Exploring the educational potential of three-dimensional multi-user virtual worlds for STEM education: A mixed-method systematic literature review

2016 ◽  
Vol 22 (5) ◽  
pp. 2235-2279 ◽  
Author(s):  
Nikolaos Pellas ◽  
Ioannis Kazanidis ◽  
Nikolaos Konstantinou ◽  
Georgia Georgiou
2019 ◽  
pp. 172-192
Author(s):  
Reza Ghanbarzadeh ◽  
Amir Hossein Ghapanchi

Three Dimensional Virtual Worlds (3DVW) have been substantially adopted in educational and pedagogical fields worldwide. The current study conducted a systematic literature review of the published research relevant to the application of 3DVWs in higher education. A literature search was performed in eight high-ranking databases, and following scrutiny according to inclusion criteria, 164 papers were selected for review. The systematic literature review process was summarized, reviews undertaken by the authors, and results about the applicability of 3DVWs in higher education were extracted. A wide variety of application areas for the 3DVWs in higher education were found, and were classified into five main categories. Various 3DVW platforms and virtual environments used for educational goals were also identified. The results revealed Second Life as the most popular 3DVW platform in higher education. This study also found that by using 3DVW technology a wide range of virtual environments and virtual tools have been designed and applied in teaching and learning for higher education.


Author(s):  
Reza Ghanbarzadeh ◽  
Amir Hossein Ghapanchi

Three Dimensional Virtual Worlds (3DVW) have been substantially adopted in educational and pedagogical fields worldwide. The current study conducted a systematic literature review of the published research relevant to the application of 3DVWs in higher education. A literature search was performed in eight high-ranking databases, and following scrutiny according to inclusion criteria, 164 papers were selected for review. The systematic literature review process was summarized, reviews undertaken by the authors, and results about the applicability of 3DVWs in higher education were extracted. A wide variety of application areas for the 3DVWs in higher education were found, and were classified into five main categories. Various 3DVW platforms and virtual environments used for educational goals were also identified. The results revealed Second Life as the most popular 3DVW platform in higher education. This study also found that by using 3DVW technology a wide range of virtual environments and virtual tools have been designed and applied in teaching and learning for higher education.


2014 ◽  
Vol 16 (2) ◽  
pp. e47 ◽  
Author(s):  
Reza Ghanbarzadeh ◽  
Amir Hossein Ghapanchi ◽  
Michael Blumenstein ◽  
Amir Talaei-Khoei

2021 ◽  
Vol 13 (2) ◽  
pp. 563
Author(s):  
Bing Ran ◽  
Scott Weller

Despite the growing utility and prevalence of social entrepreneurship, an accepted definition remains elusive and infeasible. Yet, it is imperative that the principles guiding social entrepreneurship are identified so that common ground is established to facilitate future research. On the basis of a systematic literature review, this conceptual paper proposes a theoretical framework outlining social entrepreneurship as a three-dimensional framework as a function of continua of “social” and “business” logics, “beneficial” and “detrimental” social change logics, and “innovation” and “mundane” logics. The framework accommodates the fuzziness and ambiguity associated with social entrepreneurship whilst remaining a workable, identifiable construct. By accounting for the shifting logics practiced by social entrepreneurship that both influence and are influenced by the organizational environment, this framework provides an exit strategy for the definitional elusiveness of social entrepreneurship. The resultant structures and functions of social entrepreneurship are shaped by these constraints as reflected by the fluidity and flexibility endorsed by the framework. Four avenues for future research regarding social entrepreneurship are recommended on the basis of the framework proposed in this article.


2021 ◽  
Vol 6 (3) ◽  
pp. 272-289
Author(s):  
Norhafizan Abdul Wahab ◽  
Othman Talib ◽  
Fazilah Razali ◽  
Nurzatulshima Kamarudin

Computational Thinking (CT) has been increasingly embraced as a reformation in STEM education. This paper discusses why the implementation of CT would have a considerable effect on STEM education. The first objective of this systematic literature review is to identify the subjects that incorporate the most elements of CT in STEM education. Secondly, it aims to provide an overview of CT practices in the classrooms. Finally, the major findings of this study seek to discuss the benefits and challenges of the use of CT in STEM education. Fifteen articles were methodically selected from Scopus, Web of Science, Dimensions, and Google Scholar databases as the relevant studies to be discussed in this systematic study, based on the PRISMA Statement (Preferred Reporting Items for Systematic Reviews and Meta-Analysis) review technique. This review identifies current research gaps and directions for the practice and implementation of CT in STEM education. Further analysis of the articles has contributed to a conclusion that CT has become more widespread and multi-disciplinary and seems to have propagated improvements in STEM education. Still, a new study is required, especially on long-term implications.


Author(s):  
Brenda Eschenbrenner ◽  
Fiona Fui-Hoon Nah ◽  
Keng Siau

Three-dimensional virtual world environments are providing new opportunities to develop engaging, immersive experiences in education. These virtual worlds are unique in that they allow individuals to interact with others through their avatars and with objects in the environment, and can create experiences that are not necessarily possible in the real world. Hence, virtual worlds are presenting opportunities for students to engage in both constructivist and collaborative learning. To assess the impact of the use of virtual worlds on education, a literature review is conducted to identify current applications, benefits being realized, as well as issues faced. Based on the review, educational opportunities in virtual worlds and gaps in meeting pedagogical objectives are discussed. Practical and research implications are also addressed. Virtual worlds are proving to provide unique educational experiences, with its potential only at the cusp of being explored.


2011 ◽  
Vol 68 (4) ◽  
pp. 721-742 ◽  
Author(s):  
Fiona Kennedy ◽  
Ann McDonnell ◽  
Kate Gerrish ◽  
Amanda Howarth ◽  
Carol Pollard ◽  
...  

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