Virtual Worlds for Learning

Savin-Baden, Maggi; Falconer, L.; Wimpenny, K. and Callaghan, M. (2017) Virtual Worlds for Learning. In: UNSPECIFIED Springer International Publishing.

View this record at http://eprints.worc.ac.uk/4558/
Official URL: http://www.springer.com/gb/book/9783319025995

Abstract

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: L Education (General)
Members: University of Worcester
Depositing User: ULCC Admin
Date Deposited: 08 Nov 2016 13:16
Last Modified: 08 Nov 2016 13:16
URI: http://collections.crest.ac.uk/id/eprint/13927

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