By Giovanni Vincenti, James Braman
The longer term good fortune of schooling depends upon technological and pedagogical innovation. Unbridled via the actual constraints of either time and area, digital areas go beyond many obstacles of the common school room, the place studying is dependent upon presence and physicality. Multi-User digital Environments for the school room: useful methods to educating in digital Worlds highlights the paintings of educators bold sufficient to educate in those electronic frontiers. teachers will locate state of the art instructing principles within the theoretical discussions, case reports, and experiments provided during this ebook. those insights are utilized to number of topic parts and pedagogical contexts, together with studying overseas languages in digital environments, examples which motivate educators to layout and enhance new worlds of studying contained in the collage and past.
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Extra resources for Multi-User Virtual Environments for the Classroom: Practical Approaches to Teaching in Virtual Worlds
This example provides a template for other role-play scenarios that can be afforded by MUVEs. There are many other ways in which active learning can take place in MUVEs. Perhaps one of the most impressive types of active learning scenarios in virtual worlds includes the development of virtual labs as exemplified by the biosciences lab at the University of East London (Cobb, Heaney, Corcoran, & Henderson-Begg, 2009). This experimental study recreated a virtual Polymerase Chain Reaction (PCR) experiment in Second Life designed to amplify DNA for use in molecular biology, biotechnology, and forensics.
2009). Canadian border simulation at Lyalist College. Journal of Virtual Worlds Research, 2(1). Institute for Learning Styles Research. (2003). Institue for Learning Styles Research. , & Mayrath, M. (2008). Understanding project-based learning in Second Life with a pedagogy, training, and assessment trio. Educational Media International, 45(3), 157–176. 1080/09523980802283889 Johnson, D. W. (1981). Student-student interaction: The neglected variable in education. Educational Researcher, 10(1), 5–10.
Educational Researcher, 10(1), 5–10. Johnson, J. L. (2000). Learning communities and special efforts in the retention of university students: What works, what doesn’t, and is the return worth the investment? Journal of College Student Retention: Research. Theory into Practice, 2(3), 219–238. , & Livingstone, D. (2006). Putting a Second Life “Metaverse” skin on learning management systems. Proceedings First Second Life Education Workshop, Part of the 2006 Second Life Community Convention, (pp. 13-18).