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Virtual worlds as a constructivist learning platform: evaluations of 3D virtual worlds on design teaching and learning

Leman Figen Gül, Ning Gu, Anthony Williams
2008 Journal of Information Technology in Construction  
This paper reports our teaching experience and the students' learning experience, based on team-based design and communication skills-building in 3D virtual worlds and presents the challenges faced by  ...  With the recent developments in information and communication technologies, 3D virtual worlds have the potential to make a major contribution to design education as a constructivist learning environment  ...  ACKNOWLEDGEMENT The authors wish to acknowledge the invaluable contributions of Prof. Mary Lou Maher and students who enrolled in the "Designing Virtual Worlds" course.  ... 
dblp:journals/itcon/GulGW08 fatcat:fjwrynv7yrhp5n2pkafnml5bhq

Philosophical reflections about the virtual world

S Swaminathan, S Balaji, G Sriram, K Venkatramanan
2020 CSI Transactions on ICT  
Changes in the operating ambience is normally welcome. But the change world is facing is accompanied by an unacceptable reason called Covid virus spread.  ...  Overnight the world changed.  ...  Virtual reality (VR) is a computer program that forms the virtual world for interacting users with objects and other users. The reality has been proved in the areas of prototype and testing.  ... 
doi:10.1007/s40012-020-00319-y fatcat:uzlyyjiruzbtjhtsxiynptl3qm

Virtual Laboratories and Virtual Worlds

Piet Hut
2007 Proceedings of the International Astronomical Union  
For half a century now, we have been conducting experiments in our virtual laboratories.  ...  I will report my experiences with the use of Qwaq Forums, a virtual world developed by a new company (see  ...  Third surprise I had expected that the main attraction of a virtual world would surely be the lure of toys: being able to design and build 3D objects, to use web browsers in-world, to travel through output  ... 
doi:10.1017/s1743921308016153 fatcat:luvhgsyazzhutonxq3oqs2apvm

The therapeutic stage encounters the virtual world

Susan Imholz
2008 Thinking Skills and Creativity  
The article summarizes psychodrama research, includes a discussion of its application to the evaluation of role play in gaming and virtual worlds, and offers a bibliography for exploring this subject in  ...  Gaming environments and virtual worlds that use purposeful role-play as a central activity of their milieu are in need of additional evaluative frameworks to assess their efficacy as an educational medium  ...  However, a discriminating look at the past for ideas that have 'come of age' in virtual worlds may be very worthwhile.  ... 
doi:10.1016/j.tsc.2008.02.001 fatcat:omxepqqxajavpk6vc6y47iggwe

Engaging Group E-Learning in Virtual Worlds

Katherine Franceschi, Ronald M. Lee, Stelios H. Zanakis, David Hinds
2009 Journal of Management Information Systems  
these are the kind of virtual worlds that are most attractive for educational purposes.  ...  Game-oriented virtual worlds rely on the incorporation of the characteristics of an engaging experience in the design in order to achieve user engagement. the principal characteristics that produce engagement  ... 
doi:10.2753/mis0742-1222260104 fatcat:r5lm5atuxrfjzmoce6pbiat5km

Plug: Virtual Worlds for Millions of People

Shun-Yun Hu, Jehn-Ruey Jiang
2008 2008 14th IEEE International Conference on Parallel and Distributed Systems  
By combining the looks of 3D virtual worlds and the accessibility of IMs, we envision Plug as a step towards common virtual world experiences sharable by all Internet users.  ...  We propose the design of Plug, an application to find and keep contacts with friends within many inter-connected 3D virtual worlds.  ...  Acknowledgments We would like to thank the following individuals for invaluable discussions: Ye-Zen Chang Chen and Chen-Yu Yeh (Yakko) for the conception of Plug; Shao-Chen Chang, Jyun-Jie Huang, Davild  ... 
doi:10.1109/icpads.2008.121 dblp:conf/icpads/HuJ08 fatcat:ns2jw76cp5geflk34m4abzm4je

Objects, Worlds, and Students: Virtual Interaction in Education

Athanasios Christopoulos, Marc Conrad, Mitul Shukla
2014 Education Research International  
The main aim of this study is to form a complete taxonomy of the types of interactions that relate to the use of a virtual world for engaging learning experiences, when blended and hybrid learning methods  ...  Additionally, it seems that student interactions with the content of the virtual world and the in-class student-to-student interactions, have stronger impact on students' engagement when hybrid methods  ...  Conflict of Interests The authors declare that there is no conflict of interests regarding the publication of this paper.  ... 
doi:10.1155/2014/318317 fatcat:v6esdjqqunfxbpr4iimznhvqom

Worlds of information

Giulio Jacucci, Ann Morrison, Gabriela T. Richard, Jari Kleimola, Peter Peltonen, Lorenza Parisi, Toni Laitinen
2010 Proceedings of the 28th international conference on Human factors in computing systems - CHI '10  
The worlds effectively invited multiple users and provided for parallel interaction.  ...  In designing for engagement at a public multi-touch installation, we identified supporting multiple users and allowing for gradual discovery as challenges.  ...  ACKNOWLEDGMENTS This research has been co-funded by the 6th Framework Research Programme of the EU, through the IPCity project (FP-2004-IST-4-27571).  ... 
doi:10.1145/1753326.1753669 dblp:conf/chi/JacucciMRKPPL10 fatcat:gfr2ahd6lna6fcr3q3cybjf4d4

World of Bizcraft

Robert Bloomfield
2009 Journal of Virtual Worlds Research  
This article sketches the features required of a platform (which I refer to as 'World of Bizcraft') that supports virtual worlds dedicated to research and education on business-related topics.  ...  ' characters; the ability to control participant interaction, collaboration and creation of game assets; implementation of induced value, which forms the foundation of experimental research in economics  ...  In Section 3 I elaborate on the features required of virtual worlds designed for the study of real world business.  ... 
doi:10.4101/jvwr.v2i3.743 fatcat:kpdsz4jjpvgsvjsrmsn7zucogi

Learning to fly in persistent digital worlds

Anthony Papargyris, Angeliki Poulymenakou
2005 ACM SIGGROUP Bulletin  
The objective was to document these practices and to study virtual game environments in order to understand learning opportunities within and among these communities, and to identify design elements of  ...  This paper discusses virtual communities' formation and skill development through the process of participation in collective practices in on-line role-playing game environments.  ...  The community consists of players that come together in order to share knowledge, histories and experiences, and legitimatize collective practices towards the achievement of the domain' s goals.  ... 
doi:10.1145/1067699.1067706 fatcat:dk4sn7zmmvbtreg3phsqra5kty

Real Commerce in Virtual Worlds

Sascha Vitzthum, Abhishek Kathuria, Benn R. Konsynski
2009 International Conference on Information Systems  
Second Life provides the economic and technological platform required for immersion, social interaction and the potential of private enterprise.  ...  This teaching case considers the challenges and opportunities faced by an entrepreneur in Second Life, one of the more popular virtual world environments.  ...  Virtual Worlds i Virtual Worlds (VWs) are immersive, interactive, persistent online environments that provide their participants with a game-like, role-playing, and concurrent experience.  ... 
dblp:conf/icis/VitzthumKK09 fatcat:umo72gl4afbaxa7tblzff4hfy4

Virtual worlds in computing education

Jonathan Crellin, Emma Duke-Williams, Jane Chandler, Timothy Collinson
2009 Computer Science Education  
The paper reviews the potential for virtual worlds as tools in computing education.  ...  This paper reports on the use of a virtual world (Second Life) in computing education, and identifies the precursors of current virtual world systems.  ...  Although this was not a conventional interactive system, it provided an experience in observing users interacting with an interactive system design, and usability problems that one might find in many interactive  ... 
doi:10.1080/08993400903384950 fatcat:oogml4nrpne7jacvdp37o6mzfe

Technology Enabled Learning Worlds [chapter]

Ray Adams, Andrina Granic
2008 Advances in Human Computer Interaction  
Skog, Hedestig and Kaptelinin (2001) report the Active Worlds system that is designed to support social interactions in 3D virtual learning spaces for distance education.  ...  Technology for its own sake can detract from the learning experience unless learning world designs are learner centred.  ...  Advances in Human Computer Interaction In these 34 chapters, we survey the broad disciplines that loosely inhabit the study and practice of humancomputer interaction.  ... 
doi:10.5772/5943 fatcat:xq4zxil5bfd4pldaq4pxvr33z4

Augmented Focus Groups: On Leveraging the Peculiarities of Online Virtual Worlds when Conducting In-World Focus Groups

Chris Houliez, Edward Gamble
2012 Journal of Theoretical and Applied Electronic Commerce Research  
When doing so, they tested the limitations inherent to using real-world protocols in an online virtual environment.  ...  In addition, online virtual worlds may offer new methodological opportunities that, so far, have been left unexplored.  ...  Introduction Over the past few years, online virtual worlds have attracted a growing number of users.  ... 
doi:10.4067/s0718-18762012000200005 fatcat:c64bbuwlk5bw3al2klmainbpbe

Parallel Worlds

John Kirriemuir
2005 D-Lib Magazine  
virtual worlds within the field of educational research [2].  ...  This is a computer game that enables hundreds or thousands of players to simultaneously interact in a game world.  ... 
doi:10.1045/december2005-kirriemuir fatcat:mpk23sxhzfg2nbh7uh4flze6zm
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