The effectiveness of screencasts and cognitive tools as scaffolding for novice object-oriented programmers
- Authors: Lee, Mark , Pradhan, Sunam , Dalgarno, Barney
- Date: 2008
- Type: Text , Journal article
- Relation: Journal of Information Technology Education Vol. 7, no. 61-80 (2008), p. 1547-9714
- Full Text: false
- Reviewed:
Epilogue : Virtual worlds for online learning : Cases and Applications
- Authors: Lee, Mark , Gregory, Sue , Tynan, Belinda , Dalgarno, Barney
- Date: 2015
- Type: Text , Book chapter
- Relation: Virtual worlds for online learning : Cases and Applications (Education in a competitve and globalizing world series) p. 179-185
- Full Text: false
- Reviewed:
- Description: This eleven-chapter book is concerned with practical applications of three-dimensional (3D) virtual worlds in online education. It is thought to be particularly timely due to the current 'state of play' of virtual world adoption and use across the tertiary education sector globally (see, for example, Dalgarno, Gregory, Carlson, Lee, & Tynan, 2012; de Freitas, 2008; Kelton, 2007; Kirriemuir, 2010a, 2010b, 2012). For several years, there was a great deal of hype surrounding the use of virtual worlds in academia for learning, teaching, research, and student support. However, as this initial hype has subsided and the technology is now displaying signs of approaching maturity (Lowendahl, 2013, 2014), we are seeing a body of sound, evidence-based strategies and practices that has accrued over time as a consequence of ongoing scholarship.
Conclusion : Learning in virtual worlds : research and applications
- Authors: Lee, Mark , Gregory, Sue , Tynan, Belinda , Dalgarno, Barney
- Date: 2016
- Type: Text , Book chapter
- Relation: Learning in virtual worlds : research and applications (Issues in distance education series) p. 295-306
- Full Text: false
- Reviewed:
- Description: Although virtual worlds, and 3D virtual environments more broadly, have been used in educational contexts for more than 20 years, there remains a great deal that we still do not know about how best to design and use them to maximize learning effectiveness and outcomes. The contributors to this volume have explored a range of research topics related to the use of virtual worlds in education. Topics spanned human–computer interaction issues related to navigation, communication, identity formation, and authentic learning; leading-edge technologies that have the potential to take learning in virtual worlds forward in new directions, with a specific focus on conversational agents and computer-controlled avatars; and considerations and frameworks for designing and implementing learning in virtual worlds. The contributions made by these chapters within the broad areas of human–computer interaction, advanced technologies, and learning design and implementation are discussed in turn in the following parts before concluding with a summary of the main contributions of the book as a whole and the opportunities that exist for future research.
Pologue : Virtual worlds for online learning : Cases and Applications
- Authors: Lee, Mark , Gregory, Sue , Tynan, Belinda , Dalgarno, Barney
- Date: 2015
- Type: Text , Book chapter
- Relation: Virtual worlds for online learning : Cases and Applications (Education in a competitve and globalizing world series) p. vii-xiii
- Full Text: false
- Reviewed:
- Description: This eleven-chapter book is concerned with practical applications of three-dimensional (3D) virtual worlds in online education. It is thought to be particularly timely due to the current 'state of play' of virtual world adoption and use across the tertiary education sector globally (see, for example, Dalgarno, Gregory, Carlson, Lee, & Tynan, 2012; de Freitas, 2008; Kelton, 2007; Kirriemuir, 2010a, 2010b, 2012). For several years, there was a great deal of hype surrounding the use of virtual worlds in academia for learning, teaching, research, and student support. However, as this initial hype has subsided and the technology is now displaying signs of approaching maturity (Lowendahl, 2013, 2014), we are seeing a body of sound, evidence-based strategies and practices that has accrued over time as a consequence of ongoing scholarship.
Virtual worlds for online learning : Cases and Applications
- Authors: Lee, Mark , Gregory, Sue , Tynan, Belinda , Dalgarno, Barney
- Date: 2015
- Type: Text , Book
- Relation: Education in a competitve and globalizing world
- Full Text: false
- Reviewed:
- Description: This eleven-chapter book is concerned with practical applications of three-dimensional (3D) virtual worlds in online education. It is thought to be particularly timely due to the current 'state of play' of virtual world adoption and use across the tertiary education sector globally (see, for example, Dalgarno, Gregory, Carlson, Lee, & Tynan, 2012; de Freitas, 2008; Kelton, 2007; Kirriemuir, 2010a, 2010b, 2012). For several years, there was a great deal of hype surrounding the use of virtual worlds in academia for learning, teaching, research, and student support. However, as this initial hype has subsided and the technology is now displaying signs of approaching maturity (Lowendahl, 2013, 2014), we are seeing a body of sound, evidence-based strategies and practices that has accrued over time as a consequence of ongoing scholarship.
Introduction : Learning in virtual worlds : research and applications
- Authors: Lee, Mark , Gregory, Sue , Tynan, Belinda , Dalgarno, Barney
- Date: 2016
- Type: Text , Book chapter
- Relation: Learning in virtual worlds : research and applications (Issues in distance education series) p. xix-xxvii
- Full Text: false
- Reviewed:
- Description: Three-dimensional (3D) immersive virtual worlds have been touted as being capable of facilitating highly interactive, engaging, multimodal learning experiences; as a result, they have enjoyed considerable interest and uptake in education over the past several years. Educators and institutions worldwide have invested heavily in virtual worlds, with some making use of commercially hosted platforms like Second Life and ActiveWorlds, and others extending and adapting open-source products such as OpenSimulator (OpenSim), Open Wonderland, and Open Cobalt to create worlds hosted on internal servers and networks. Still others have built their own bespoke platforms and systems using a variety of programming languages and game engines to accommodate specific needs and goals.
Learning in virtual worlds : research and applications
- Authors: Lee, Mark , Gregory, Sue , Tynan, Belinda , Dalgarno, Barney
- Date: 2016
- Type: Text , Book
- Relation: Issues in distance education
- Full Text: false
- Reviewed:
- Description: This book attempts to advance scholarly inquiry and develop and share best practices in the use of virtual worlds for learning in formal, non-formal, and informal education settings. It supplies readers new to the field with an introduction to the current knowledge base in the domain of virtual worlds for learning while covering emerging trends and developments that will identify areas in need of further investigation, including opportunities for future theoretical and empirical research. The book provides a forum for research-informed, evidence-based perspectives on the educational uses of virtual worlds. It is intended to serve as a one-stop resource that is relevant and useful to a wide audience including teachers, students, and researchers, as well as administrators and policy-makers.