Utilizing Virtual Worlds in Education: The Implications for Practice

Multi User Virtual Worlds are becoming a valuable educational tool. Learning experiences within these worlds focus on discovery and active experiences that both engage students and motivate them to explore new concepts. As educators, we need to explore these environments to determine how they can most effectively be used in our instructional practices. This paper explores the current application of virtual worlds to identify meaningful educational strategies that are being used to engage students and enhance teaching and learning.





References:
[1] M. Prensky, "Digital Natives, Digital Immigrants". On the Horizon.
NCB University Press, vol. 9, no.5, October 2001, pp. 1-6.
[2] K. Czarnecki, and M. Gullett, "Meet the New You". School Library
Journal, pp. 36-39, January 2007.
[3] Educause Learning Initiative, "Seven Things you Should Know About
Virtual Worlds," 2006, June. (WWW Document). Available:
http://www.educause.edu/eli
[4] L. Bell, T. Peters, and K. Pope, "Get a (Second) Life! Prospecting for
Gold in a 3-D World", Computers in Libraries, Information Today.
2007, January, pp.10-15.
[5] V. Stevens, "Second Life in Education and Language Learning". TESLEJ,
vol 10, no. 3. 2006, November, pp. 1-4.
[6] L. Shear and W.R. Penuel, "Putting the ÔÇÿLearning- in ÔÇÿAdventure
Learning-: Design Principles for Technology-supported Classroom
Inquiry". Journal of Curriculum and Supervision, vol. 17, no 4, Summer
2002, pp. 315-335.
[7] R.D. Riner, "Virtual Ethics-Virtual Reality". Futures Research
Quarterly, vol. 12, pp. 57-70.
[8] J. Herrington, R. Oliver, and T.C. Reeves, "Patterns of Engagement in
Authentic Online Learning Environments". Austrian Journal of
Educational Technology, vol. 19, no. 1, 2003, pp. 59-71.
[9] D.W. Johnson and R.T. Johnson, "Cooperation and the Use of
Technology," in D. Jonassen, ed. Instructional Design Theories and
Models, vol 2, pp. 1017-1044, Mahwah, NJ: Erlbaum, 1996,
[10] M.D. Dickey, "Three-dimensional Virtual Worlds and Distance
Learning: Two Case Studies of Active Worlds as a Medium for Distance
Education", British Journal of Educational Technology, vol. 36, no. 3,
May 2005, pp.439-451.
[11] J. W. Rice, "Assessing Higher Order Thinking in Video Games",
Journal of Technology and Teacher Education, vol, 15, no. 1, pp. 87-
100, 2007.
[12] R. Gagne, The Conditions of Learning. 4th ed. New York: Holt, Rinehart
& Winston, 1985
[13] J. Hargis, "What are Collaboration, Community and Project-based
Learning?", International Journal of Instructional Media, vol. 32, no. 2,
pp. 157-161, 2005.
[14] B. Gros, "Knowledge Construction and Technology", Journal of
Educational Multimedia and Hypermedia, vol. 11, no. 4, pp. 323-343,
2002.
[15] P. Kirschner, J.W. Strijbos, K. Kreijns, and P.J. Beers, "Designing
Electronic Collaborative Learning Environments". Educational
Technology Research and Development, vol. 52, no. 3,pp. 47-46, 2004.
[16] D. Winograd, "Chris Dede on Emerging Technologies that Enable
Distributed- Learning Communities". TechTrends, vol. 49, no. 1,
January/February 2005.
[17] L. Vygotsky, Minds in society: The Development of Higher
Psychological Processes. Cambridge, MA: Harvard University Press,
1978.
[18] S. Barab, M. Thomas, T. Dodge, R. Carteaux, and H. Tuzun, "Making
Learning Fun: Quest Atlantis, A Game Without Guns. Educational
Technology Research and Development, vol. 53, no. 1, pp. 86-107,
2005.
[19] S. Barab, M. Thomas, T. Dodge, R. Carteaux, and H. Tuzun, "Making
Learning Fun: Quest Atlantis, A Game Without Guns. Educational
Technology Research and Development, vol. 53, no. 1, pp. 86-107,
2005.
[20] N. Shin, "Online Learner-s ÔÇÿFlow- Experience: An Empirical Study".
British Journal of Educational Technology, vol. 37, no. 5, pp. 705-720.
[21] M. McPherson and M.B. Nunes, "The Failure of a Virtual Social Space
(VSS) Designed to Create a Learning Community: Lessons Learned",
British Journal of Educational Technology, vol. 35, no. 3, pp. 305-321,
2004.
[22] G. Brown and L. Johnson-Shull. (2000, May/June). "Teaching Online:
Now We-re talking". The Technology Source. [WWW Document].
Available: http://ts.mivu.org/default.asp?show=article&id=676
[23] J. Herrington, R. Oliver, and T.C. Reeves, "Patterns of Engagement in
Authentic Online Learning Environments". Austrian Journal of
Educational Technology, vol. 19. no. 1, pp.59-71, 2003.
[24] W. Winn, "The Impact of Three-Dimensional Immersive Virtual
Environments on Modern Pedagogy." HITL Technical Report R-97-15,
Seattle, WA: University of Washington, Human Interface Technology
Laboratory, 1997.
[25] C.P. Lim, D. Nonis, and J. Hedberg, "Gaming in a 3D Multiuser Virtual
Environment: Engaging Students in Science Lessons". British Journal of
Educational Technology, vol. 37, no. 2, pp. 211-231, 2006.
[26] C.P. Lim, D. Nonis, and J. Hedberg, "Gaming in a 3D Multiuser Virtual
Environment: Engaging Students in Science Lessons". British Journal of
Educational Technology, vol. 37, no. 2, pp. 211-231, 2006.