlds offer important information and insight to both scholars and practitioners in the field.

Understanding Emotions in English Language Learning in Virtual Worlds

Understanding Emotions in English Language Learning in Virtual Worlds
Author: Mariusz Kruk,Miroslaw Pawlak
Publsiher: Routledge
Total Pages: 130
Release: 2022
Genre: Language Arts & Disciplines
ISBN: 1003240062

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This book contributes to overcoming the deficit in research on emotions in foreign language learning in the domain of computer assisted language learning in both traditional and virtual settings. The authors divide emotions into positive (i.e. enjoyment and curiosity) and negative (i.e. boredom and language anxiety) and explore their role in L2 teaching and learning in CALL environments from theoretical, empirical and pedagogical perspectives. The book begins with a theoretical overview of selected issues concerning positive and negative emotions and surveys the studies that have dealt with this issue in L2 learning in conventional settings and CALL. The empirical part of the book is devoted to a research project which explores the experience of positive and negative emotions in learning English in the virtual world Second Life, the relationships of the emotions in question and factors influencing them. The book concludes by recommending a selection of practices which can help maximise the positive emotions and minimize the negative emotions in foreign language learning in CALL environments. This is an important and illuminating read for students and scholars of applied linguistics, second language education and educational technology who are interested in CALL and in incorporating VW/VR based language learning programs into their studies and teaching.

Researching Learning in Virtual Worlds

Researching Learning in Virtual Worlds
Author: Anna Peachey,Julia Gillen,Daniel Livingstone,Sarah Smith-Robbins
Publsiher: Springer Science & Business Media
Total Pages: 222
Release: 2010-02-05
Genre: Computers
ISBN: 9781849960472

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Most of the chapters in this book are extended papers from Research Learning in Virtual Environments (reLIVE08), an international conference held by the UK Open University in Milton Keynes in November 2008. Authors of the best papers and presentations from the conferences were invited to contribute to Research Learning in Virtual Worlds, the first book to specifically address research methods and related issues for education in virtual worlds. The book covers a range of research undertaken in virtual worlds. It opens with an accessible introduction both to the book and to the subject area, making it an ideal springboard for those who are new to research in this area. The subsequent ten chapters present work covering a range of research methodologies across a broad discipline base, providing essential reading for advanced undergraduate or postgraduate researchers working in education in virtual worlds, and engaging background material for researchers in similar and related disciplines.

Experiential Learning in Virtual Worlds

Experiential Learning in Virtual Worlds
Author: Anonim
Publsiher: BRILL
Total Pages: 227
Release: 2019-01-04
Genre: Social Science
ISBN: 9789004372153

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Learning and Teaching in the Virtual World of Second Life

Learning and Teaching in the Virtual World of Second Life
Author: Judith Molka-Danielsen,Mats Deutschmann
Publsiher: Tapir Academic Press
Total Pages: 220
Release: 2009
Genre: Computers
ISBN: 8251923530

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Virtual worlds are increasingly incorporated into modern universities and teaching pedagogy. Over 190 higher education institutions worldwide have done teaching in the virtual world of Second Life (SL). This book is based on the first Scandinavian project to experiment with the design and testing of teaching platforms for life long learning in SL. In 2007, it created a virtual island or "sim" in SL called "Kamimo Education Island." The project generated a number of courses taught in SL, and instructed educators in the use of SL. This book disseminates the experiences and lessons learned from that project and from other educational projects in SL. The book identifies the gaps in traditional forms of education. It provides a roadmap on issues of instructional design, learner modeling, building simulations, exploring alternatives to design, and integrating tools in education with other learning systems.

Understanding Emotions in English Language Learning in Virtual Worlds

Understanding Emotions in English Language Learning in Virtual Worlds
Author: Mariusz Kruk,Miroslaw Pawlak
Publsiher: Routledge
Total Pages: 133
Release: 2022-04-19
Genre: Language Arts & Disciplines
ISBN: 9781000570892

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This book contributes to overcoming the deficit in research on emotions in foreign language learning in the domain of computer-assisted language learning (CALL) in both traditional and virtual settings. The authors divide emotions into positive (i.e., enjoyment and curiosity) and negative (i.e., boredom and language anxiety) and explore their role in L2 teaching and learning in CALL environments from theoretical, empirical and pedagogical perspectives. The book begins with a theoretical overview of selected issues concerning positive and negative emotions and surveys the studies that have dealt with this issue in L2 learning in conventional settings and CALL. The empirical part of the book is devoted to a research project which explores the experience of positive and negative emotions in learning English in the virtual world Second Life, the relationships of the emotions in question and factors influencing them. The book concludes by recommending a selection of practices which can help maximize the positive emotions and minimize the negative emotions in foreign language learning in CALL environments. This is an important and illuminating read for students and scholars of applied linguistics, second language education and educational technology who are interested in CALL and in incorporating VW/VR-based language learning programs into their studies and teaching.

Design for Learning in Virtual Worlds

Design for Learning in Virtual Worlds
Author: Brian C. Nelson,Benjamin E. Erlandson
Publsiher: Routledge
Total Pages: 263
Release: 2012-05-22
Genre: Education
ISBN: 9781136863035

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Design for Learning in Virtual Worlds, the first book focused specifically on how to design virtual worlds for educational purposes, explores: • the history and evolution of virtual worlds • the theories behind the use of virtual worlds for learning • the design of curricula in virtual worlds • design guidelines for elements experienced in virtual worlds that support learning • design guidelines for learning quests and activities in virtual worlds. The authors also examine the theories and associated design principles used to create embedded assessments in virtual worlds. Finally, a framework and methodology is provided to assist professionals in evaluating "off-the-shelf" virtual worlds for use in educational and training settings. Design for Learning in Virtual Worlds will be invaluable both as a professional resource and as a textbook for courses within Educational Technology, Learning Sciences, and Library Media programs that focus on gaming or online learning environments.