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Wang, Tsung Juang – Teaching in Higher Education, 2011
Virtual world technology is now being incorporated into various higher education programs, often with enthusiastic claims about the improvement of students' abilities to experience learning problems and tasks in computer-mediated virtual reality through the use of computer-generated personal agents or avatars. The interactivity of the avatars with…
Descriptors: Constructivism (Learning), Learning Problems, Computer Simulation, Scoring Formulas
Moore, Kristen; Pflugfelder, Ehren Helmut – Learning, Media and Technology, 2010
Education in virtual worlds has the potential, it seems, for engaging students in innovative ways and for enabling new discourses on a host of issues. Virtual locations like "Second Life," "Kaneva," or "World of Warcraft," among other multi-user virtual environments (MUVEs), also come with unique challenges for educators as they consider the…
Descriptors: Graduate Students, Virtual Classrooms, Computer Uses in Education, Student Attitudes
Parker, Lyn – Program: Electronic Library and Information Systems, 2008
Purpose: The purpose of this paper is to give a brief introduction to Second Life, and to provide an outline of how one academic librarian has got involved with using it and reviews the issues that have arisen from a library perspective. Design/methodology/approach: The paper offers a reflection on whether library activities in Second Life are…
Descriptors: Computer Simulation, Virtual Classrooms, Computer Uses in Education, Academic Libraries
Thomas, Herbert – British Journal of Educational Technology, 2010
Traditionally, at least according to popular wisdom, learning took place in venues that were custom-designed for the purpose. The purpose, given the evidence of the artefacts with which we are confronted, seems to have been the educational equivalent of the production line that so succinctly characterised the industrialisation of society. One…
Descriptors: Educational Change, Educational Principles, Educational Philosophy, Epistemology
Bell, David – British Journal of Educational Technology, 2009
There is currently widespread interest in exploring the opportunities to develop learning that can be delivered in three-dimensional multiuser virtual environments (3-D MUVEs). In this paper, I argue for the need to conduct research into the emerging cultures of use in 3-D MUVEs, focussing on the example of Second Life. Drawing on social and…
Descriptors: Social Systems, Educational Research, Research Needs, Cultural Context
Taylor, Carol A.; Dunne, Mairead – British Journal of Sociology of Education, 2011
This article considers some of the ways in which the transformative power of Web 2.0 digital technology is reconfiguring learning, knowledge and academic identities in the contemporary university. Through a focus on five specific examples, we consider the impact of virtualization processes on spatiality, materiality and embodiment, and pedagogic…
Descriptors: Foreign Countries, Higher Education, Internet, Computer Uses in Education
Bugeja, Michael J. – Education Digest: Essential Readings Condensed for Quick Review, 2008
An article this author wrote about avatar harassment and assault in Second Life (SL) inspired a considerable response after it was published. Perhaps the most notable reply was from Linden Lab, the company that created the virtual-reality world. In his initial essay ("The Chronicle of Higher Education," September 14, 2007; "The Education Digest,"…
Descriptors: Higher Education, Civil Rights, Computer Simulation, Technology Education