This paper presents a study that used narrative inquiry to explore staff experiences of learning and teaching in immersive worlds. The findings introduced issues relating to identity play, the relationship between pedagogy and play and the ways in which learning, play and fun were managed (or not). At the same time there was a sense of imposed or created values systems that introduced questions and challenges about what learning became or meant in these spaces. The issues identified by this small scale study may offer some purchase on concerns which appear to be emerging with the digitisation of our lives
As virtual worlds come of age, their potential for applications supporting teaching and learning is ...
This paper describes and discusses a case study of postgraduate students undertaking accident invest...
Background: Although much has been written about the ways in which new technology might transform ed...
Situations shape how we learn and who we are. This chapter reviews two case-studies in order to iden...
Background: The literature on immersive virtual worlds and e-learning to date largely indicates that...
This article presents a descriptive case study of teacher embodiment during a role-play parent-teach...
This article explores how playing and co-creating games in higher education contexts contributes to ...
With the increased interest in using Immersive Virtual Worlds (IVWs) such as Second Life to augment ...
In maximising opportunities to nurture rich and productive learning communities, there is a need to ...
The book deals with the challenges that arise when virtual worlds are used for learning and teaching...
Virtual worlds present an opportunity to shift pedagogy at all levels of education. Technology that ...
This paper aims to give an overview of key research on the emerging landscape of virtual environment...
The researcher sought to find out whether virtual worlds provided authentic, engaging and immersive ...
This paper brings together the theory of the uncanny as it emerges in cultural theory, with an under...
This mixed-methods, investigative case study explores the experience of a virtual learning environme...
As virtual worlds come of age, their potential for applications supporting teaching and learning is ...
This paper describes and discusses a case study of postgraduate students undertaking accident invest...
Background: Although much has been written about the ways in which new technology might transform ed...
Situations shape how we learn and who we are. This chapter reviews two case-studies in order to iden...
Background: The literature on immersive virtual worlds and e-learning to date largely indicates that...
This article presents a descriptive case study of teacher embodiment during a role-play parent-teach...
This article explores how playing and co-creating games in higher education contexts contributes to ...
With the increased interest in using Immersive Virtual Worlds (IVWs) such as Second Life to augment ...
In maximising opportunities to nurture rich and productive learning communities, there is a need to ...
The book deals with the challenges that arise when virtual worlds are used for learning and teaching...
Virtual worlds present an opportunity to shift pedagogy at all levels of education. Technology that ...
This paper aims to give an overview of key research on the emerging landscape of virtual environment...
The researcher sought to find out whether virtual worlds provided authentic, engaging and immersive ...
This paper brings together the theory of the uncanny as it emerges in cultural theory, with an under...
This mixed-methods, investigative case study explores the experience of a virtual learning environme...
As virtual worlds come of age, their potential for applications supporting teaching and learning is ...
This paper describes and discusses a case study of postgraduate students undertaking accident invest...
Background: Although much has been written about the ways in which new technology might transform ed...