This article reports the findings of a demonstrator project to evaluate how effectively Immersive Virtual Worlds (IVWs) could support Problem-based Learning. The project designed, created and evaluated eight scenarios within Second Life (SL) for undergraduate courses in health care management and paramedic training. Evaluation was primarily qualitative, using illuminative evaluation which provided multiple perspectives through interviews, focus groups and questionnaires with designers, facilitators, learning technologists and students. Results showed that SL provided a rich, engaging environment which enhanced authenticity of the scenarios, though there were issues of access and usability. The article concludes by drawing together the lesso...
Virtual worlds create a new opportunity to enrich the educational experience through media-rich imme...
Three-dimensional (3D) immersive virtual worlds have been touted as being capable of facilitating hi...
When Second Life first came to the attention of the mainstream media in 2007, educators recognised t...
This article reports the findings of a demonstrator project to evaluate how effectively Immersive Vi...
Objectives: This paper will describe a project adopting a pedagogical approach that implemented and ...
There is a growing use of immersive virtual environments for educational purposes. However, much of ...
This article proposes an evaluation methodology for supporting the development of specified learning...
Collaborative learning through case-based or problem-based learning (PBL) scenarios is an excellent ...
This paper reports outcomes of the second iteration of a longitudinal action research study on the a...
Immersive virtual worlds like Second Life offer many instructional affordances for enhancing learner...
Virtual worlds are rapidly spreading beyond gaming and entertainment into education and the corporat...
Three-dimensional virtual worlds are multimedia, simulated environments, often managed over the Web,...
Three-dimensional multi-user virtual environments (MUVEs) have the potential to provide deeply exper...
Background: In the 1990s, Salmon developed a five-stage model for enabling and scaffolding remote gr...
Second Life is an online virtual world that is three dimensional and uses rich graphics to allow the...
Virtual worlds create a new opportunity to enrich the educational experience through media-rich imme...
Three-dimensional (3D) immersive virtual worlds have been touted as being capable of facilitating hi...
When Second Life first came to the attention of the mainstream media in 2007, educators recognised t...
This article reports the findings of a demonstrator project to evaluate how effectively Immersive Vi...
Objectives: This paper will describe a project adopting a pedagogical approach that implemented and ...
There is a growing use of immersive virtual environments for educational purposes. However, much of ...
This article proposes an evaluation methodology for supporting the development of specified learning...
Collaborative learning through case-based or problem-based learning (PBL) scenarios is an excellent ...
This paper reports outcomes of the second iteration of a longitudinal action research study on the a...
Immersive virtual worlds like Second Life offer many instructional affordances for enhancing learner...
Virtual worlds are rapidly spreading beyond gaming and entertainment into education and the corporat...
Three-dimensional virtual worlds are multimedia, simulated environments, often managed over the Web,...
Three-dimensional multi-user virtual environments (MUVEs) have the potential to provide deeply exper...
Background: In the 1990s, Salmon developed a five-stage model for enabling and scaffolding remote gr...
Second Life is an online virtual world that is three dimensional and uses rich graphics to allow the...
Virtual worlds create a new opportunity to enrich the educational experience through media-rich imme...
Three-dimensional (3D) immersive virtual worlds have been touted as being capable of facilitating hi...
When Second Life first came to the attention of the mainstream media in 2007, educators recognised t...