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Virtual Worlds for Learning

Savin-Baden, Maggi, Falconer, L., Wimpenny, K. and Callaghan, M. (2017) Virtual Worlds for Learning. In: Technology Enhanced Learning: Research Themes. Springer International Publishing, Switzerland, pp. 97-107. ISBN Hardback 978-3-319-02599-5 eBook 978-3-319-02600-8

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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
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Uncontrolled Discrete Keywords: virtual worlds, socialisation, presence, immersion, virtual world learning, collaborative learning, trajectories of participation
Subjects: L Education > L Education (General)
Divisions: College of Arts, Humanities and Education > School of Education
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Depositing User: Maggi Savin-Baden
Date Deposited: 01 Jul 2016 09:53
Last Modified: 17 Jun 2020 17:11
URI: https://eprints.worc.ac.uk/id/eprint/4558

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