Virtual worlds open new possibilities for learners, prompting a reconsideration of how learning takes place, and setting education in a context of playfulness, delight and creativity. They provide environments in which it is not only possible but also necessary to generate and try out ideas. They therefore offer opportunities to explore new possibilities related to teaching and learning about creativity and to challenge assumptions about the creative capabilities of young learners. The research reported here focuses on a group of teenaged learners who worked together online in the virtual world of Second Life®, as well as using other online tools. It applies thematic analysis to a 120-post forum discussion carried out over two weeks, in whi...
The dialectical relationship between social justice, active participation, and the development of ae...
As virtual worlds come of age, their potential for applications supporting teaching and learning is ...
Unlike many games that provide quests with goals and tasks for players to accomplish alone or in col...
This article interrogates how a particular conception of creativity: ‘wise humanising creativity' (W...
Wise humanising creativity (WHC) is creativity guided by ethical action, meaning it is mindful of it...
This paper summarises some of the preliminary findings of the Inter-Life Project, funded by two lead...
Although some other cognitive approaches in creativity have argued that creativity development happe...
The development of new technologies is found inevitable and children interests toward online platfor...
As increasing numbers of educators explore the use of virtual worlds for education, there is a need ...
The researcher sought to find out whether virtual worlds provided authentic, engaging and immersive ...
The Internet and World Wide Web have had, and continue to have, an incredible impact on our civiliza...
Virtual 3D worlds such as Second Life2 and online gaming environments are attracting educationalists...
Online virtual worlds and games provide opportunities for new kinds of interaction, and new forms of...
Over a 13-month period, the Schome Park Programme operated the first ‘closed’ (i.e. protected) Teen ...
Background: Many of the potential benefits of using virtual worlds for teaching and learning are dif...
The dialectical relationship between social justice, active participation, and the development of ae...
As virtual worlds come of age, their potential for applications supporting teaching and learning is ...
Unlike many games that provide quests with goals and tasks for players to accomplish alone or in col...
This article interrogates how a particular conception of creativity: ‘wise humanising creativity' (W...
Wise humanising creativity (WHC) is creativity guided by ethical action, meaning it is mindful of it...
This paper summarises some of the preliminary findings of the Inter-Life Project, funded by two lead...
Although some other cognitive approaches in creativity have argued that creativity development happe...
The development of new technologies is found inevitable and children interests toward online platfor...
As increasing numbers of educators explore the use of virtual worlds for education, there is a need ...
The researcher sought to find out whether virtual worlds provided authentic, engaging and immersive ...
The Internet and World Wide Web have had, and continue to have, an incredible impact on our civiliza...
Virtual 3D worlds such as Second Life2 and online gaming environments are attracting educationalists...
Online virtual worlds and games provide opportunities for new kinds of interaction, and new forms of...
Over a 13-month period, the Schome Park Programme operated the first ‘closed’ (i.e. protected) Teen ...
Background: Many of the potential benefits of using virtual worlds for teaching and learning are dif...
The dialectical relationship between social justice, active participation, and the development of ae...
As virtual worlds come of age, their potential for applications supporting teaching and learning is ...
Unlike many games that provide quests with goals and tasks for players to accomplish alone or in col...