BACKGROUND Engaging students in the generation of digital 3D learning objects offers an interesting ‘students-as-partners’ opportunity (Healey et al., 2014). Both sides of the partnership arguably have similar levels of digital literacy, which makes for an equitable collaboration (Dimon et al., 2019). Co-creating 3D objects allows students to develop digital skills and fluency e.g. skills in scanning, photogrammetry, metatagging and curation of digital and actual objects. Offering core learning objects via platforms such as the Pedestal3D (2019), e.g. https://sydney.pedestal3d.com/, allows multiple students to have simultaneous, close, unsupervised access to virtual objects at any time. To date our work has sat across Faculty of Arts and S...
While the digital revolution has been readily embraced by the hard sciences, adoption by the humanit...
Moar's research seeks new uses for interactive technologies, focusing on how learners, particularly ...
Recent advancements in the cost, availability, and capability of augmented reality (AR) and virtual ...
© Springer International Publishing AG 2017. Pedagogical opportunities offered by 3D immersive envir...
Objects have underpinned pedagogic strategies in the arts and sciences. While recent online units of...
E-learning assisted through 3D Virtual Worlds such as Second Life, extending the more traditional 2D...
Project aim and goals: Curriculum aims and goals The main goal of the project is to: • increase stud...
This paper explores how a legacy digital artefact can be adopted within formal education settings an...
Researchers are beginning to explore the role of digital design collaboration within multi-user 3D v...
E-learning assisted through 3D Virtual Worlds such as Second Life, extending the more traditional 2D...
Researchers are beginning to explore the role of digital design collaboration within multi-user 3D v...
The use of three-dimensional Collaborative Virtual Environments (3D CVEs) for educational purposes h...
Online interactive 3D virtual environments are becoming increasingly globally populated and integrat...
This paper researches the opportunities available to use 3D Virtual learning Environments (3D VLEs),...
This paper discusses the use of virtual reality (VR) technologies in education and the collaborative...
While the digital revolution has been readily embraced by the hard sciences, adoption by the humanit...
Moar's research seeks new uses for interactive technologies, focusing on how learners, particularly ...
Recent advancements in the cost, availability, and capability of augmented reality (AR) and virtual ...
© Springer International Publishing AG 2017. Pedagogical opportunities offered by 3D immersive envir...
Objects have underpinned pedagogic strategies in the arts and sciences. While recent online units of...
E-learning assisted through 3D Virtual Worlds such as Second Life, extending the more traditional 2D...
Project aim and goals: Curriculum aims and goals The main goal of the project is to: • increase stud...
This paper explores how a legacy digital artefact can be adopted within formal education settings an...
Researchers are beginning to explore the role of digital design collaboration within multi-user 3D v...
E-learning assisted through 3D Virtual Worlds such as Second Life, extending the more traditional 2D...
Researchers are beginning to explore the role of digital design collaboration within multi-user 3D v...
The use of three-dimensional Collaborative Virtual Environments (3D CVEs) for educational purposes h...
Online interactive 3D virtual environments are becoming increasingly globally populated and integrat...
This paper researches the opportunities available to use 3D Virtual learning Environments (3D VLEs),...
This paper discusses the use of virtual reality (VR) technologies in education and the collaborative...
While the digital revolution has been readily embraced by the hard sciences, adoption by the humanit...
Moar's research seeks new uses for interactive technologies, focusing on how learners, particularly ...
Recent advancements in the cost, availability, and capability of augmented reality (AR) and virtual ...