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1.
Virtual worlds for adults (e.g. Second Life), youth (e.g. Habbo) and children (e.g. Whyville) have a great potential for learning and teaching practices for enriching wider public and engendering collective experience and collaboration. Informal learning environments such as virtual worlds offer children and adults various intellectual and sensory activities or flow experiences according to Csikszentmihalyi. Virtual worlds promote social interaction and offer visitors an opportunity for various interactive activities which can sometimes not be realized in real life education. Children and adults can explore and learn in a different way and from a different perspective, also with educational games. The paper deals with learning possibilities and opportunities in educational virtual worlds. Virtual worlds can introduce quality learning environment and offer new challenges in the educational field.  相似文献   

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Virtual worlds open new possibilities for learners, prompting a reconsideration of how learning takes place, and setting education in a context of playfulness, delight and creativity. They provide environments in which it is not only possible but also necessary to generate and try out ideas. They therefore offer opportunities to explore new possibilities related to teaching and learning about creativity and to challenge assumptions about the creative capabilities of young learners. The research reported here focuses on a group of teenaged learners who worked together online in the virtual world of Second Life®, as well as using other online tools. It applies thematic analysis to a 120-post forum discussion carried out over two weeks, in which 19 learners and educators debated how to develop their virtual island, and sets this discussion in the context of ongoing interaction within this group. Their focus widened from building plans to cover the creation and maintenance of a community, creatively synthesising considerations relating to environment, ethics, governance, aesthetics and purpose. The teenagers’ creativity when dealing with this authentic problem extended well beyond the elements identified by England's National Curriculum, and was supported by staff's active and supportive engagement in the debate.  相似文献   

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Imaginary worlds have been devised by artists and commentators for centuries to focus satirical attention on society’s problems. The increasing sophistication of three‐dimensional graphics software is generating comparable ‘virtual worlds’ for educational usage. Can such worlds play a satirical role suggesting developments in distance education practice and policy? The article examines the emergence of Hinterlife, a cartoon world run by a disarmingly despotic academic known to the real world only by his virtual name, Professor Horace. This article suggests that a healthy dose of satire can help distance education to overcome the problems generated in difficult economic times.  相似文献   

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This paper focuses on student attitudes about using a virtual world (VW) learning platform. VWs allow students to meet via avatars and experience events that simulate real social experiences. It can also enhance student motivation, learning and collaboration. However, studies have reported that many students and teachers find VW difficult to use, and thus, do not adopt it. The current study sought to examine preservice teachers' experiences in VW in a multiple-college course. The aims of the study were to focus on the possible difficulties and supporting factors affecting the present use of VW and identify factors affecting the future use of VW. Ninety-nine Jewish and Arab students from eight teachers' colleges in Israel who participated in a VW learning experience completed an online questionnaire, which included items relating to their experience with computer games, difficulties and level of satisfaction with the course. Computer-game experience, cultural background, technical difficulties and satisfaction with class management predicted the intention to use VW in the future. Possible practical and theoretical implications are discussed.  相似文献   

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Logic Programming (LP) follows the declarative programming paradigm, which novice students often find hard to grasp. The limited availability of visual teaching aids for LP can lead to low motivation for learning. In this paper, we present a platform for teaching and learning Prolog in Virtual Worlds, which enables the visual interpretation and verification of program results in a straightforward fashion and requires students to adopt a collaborative problem‐solving approach. The results of the pilot application and student‐centered evaluation of the platform are encouraging regarding group learning performance and user experience. The paper contributes to current practice of teaching and learning LP by proposing a metaphor and a system that can empower the educational process with toy world examples visualized in a shared 3D environment.  相似文献   

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In this paper I deploy a synthesis of methods I term virtual literacy ethnography to investigate the diverse literacy practices of the project Schome Park. Participants have been engaging over a 15‐month period in an innovative out‐of‐school project centred on use of the (Teen) Second Life three‐dimensional virtual world. Some ethical aspects of working with children in virtual worlds are briefly discussed. I analyse evidence from the three main communicative domains of the project: chat logs, wiki and forum, demonstrating the complexity and creativity of student literacy practices. I include in my data selection exemplars that draw on persistently valued literacy texts and demonstrate that attentive examination to literacy practices may be more fruitful than maintaining overly dichotomised boundaries between new literacies and those more established.  相似文献   

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Three‐dimensional virtual world (3DVW) have been adopted extensively in the education sector worldwide, and there has been remarkable growth in the application of these environments for distance learning. A wide variety of universities and educational organizations across the world have utilized this technology for their regular learning and teaching programs. The current study conducts a systematic review of the published studies relevant to the application of 3DVWs in higher education. A search of the literature was carried out in eight high‐ranking scientific digital libraries. Following scrutiny according to inclusion and exclusion criteria, 165 papers out of 1402 publications were selected for review from a variety of disciplines over a 10‐year time period. The systematic review process were summarised, a number of paper reviews were conducted and results in conjunction with applicability of 3DVWs in higher education were extracted. In this study, various application areas of 3DVWs in higher education were found and classified into 13 main categories. Additionally, implications for research and practice are presented to provide new directions for further research and practice in the field.  相似文献   

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Although there is interest in the educational potential of online multiplayer games and virtual worlds, there is still little evidence to explain specifically what and how people learn from these environments. This paper addresses this issue by exploring the experiences of couples that play World of Warcraft together. Learning outcomes were identified (involving the management of ludic, social and material resources) along with learning processes, which followed Wenger's model of participation in Communities of Practice. Comparing this with existing literature suggests that productive comparisons can be drawn with the experiences of distance education students and the social pressures that affect their participation.  相似文献   

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We aimed to study the characteristics and usage patterns of 3D virtual worlds in the context of teaching and learning. To achieve this, we organised a full‐day workshop to explore, discuss and investigate the educational use of 3D virtual worlds. Thirty participants took part in the workshop. All conversations were recorded and transcribed for analysis. Thematic analysis was carried out to identify prominent issues and topics. We found that to fully utilise 3D virtual worlds for teaching and learning, students, tutors and educational institutions face a number of socio‐psychological, pedagogical and technological challenges. The paper highlights and discusses the issues that emerged from the workshop, supporting them with real life experiences and case studies provided by the workshop participants.

Probleme und Herausforderungen des Unterrichtens und Lernens in virtuellen 3D Welten: “echte” Lebensfallstudien

Wir hatten zum Ziel, die Eigenschaften und die Gebrauchsweise von 3D‐virtuellen Welten im Zusammenhang mit Unterricht und Lernen zu studieren. Dazu organisierten wir einen ganztägigen Workshop, um den Gebrauch von 3D virtuellen Welten im Bildungsbereich zu erforschen, zu besprechen und zu untersuchen. Dreißig Teilnehmer nahmen an diesem Workshop teil. Alle Gespräche wurden aufgezeichnet und für die Analyse transskribiert. Eine thematische Analyse wurde ausgeführt, um gängige Probleme und Themen herauszufinden. Wir meinen, dass, um virtuelle 3D‐Welten komplett zu verwerten, um darin zu unterrichten und Erfahrungen zu sammeln, Studenten, Tutoren und Bildungseinrichtungen mehreren sozialpsychologischen, pädagogischen und technologischen Herausforderungen gegenüberstehen. Dieser Beitrag beleuchtet und bespricht die Probleme, die innerhalb des Workshops auftauchten und unterstützt ihr Verständnis durch von den Workshopteilnehmern selbst zur Verfügung gestellten Lebenserfahrungen und Fallstudien.

Problèmes et défis de l’enseignement/apprentissage dans des mondes virtuels en 3D: des études de cas empruntés à la vie réelle

Nous avions pour but d’étudier les caractéristiques et les schémas d’usage des mondes virtuels en 3D dans un contexte d’enseignement et apprentissage. Pour y parvenir, nous avons organisé un atelier d’une journée entière pour débattre, explorer et mener une recherche sur l’emploi éducatif des mondes virtuels en 3D. L’atelier a accueilli 30 participants. Toutes les conversations ont été enregistrées et transcrites à des fins d’analyse. On a effectué une analyse thématique pour identifier les problèmes et les thèmes les plus marquants. Nous avons découvert que pour utiliser à fond les mondes virtuels en 3D pour l’enseignement et l’apprentissage, les étudiants, les tuteurs et les institutions éducatives doivent faire face à un certain nombre de défis socio‐psychologiques, pédagogiques et technologiques. Dans cet article l’accent et le débat portent sur les questions qui sont apparues au cours de l’atelier, le tout appuyé sur des expériences de la vie réelle et sur des études de cas fournies par les participants à l’atelier.

Problemas y desafíos de la enseñanza/aprendizaje en mundos virtuales 3D: estudios de casos de la vida real

Nuestro propósito era el estudio de las características y de los esquemas de uso de los mundos virtuales 3D dentro del contexto de la enseñanza/aprendizaje. Para llevar esto a cabo hemos organizado un taller de un día completo para explorar, discutir y investigar el uso educativo de los mundos virtuales 3D. Treinta personas participaron en el taller. Todas las conversaciones fueron grabadas y transcribidas para ser analizadas. Un análisis temático fué realizado para identificar los temas y problemas más destacados. Hemos descubierto que para aprovechar plenamente los mundos virtuales 3D para la enseñanza/aprendizaje, los alumnos, los tutores y las instituciones educativas tienen que hacer frente a un número de desafíos socio‐psicológicos, pedagógicos y tecnológicos. En el artículo los autores destacan y discuten los problemas que han surgido del taller, apoyandoles con experiencias de la vida real y estudios de casos suministrados por los participantes del taller.  相似文献   

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This article presents our experience of testing the OpenSim platform as a tool in teaching French to 108 tourism students at Universidad Rey Juan Carlos (Madrid, Spain). The article begins with some theoretical reflections on the behaviour of the student when using a virtual platform by means of an avatar, and with our observations of how this doubling of identity is actually the greatest asset of virtual worlds when we intend to apply them to teaching (1. Introduction). Then we move on to present our goals and method of work (2. Aims and methodology) and to analyse the development of the virtual space or sim, setting out the teaching strategies that were employed in each of the islands we created, and which correspond to reading comprehension, listening comprehension and written expression (3. Metaverse design). In order to assess the language learning results, we also devised tests throughout the experiment, which were repeated one month later. The assessment shows that the process of language acquisition is positive (4. Results analysis). Finally, we demonstrate that the rise of virtual worlds has been backed up by psycholinguistic factors, but at the same time their applicability and sustainability depend on technical aspects and very especially on theoretical and pedagogical tenets which are still to be drawn up (5. Conclusions).  相似文献   

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文化再制不会因为虚拟世界的介入而销声匿迹,恰恰相反,对于在现实与虚拟中不 断跃迁的教育而言,文化再制策略将更隐蔽、更温和,也更容易以误认为前提被确认。教育公平 论域扩展的同时可能也是文化再生产扩展的继续,话语和话语权的复杂与不确定,主动参与式的 权力再生产,文化任意性的施加,都可能使教育公平以及与之相关的公共教育政策遭遇质疑,并 进而获得一种重新解读。  相似文献   

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Using the delivery of a large postgraduate distance learning module in bioethics to health professionals as an illustrative example, the type of learning activity that could be enhanced through delivery in an immersive virtual world (IVW) was explored. Several activities were repurposed from the “traditional” virtual learning environment into the IVW, providing insight into the pedagogical affordances of each environment. Voluntary classes, which were held each week over the 12-week module, were designed to provide deeper understanding of ethical theory and how it informs professional healthcare practice. Virtual classes included problem-based learning, flipped lectures, and role play. Following the introduction of the virtual classes, the module failure rate was less than 5%, compared with ~11% in the previous two cohorts. However, the introduction of any new technology presents challenges to both staff and students; therefore, the barriers to using virtual worlds are also explored.  相似文献   

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Second Life (SL) is currently the most mature and popular multi-user virtual world platform being used in education. Through an in-depth examination of SL, this article explores its potential and the barriers that multi-user virtual environments present to educators wanting to use immersive 3-D spaces in their teaching. The context is set by tracing the history of virtual worlds back to early multi-user online computer gaming environments and describing the current trends in the development of 3-D immersive spaces. A typology for virtual worlds is developed and the key features that have made unstructured 3-D spaces so attractive to educators are described. The popularity in use of SL is examined through three critical components of the virtual environment experience: technical, immersive and social. From here, the paper discusses the affordances that SL offers for educational activities and the types of teaching approaches that are being explored by institutions. The work concludes with a critical analysis of the barriers to successful implementation of SL as an educational tool and maps a number of developments that are underway to address these issues across virtual worlds more broadly.  相似文献   

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David Vincent 《Interchange》2003,34(2-3):341-357
The paper argues that the term ‘literacy’ has become attached to too many disparate practices, and that renewed attention needs to be paid to how the acquisition and use of skills of written communication are conditioned by the core structures of the home, the classroom, and the state. It reviews the current usages of literacy and examines the agenda for further research in the central areas of reading and particularly writing. Attention is drawn to the contemporary engagement with literacy as a basic skill, and to the recent implementation in England of the “National Literacy Strategy.” The close parallels between the 19th and early 21st century literacy strategies are noted. If historians wish to apply their research to an interrogation of contemporary ideology and practice, greater attention should be paid to domestic instruction and to the role of government over time.  相似文献   

18.
Online three‐dimensional (3D) virtual worlds are emerging technologies that offer unique learning opportunities for traditional and distributed education. One of the more popular 3D virtual worlds, Active Worlds, is currently being used as a medium for synchronous and asynchronous distance learning. This investigation presents two exploratory case studies of different, but exemplary educational activities using Active Worlds for formal and informal education. The focus of each case study is to investigate how Active Worlds is being used for distance learning and to determine the type of learning experiences afforded by this 3D virtual environment. Whilst more research is necessary to explore fully the potential of 3D virtual worlds for learning, this initial investigation illustrates how Active Worlds affords opportunities for experiential learning and situated learning within a collaboration learning environment.  相似文献   

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