Archive for the ‘Virtual Worlds’ Category

An Investigation into Cooperative Learning in a Virtual World using Problem-Based Learning

Three-dimensional multi-user virtual environments (MUVEs) have the potential to provide deeply experiential learning qualitatively similar to that found in the real world. MUVEs offer a pedagogically-driven immersive learning opportunity for educationalists that is cost-effective and enjoyable. A family of digital virtual avatars was created within Second Life® to investigate the implementation of a problem-based learning […]

7 Elements To Include In Your Next Online Training Simulation

Do your online training simulations offer your employees the experience they need? In this article, I’ll highlight the 7 elements that belong in every online training simulation. eLearning Industry

Playful Constructivism: Making Sense of Digital Games for Learning and Creativity Through Play, Design, and Participation

The goal of this article is to provide a conceptual framework to better understand digital games in learning and creative contexts through the dimensions of play, design, and participation. This framework can be used as a guiding tool for the selection, implementation, and evaluation of game-based approaches in formal and informal educational settings, as well […]

‘I Create Therefore I Virtually Exist’: Digital Content Creation, Virtual Consumption, and Motivation in Second Life

User-generated content (UGC) has been receiving increasing attention given its spread throughout digital media platforms and applications. Previous research focusing on Web 2.0 based platforms highlighted linkages with personal characteristics, user attitudes, and social as well as individual motivators. Interestingly, UGC has not been addressed on other platforms such as 3D virtual worlds, and the […]

Exploring Intrinsic Gender Identity Using Second Life

Virtual worlds (VWs) provide an environment to understand and explore notions of gender and identity, particularly given the ability for users to experiment with gender in online worlds. Our study analyses gender identity using the virtual space of Second Life (SL) to explore experiences and responses to gender in an avatar. We introduced 46 novice […]

From Dreams to Realities: AR/VR/MR in Education

“Actually, I think we aren’t that far from being able to deliver on the powerful visions of teaching faculty.’ — Daniel Christian The marketplace for augmented reality, virtual reality, and mixed reality technologies may be heating up. Daniel Christian, a senior instructional designer at Calvin College observes that significant R&D investments, product development, and more […]

Use of Immersive Simulations to Enhance Graduate Student Learning: Implications for Educational Leadership Programs

The purpose of this article is to present how one university incorporates immersive simulations through platforms which employ avatars to enhance graduate student understanding and learning in educational leadership programs. While using simulations and immersive virtual environments continues to grow, the literature suggests limited evidence of avatar technology currently used at the university level, especially […]

Determinants of presence in 3D virtual worlds: A structural equation modelling analysis

There is a growing body of evidence that feeling present in virtual environments contributes to effective learning. Presence is a psychological state of the user; hence, it is generally agreed that individual differences in user characteristics can lead to different experiences of presence. Despite the fact that user characteristics can play a significant role in […]

Being There: Implications of Neuroscience and Meditation for Self-Presence in Virtual Worlds

New discoveries in neuroscience show that the human brain and body work together to experience and evaluate emotions and thoughts and to create a felt sense of presence in the material (or virtual) world. The brain engenders (creates) bodily feelings that represent emotions and thoughts. By directing attention to present moment bodily sensations we experience […]

Professors and Virtual World Professionalism: A Qualitative Study

Just as there are now questions about professionalism and professional boundaries in social networking environments such as Facebook or LinkedIn, there are also questions about what it means to be professional in virtual worlds like Second Life (SL). In an effort to understand professors’ lived experiences with professionalism in virtual worlds, specifically in SL, I […]