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Virtual Worlds for Learning

Savin-Baden, Maggi, Falconer, Liz, Wimpenny, Katherine and Callaghan, Michael (2016) Virtual Worlds for Learning. In: Technology Enhanced Learning Research Themes. (Eds: Duval, Erik, Sharples, Mike and Sutherland, Rosamund), Springer, Switzerland, pp. 90-102. ISBN 978-3-319-02599-5 [Book section]

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URL: http://www.springer.com/gb/book/9783319025995#aboutBook


This chapter examines four papers that have been influential in the use of virtual worlds for learning, but also draws on a range of other research and literature in order to locate virtual world learning across the landscape of higher education. Whilst there is sometimes a misconception that research into learning in virtual worlds is very new, the field began to develop in the late 1990’s and has continued since then. Typical examples of the first iterations of virtual worlds include Second Life, Active Worlds, and Kaneva, which have been available for up to 20 years. The second generation is currently being developed, examples being High Fidelity and Project Sansar. The chapter reviews the literature in this field and suggests central themes that emerge are: Socialisation; Presence and immersion in virtual world learning; Learning collaboratively and Trajectories of participation

Item Type:Book section
Keywords:Technology enhanced learning, virtual worlds,
Faculties and Schools:Faculty of Computing & Engineering
Faculty of Computing & Engineering > School of Computing and Intelligent Systems
Research Institutes and Groups:Computer Science Research Institute > Intelligent Systems Research Centre
Computer Science Research Institute
ID Code:36009
Deposited By: Mr Michael Callaghan
Deposited On:01 Feb 2017 10:11
Last Modified:17 Oct 2017 16:25

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