Archive for the ‘Virtual Worlds’ Category

Eco-dialogical learning and translanguaging in open-ended 3D virtual learning environments: Where place, time, and objects matter

The purpose of this research was to explore the relationships between design, learning, and translanguaging in a 3D collaborative virtual learning environment for adolescent learners of Chinese and English. We designed an open-ended space congruent with ecological and dialogical perspectives on second language acquisition. In such a space, sense-making is contingent on the relational dynamics […]

Design of a Three-Dimensional Cognitive Mapping Approach to Support Inquiry Learning

The use of external representations has the potential to facilitate inquiry learning, especially hypothesis generation and reasoning, which typically present difficulties for students. This study describes a novel three-dimensional cognitive mapping (3DCM) approach that supports inquiry learning by allowing learners to combine the information on a problem, the subject knowledge, and the hypothesizing and reasoning […]

EcoXPT: Designing for Deeper Learning through Experimentation in an Immersive Virtual Ecosystem

Young people now must compete in a global, knowledge-based, innovation-centered economy; they must acquire not just academic knowledge, but also character attributes such as intrinsic motivation, persistence, and flexibility. To accomplish these ambitious goals, the National Research Council (2012) of the United States recommends the use of “deeper learning” classroom strategies. These include case-based learning, […]

AI, Merging of Digital and Physical Worlds Among Top 10 Tech Trends for 2018

Gartner has released its list of top 10 strategic technology trends for 2018 with a focus for the coming year on technologies related to artificial intelligence and machine learning and those that blend the physical and digital worlds. Campus Technology

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 […]