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Education in Virtual Worlds

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lightbulbAbout this topic
Education in Virtual Worlds refers to the use of immersive digital environments, such as virtual reality (VR) and augmented reality (AR), to facilitate learning experiences. This field explores pedagogical strategies, learner engagement, and the effectiveness of virtual simulations in enhancing educational outcomes across various disciplines.
lightbulbAbout this topic
Education in Virtual Worlds refers to the use of immersive digital environments, such as virtual reality (VR) and augmented reality (AR), to facilitate learning experiences. This field explores pedagogical strategies, learner engagement, and the effectiveness of virtual simulations in enhancing educational outcomes across various disciplines.

Key research themes

1. How can virtual worlds enhance teacher professional development and digital literacy in education?

This research theme investigates how immersive virtual worlds like Second Life (SL) can be used to develop teachers’ digital skills, increase their confidence with digital media, and transform professional development practices. It addresses the gap in systematic teacher training for virtual environments, focusing on pedagogical integration and the overcoming of barriers to implementation. This theme matters because equipping educators with the knowledge and skills to effectively use virtual worlds is pivotal for integrating such technologies into mainstream teaching, thereby enriching K-12 and higher education curricula.

Key finding: This study demonstrated that teacher participants developed high digital skills specific to Second Life and articulated clear educational uses for virtual worlds, but also identified obstacles to classroom implementation... Read more
Key finding: The research highlighted how SL’s synchronous voice and text communication complemented asynchronous online learning, enhancing faculty development through mentoring, collaboration, and follow-up support—addressing the... Read more
Key finding: This work implemented a multi-section, cohort-based virtual world instructional program engaging over 130 K-12 educators represented as avatars. It underscored the necessity for rethinking instructor roles and developing... Read more

2. What pedagogical advantages and challenges do virtual worlds present for teaching and learning in higher education?

This theme explores the unique affordances and constraints of virtual worlds as immersive learning spaces in higher education settings. It encompasses experiential, collaborative, and inquiry-based learning supported by virtual environments and analyzes institutional adoption, pedagogical innovation, technology diffusion, and student engagement. Understanding these factors is essential to harnessing virtual worlds effectively to improve learning outcomes while mitigating barriers such as technological limitations, identity issues, and pedagogical challenges.

Key finding: This comprehensive synthesis identified that 3D virtual worlds enable high engagement, multimodal learning experiences, and community building, particularly addressing learner isolation in online and distance education.... Read more
Key finding: Through a typology categorizing the purpose, place, platform, population, and profit model of virtual world learning, this paper presented case studies showing diverse academic uses, including virtual seminars, simulations,... Read more
Key finding: This longitudinal review observed that although early enthusiasm around virtual worlds has subsided, a pragmatic, sustained use persists in higher education. It highlighted the necessity for strong pedagogical and... Read more
Key finding: The study applied diffusion of innovation theory to understand SL’s adoption on a university campus, revealing that MUVEs (Multi-User Virtual Environments) support experiential, collaborative, and inquiry-based learning. The... Read more
Key finding: An experimental study using SL for blended lectures in a game design course found that virtual worlds enhance social learning through avatars, role-play, and real-time interaction. Student feedback highlighted improved... Read more

3. How do virtual worlds and immersive technologies support specific disciplinary learning and learner engagement?

This research area focuses on the application of virtual worlds and immersive simulations to teach complex content and skills in discipline-specific contexts, enhancing learner understanding, motivation, and collaboration. It considers innovative uses such as language learning, molecular biology education, digital drama, forensic sciences, intercultural competence development, and classical memory techniques. Exploring these concrete implementations provides actionable insights on the pedagogical design and efficacy of immersive environments across diverse educational domains.

Key finding: This experimental study developed VR simulations of DNA labs and crime scene investigations for a forensic biology course and quantitatively demonstrated that both online and face-to-face VR-based instruction effectively... Read more
Key finding: Introducing the Flying Fox Optimizer (FFO), a novel computational intelligence algorithm leveraging fuzzy logic for parameter-free optimization, this study presented its application in automatically forming homogeneous... Read more
Key finding: This case study proposed using Second Life to immerse ERASMUS students in Portuguese language learning via situated e-learning activities that leverage synchronous voice and text communication. The immersive context fostered... Read more
Key finding: This chapter synthesized how virtual reality technologies can be exploited to develop Intercultural Communicative Competence (ICC) in language education by enabling simulations that transcend geographical and cultural... Read more
Key finding: This quasi-experimental study combined the ancient 'method of loci' memorization technique with gamified learning in a 3D virtual world to teach biology concepts to secondary students. It found that virtual world participants... Read more

All papers in Education in Virtual Worlds

Reinventados, desenvolvido na Universidade de Aveiro. O objectivo principal do Tão Baalão é o de fazer renascer os jogos tradicionais, e consequentemente, apresentar um contributo para a construção de artefactos lúdicos. Assim, este... more
The Second Life Multi-User Virtual Environment (MUVE) has been used as an educational resource in many different ways, ranging from simulating the traditional classroom, though interactive experiences, to practical creational activities.... more
He ara hou ka tū mai means “A new pathway before (us)”. This Māori phrase succinctly summarises the position in which NZ educational institutions find themselves. As digital literacy continues to increase in importance as a key skill in... more
There is a growing body of literature that recognizes the importance of the 3D multi-user virtual environments (3DMUVEs) with high relevance for prospective developments and improvements in both distant and in-class education. However, to... more
In this paper, we present a novel approach to contextualize course design by the application of the Omnispective Analysis and Reasoning (OAR) framework to map the goals and intent of a course to its design and delivery. Effective design... more
Περίληψη Η παρούσα εισήγηση αποσκοπεί στο να παρουσιάσει μία πρόταση οργάνωσης και υλοποίησης Δειγματικής Διδασκαλίας στο μάθημα των Αρχαίων Ελληνικών στην Α' Λυκείου. Η Δειγματική Διδασκαλία εφαρμόστηκε σε τμήμα της Α' Λυκείου και την... more
The present paper describes the main components and the most important issues concerning the e-Learning system called EnvYJobs. This tool was developed across the implementation of the Erasmus+ project entitled Environmental learning... more
This paper is the beginning of a research project which will explore the function and impact of Transmedia (TM) in Higher Education (specifically English Literature studies). There are several underlying assumptions that are being tested... more
Technology advances at such a rapid pace that its effective application in higher education is often overlooked and poorly researched prior to its implementation in teaching strategies. The union of technology and pedagogical relevance is... more
Games can and have been used to educate and train in many diverse areas. Most educational games are directed at primary and high school students. Yet the average age of a 'gamer' is around 30! In this paper we present our case for why... more
Digitally based courses and their online delivery are rapidly expanding access to learning opportunities (Duffy and Kirkley 2004; NRC 2000; Visser and Visser-Valfrey 2008). It is important to ask however: access to what kind of learning... more
Abstract: Multiuser virtual environments (MUVEs) like Second Life present unparalleled opportunities to help students connect knowledge by description to knowledge by experience; in a MUVE, students can experience phenomena rather than... more
Teknolojinin sürekli gelişmesiyle birlikte eğitim alanında yeni ufuklar açılmakta, özellikle Artırılmış Gerçeklik (Augmented Reality, AR) ve Sanal Gerçeklik (Virtual Reality, VR) teknolojileri öğrenme-öğretme süreçlerine yeni boyutlar... more
Virtual environments introduce a new type of space that people inhabit. Two virtual worlds, Active Worlds and Onlive Traveler were observed to investigate how social norms involved with personal and group space, privacy, crowding and... more
This paper describes an e-learning package, Basic Science Alive (BSA) that aims to facilitate undergraduate medical students' integration of basic science to clinical scenarios. The educational emphasis is on students constructing their... more
In this project called DELVE (DEsign of Learning spaces in Virtual Environments) and in the Open University strand of the project, we are: • investigating existing models of learning spaces in a 3D virtual world (Second Life) and the... more
Este estudio presenta un análisis de los antecedentes en la enseñanza de programación utilizando Entornos Digitales Inmersivos Tridimensionales (EDIT) o mundos virtuales. A través de una revisión sistemática de la literatura, se examinan... more
USALSIM is a project developed by the University of Salamanca as a response to the policy changes of learning and work placements in the new European Space for Higher Education, funded by the Spanish Ministry of Education and inscribed... more
Unveiling the intersection of technology and art, this research aims to explore the vital role of Computational Intelligence (CI) techniques in shaping digital theater performances within virtual worlds by managing student populations... more
This paper presents the practical forms of university/industry co-operation which we have developed over the years at the Department of Information Systems and Operations Management (ISOM) at the University of Auckland, New Zealand. Most... more
Resumo: Este artigo oferece uma explicação dos métodos disponíveis para restringir o acesso a uma sala de formação no mundo virtual Second Life, propondo um sistema da automatização do acesso a sessões síncronas de formação em Second... more
With the continued advances in information and communication technology comes the interconnectivity of education institutions, businesses and industries. Either by default or association, the traditional education system will need to... more
This paper focuses on the use of a combination of 3d virtual worlds as a learning tool and the effectiveness of classical memory techniques implemented in the virtual environment. The whole learning activity targets a biology topic, from... more
n January 2014, a group of eighteen Australian university students from a range of disciplines spent two weeks at Tra Vinh University in Tra Vinh, a small town in the Mekong Delta in Vietnam. The Australian university students were there... more
With the advances in technology the higher education sector is rapidly evolving. While some researchers are predicting the University of the Future to be more virtual, many academics at the coal face are still struggling to embrace... more
Derleme bilim dallarının güncel durumunu ortaya çıkarıp gelecekte yöneleceği alanları tespit etmek açısından son derece önemli. Sistematik olmayan fakat sistematik derlemenin öngördüğü tekrarlanabilir olma kriterlerini sağlamaya çalışan... more
This paper is concerned with the issues that arise when one sees teaching as a process of design, and students as co-constructors of their learning environments. The dominant models of design, we argue, tend to either configure the... more
Deciding how best to combine good learning tasks and appropriately supportive technology is becoming increasingly complicated. Teachers in higher education are struggling with rising expectations about graduate capabilities, a... more
‘Covid-19 – Architect of the decade’s crises’, has disturbed the world’s peace and ever since the pandemic hit the world, safety has become the paramount concern of every individual. Mere survival has become a challenge in today’s... more
Abstract. In this study, we focus on the use of Virtual Worlds (VW) as a distance learning platform in the subject of Art and Creative Technologies (ACT). For this purpose, we take into consideration the great educational potential of VW... more
A Learning Management System (LMS) such as Blackboard, Moodle and Web City has been utilised for enhancing the quality of learning and teaching in Australian universities. Yet there are no specific university policies and guidelines... more
This poster describes a collaboration initiative being built for educators in Australia and Asian countries using an Online Learning Community (OLC). The main purpose of the initiative was to enhance the professional learning and... more
Bu çalışmanın amacı öğrenme için yeni olanaklar sunan üç-boyutlu çok-kullanıcılı sanal ortamları kullanan katılımcıların bu ortamlara yönelik buradalık düzeylerinin incelenmesidir. Çalışmada ayrıca katılımcıların buradalık düzeylerinde... more
Data collection is one of the crucial parts of a study. It encompasses the credibility, reliability, and accuracy of the gathered results and findings which makes the paper whole and complete. An improper way of collecting data may lead... more
In the following paper, the perspectives of learner-learner and learner-teacher interaction, knowledge construction and social presence will be used to illustrate the different ways of approaching the evaluation and analysis of the... more
Abstract The research “Availability, accessibility and usability of electronic-learning tools in north-west Nigeria universities amidst covid-19 and rural banditry” was guided by three (3) objectives and three (3) research questions. A... more
Learning spaces can play a powerful role in shaping and supporting the activities of the students and teachers who use them: they can be agents for change when the success of new pedagogical approaches depends on shifting entrenched... more
In the context of the EU-funded GUINEVERE Project (Games Used IN Engaging Virtual Environments for Real-time language Education, 2017-2019), research has been undertaken to define different categories of games used in virtual language... more
Between 2009 and 2011, a joint academia-industry effort took place to integrate Second Life and OpenSimulator platforms into a corporate elearning provider’s learning management platform. The process involved managers and lead developers... more
Sanal gerçeklik (VR) teknolojileri, günümüzde kullanım alanı hızla genişleyen yenilikçi teknolojiler arasında yer almaktadır. Geleneksel uygulamaların ötesine geçerek, özellikle turizm ve rekreasyon sektörlerinde farklı amaçlarla... more
In this paper the authors report on the University of Southern Queensland’s (USQ) Mathematics Rural and Regional Communities (MRRC) project. This project is an extension to the Mathematics Enrichment Program (MEP), which has been running... more
Twitter has experienced a tremendous growth since its inception and is considered as an effective and simple social medium for communication. Despite its huge uptake, less is known about the usage of Twitter as a learning tool especially... more
Executive Summary A growing body of educational research has indicated that we have reached the limits of educational reform with current strategies (Dumont and Istance 2010; Allegre and Ferrer 2010; Fullan 2005). Learning theory now... more
Bu çalışma, üniversite öğrencilerinin sınıf dışı öğrenme faaliyetleri sırasında sergiledikleri siber aylaklık davranışlarını incelemekte ve ekran süresi, çoklu görev, içsel motivasyon ve öz-düzenleme faktörlerinin etkilerine... more
The D.I.S.C.E.L.1is largely explained by the technology watch carried out by two PhD students from the University of Paris VI in 2010; link:... more
Unveiling the intersection of technology and art, this research aims to explore the vital role of Computational Intelligence (CI) techniques in shaping digital theater performances within virtual worlds by managing student populations... more
Information and Communication Technologies (ICT) are powerful tools that support teaching and the case of Virtual Reality (VR) is especially promising because of its unique characteristics. In this paper, we report on a project that aims... more
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