This chapter considers how ‘meaningful learning’ can be understood in the context of knowledge-age skills. Through a study conducted in Second Life™, it investigates whether terms such as ‘authentic’, ‘active’ and ‘collaborative’ can be applied to activities undertaken in virtual worlds. It examines the knowledge-age skills employed in virtual worlds, relating these skills to the characteristics of the learning environment. Finally, it asks whether the distinction between meaningful and non-meaningful learning environments is more important for the development of knowledge-age skills than the distinction between formal and informal situations or between staff-run and student-run situations
This research investigated the “learning ecology” of the virtual world, Second Life. Study goals wer...
Background: Many of the potential benefits of using virtual worlds for teaching and learning are dif...
The context of Information Communication Technology (ICT) is changing dramatically. Today, Web 2.0 a...
This paper describes and discusses a case study of postgraduate students undertaking accident invest...
Situations shape how we learn and who we are. This chapter reviews two case-studies in order to iden...
There is considerable hype around the purported affordances of virtual worlds to facilitate authenti...
The development of new technologies is found inevitable and children interests toward online platfor...
Virtual 3D worlds such as Second Life2 and online gaming environments are attracting educationalists...
The researcher sought to find out whether virtual worlds provided authentic, engaging and immersive ...
Since the publication of the companion volume Researching Learning in Virtual Worlds in 2010, there ...
Virtual worlds are rapidly spreading beyond gaming and entertainment into education and the corporat...
This paper focuses on the uses of virtual worlds for education and synthesises over 90 published aca...
Online virtual worlds and games provide opportunities for new kinds of interaction, and new forms of...
Virtual worlds, computer-based simulated environment in which users interact via avatars, have becom...
Virtual worlds create a new opportunity to enrich the educational experience through media-rich imme...
This research investigated the “learning ecology” of the virtual world, Second Life. Study goals wer...
Background: Many of the potential benefits of using virtual worlds for teaching and learning are dif...
The context of Information Communication Technology (ICT) is changing dramatically. Today, Web 2.0 a...
This paper describes and discusses a case study of postgraduate students undertaking accident invest...
Situations shape how we learn and who we are. This chapter reviews two case-studies in order to iden...
There is considerable hype around the purported affordances of virtual worlds to facilitate authenti...
The development of new technologies is found inevitable and children interests toward online platfor...
Virtual 3D worlds such as Second Life2 and online gaming environments are attracting educationalists...
The researcher sought to find out whether virtual worlds provided authentic, engaging and immersive ...
Since the publication of the companion volume Researching Learning in Virtual Worlds in 2010, there ...
Virtual worlds are rapidly spreading beyond gaming and entertainment into education and the corporat...
This paper focuses on the uses of virtual worlds for education and synthesises over 90 published aca...
Online virtual worlds and games provide opportunities for new kinds of interaction, and new forms of...
Virtual worlds, computer-based simulated environment in which users interact via avatars, have becom...
Virtual worlds create a new opportunity to enrich the educational experience through media-rich imme...
This research investigated the “learning ecology” of the virtual world, Second Life. Study goals wer...
Background: Many of the potential benefits of using virtual worlds for teaching and learning are dif...
The context of Information Communication Technology (ICT) is changing dramatically. Today, Web 2.0 a...