Virtual Worlds Applications for Management Education

Author(s):  
Amarolinda Zanela Klein ◽  
Angilberto Sabino de Freitas ◽  
Lisiane Machado ◽  
José Carlos da Silva Freitas Jr. ◽  
Paulo Gaspar Graziola Jr. ◽  
...  

Frequently, research on management education does not take into account the role of Information Technology as a key resource to support teaching and learning processes. In this article, we explore the current applications of Three Dimensional Virtual Worlds (3DVW) for Management education. We researched the educational institutions subscribed to Second Life (SL) (http://secondlife.com/), as it is one of the most popular open 3DVW available worldwide. The results reveal that only 31% of the institutions that answered our questionnaire actually use SL in Management education. Regarding the acceptance of SL in Management education, one third of the 15 institutions using it claim that it has been well received and accepted both by students and lecturers/professors. These results lead to several questions for further research and development of practices concerning the use of 3DVW for Management education.

Author(s):  
Amarolinda Zanela Klein ◽  
Angilberto Freitas ◽  
Lisiane Machado ◽  
José Carlos da Silva Freitas Junior ◽  
Paulo Gaspar Graziola ◽  
...  

Frequently, research on management education does not take into account the role of Information Technology as a key resource to support teaching and learning processes. In this article, the authors explore the current applications of Three Dimensional Virtual Worlds (3DVW) for Management education. The authors researched the educational institutions subscribed to Second Life (SL) (http://secondlife.com/), as it is one of the most popular open 3DVW available worldwide. The results reveal that only 31% of the institutions that answered the authors’ questionnaire actually use SL in Management education. Regarding the acceptance of SL in Management education, one third of the 15 institutions using it claim that it has been well received and accepted both by students and lecturers/professors. These results lead to several questions for further research and development of practices concerning the use of 3DVW for Management education.


Author(s):  
Ahmad John Reeves ◽  
Shailey Minocha

Second Life is a three-dimensional virtual world which is being employed by educational institutions and training organizations to support teaching and learning. However, there is little guidance as to how 3D learning spaces should be designed to correspond to the learning activity and the learning context of the student, such as students’ skills and the nature of the program (e.g. distance education, blended learning). This chapter describes an empirical study involving Second Life educators, designers, and students, and derives guiding principles for the design of learning spaces in 3D virtual worlds. It is hoped that the guidance and examples described in this chapter will support educators and designers in designing 3D learning spaces and activities that foster students’ socialization, informal learning, collaboration, and creativity. Although, the empirical study focused on Second Life, it is hoped that the results will be applicable for 3D virtual worlds in general.


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.


2011 ◽  
pp. 2535-2543
Author(s):  
John M. Artz

Virtual worlds, while not a new phenomenon, have come to the foreground of information technology in the past few years largely due to the growth of Second Life, a three dimensional, global virtual world that has captured the imagination of millions. This article provides some background on this virtual world phenomenon providing both a history and a classification of virtual world technology. It then focuses on Second Life discussing the application, technology, and social implications. Included in the discussion are some current initiatives such as the open source client and server projects and the implications of those initiatives. Finally, we provide some speculation on the future potential of virtual world technology as an extrapolation of the current trajectory.


2020 ◽  
Vol 22 (3) ◽  
Author(s):  
Rita Aryani

This study aims to analyze the role of information technology-based management education in vocational schools. The implementation of technology was conducted in several schools, covering managerial aspects as well as academic aspects. This research utilizes a qualitative approach and descriptive method. Data obtained through literature review and analyzed descriptively and qualitatively. The results show that technology-based management education is essential to provide information to support and facilitate the management and academic processes daily. It is important that schools invest in technology-based school systems to increase the effectiveness and efficiency in school management generally. 


2009 ◽  
Vol 2 (1) ◽  
Author(s):  
David Kurt Herold

Following the adoption of the virtual world Second Life by tertiary educational institutions worldwide, a limited study was conducted at the Hong Kong Polytechnic University to test the feasibility and desirability of employing a virtual environment to conduct classes. 30 tutorials were held in Second Life over a period of five weeks in support of a course on Media Studies with 60 students. Feedback was gathered continuously from students and the lecturer via informal interviews, feedback forms, and participant observation. The results proved most of the initial hypotheses wrong, but supported the value of virtual teaching and learning in a well-supported institutional environment. The paper emphasises the need to integrate virtual environments into the educational framework of courses and for a careful consideration of the educational aims and uses of virtual worlds within specific courses.


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):  
Trevor Wood-Harper

The role of information technology (IT) transforming higher education (HE) institutions is flourishing. Students, lecturers, and faculty staff adopt overarching platforms and applications that are driven by ubiquitous technology such as big data and cloud computing to support their teaching and learning activities. In this chapter, the authors analysed cases of EdTechs (apps) used in the higher education institutions (HEIs) and their impact on teaching and learning processes. They draw the benefits, challenges, and appropriate cases pertaining to the apps used in HEIs in supporting such processes. They find that EdTechs have a high potential to provide better education for students, easier teaching process for lecturers, and clearer managerial process for administrators and faculty members. The chapter concludes that while EdTechs used during the pandemic can provide an alternative learning experience, it still lacks in providing optimal learning engagement.


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