Virtual Education

Author(s):  
Barbara L. Ciaramitaro

Virtual education is a multi-billion dollar business and maintains a firm place in the world of E-Commerce. It is a mode used by educational institutions, the military, professional organizations, commercial companies, and others to inform, educate and interact with students, consumers, and participants. Second Life® is the most well-known forum for virtual education for many colleges and universities, but it is not the only virtual environment used for educational purposes. Many organizations such as the military have developed their own virtual training and education frameworks (See Ciaramitaro and Jones, Chapter 7). Conferences and seminars offered by professional organizations and business consortiums are increasingly using the virtual environment to attract its participants. Even virtual worlds embraced by children provide many educational aspects such as the “working” experience in the Webkinz world. This chapter will discuss the varying ways that virtual worlds have been incorporated into education. The authors will examine several virtual worlds to see what they offer in terms of content and user experience. They will also examine virtual education from the faculty and student perspective, and investigate how it compares with traditional forms of teaching and learning. As is true in all virtual worlds, within the education domain there are issues and challenges that must be addressed before full-scale adoption is achieved and we will discuss several of these. The authors will conclude with an examination of what the future holds for virtual 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.


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):  
Yvonne Masters ◽  
Sue Gregory

An increasing number of educational institutions are trialling the use of virtual worlds as teaching and learning environments, particularly for distance education students. In 2009 the authors have begun a research project to explore the efficacy of one such virtual world, Second Life, as a viable adjunct to other online learning experiences. However, it is now recognised that most academics have no experience of teaching in a virtual world. An integral aspect of our research is to examine whether a novice user of Second Life could quickly learn to teach effectively with this tool. The teaching experience is outlined from two points of view: the novice and the expert. The emergent themes are discussed and conclusions are made regarding the efficacy of Second Life as a teaching and learning environment for distance education students and the level of support that might be needed to assist other novices to teach in-world.


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):  
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.


2011 ◽  
Vol 2 (1) ◽  
pp. 35-53
Author(s):  
Eduardo Campazzo ◽  
Alejandra Guzmán ◽  
Marcelo Martínez ◽  
Andrea Aguero

La necesidad de actualización y adecuación permanente de nuestras prácticas educativas en el ámbito de la Universidad Nacional de La Rioja, la transferencia de conocimientos adquiridos y la evolución tecnológica dinámica a la que nos enfrentamos en las nuevas metodologías de enseñanza-aprendizaje, son aspectos fundamentales que aseguran el impacto de las acciones formativas futuras.- A través del uso adecuado de las nuevas Tecnologías de la Información y Comunicación es posible  generar  entornos educativos más creativos e innovadores que permitan que los alumnos continúen desarrollando un aprendizaje autónomo a través de la educación a distancia, en entornos de inmersión que apliquen tecnologías multiusuario de los mundos virtuales, pudiendo reproducir y ampliar los límites físicos del aula. Palabras clave: Trabajo Colaborativo, Mundos Inmersivos 3D, Interactividad, Moodle, Sloodle, Second Life, Virtualidad,  Enseñanza-Aprendizaje. AbstractThe need for constant updating and adaptation of our educational practices in the area of the National University of La Rioja, knowledge transfer and technological change dynamics that we face in the new methodologies of teaching and learning are key aspects ensure the impact of training initiatives for the future .- Through the appropriate use of new Information Technology and Communication is possible to create educational environments more creative and innovative to enable students to further develop independent learning through distance education In immersive environments to implement technologies, multi-user virtual worlds can replicate and expand the physical boundaries of the classroom.Keywords: Collaborative Work, immersive worlds 3D, Interactivity, Moodle, Sloodle, Second Life, Virtuality, Teaching and Learning.


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):  
Christophe Duret

This chapter will propose an ontology of virtual environments that calls into question the dichotomy between the real and the virtual. This will draw on the concepts of trajectivity and ‘médiance' in order to describe the way virtual environments, with their technological and symbolic features, take part in the construction of human environments. This theoretical proposition will be illustrated with the analysis of Arcadia, a virtual environment built in Second Life. Finally, a mesocriticism will be proposed as a new approach for the study of virtual environments.


Author(s):  
Ivonne Citarella

Over the years, the virtual space has been changing, and the skills acquired by users have been improved, and the avatars, as well as the settings, have graphically become more and more sophisticated. In virtual reality, the avatar without an appropriate animation would move in jerks in a disharmonious way similar to a robot, but endowing it with a particular postural animation, you make a conscious choice of what information you want to transfer with its appearance and its posture. In recent years, research has focused on the study of communication and its importance. The purpose of this contribution is to analyze the animations present in Second Life trying to trace a socio-psychological picture of the non-verbal communication process in a virtual environment.


2017 ◽  
Vol 1 (1) ◽  
pp. 29-42 ◽  
Author(s):  
David Griol ◽  
Zoraida Callejas

Social Virtual Worlds are increasingly being used in education, as their flexibility can be exploited in order to create heterogeneous groups from all over the world who can collaborate synchronously in different virtual spaces. In this paper, the authors describe the potential of virtual worlds as an educative tool to teach and learn abstract concepts by means of programmable 3D objects. They describe the main experiences carried out recently in the application of these technologies in transnational educational activities that combine the Moodle learning resources and programmable 3D objects in the Second Life virtual world.


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