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Gaby K. Slezák

Researchers Find New Way Of Measuring 'Reality' Of Virtual Worlds - 0 views

  • "This is an important issue," Montoya says, "because we believe that if users feel they are 'present' in the virtual world, they will collaborate better with other members of their team – and the more effective the virtual world will be as a setting for research and development or other collaborative enterprises." In addition, Montoya explains "an increased sense of presence in the virtual world leads to better comprehension and retention of information if the technology is being used for training purposes, and trainees are happier with the process." Montoya is the Zelnak Professor of Marketing and Innovation at NC State. The measurement scale developed by the researchers for the virtual world is called Perceived Virtual Presence (PVP), and factors in how users interact with the virtual environment, with their work in that environment, and with other users. "Now that we have developed the PVP scale," Montoya says, "it can be used to determine what PVP levels are most conducive to training, collaboration or other applications." Effectively, the PVP scale can be used to design a virtual environment that has the degree of reality that will best cater to a company's specific needs.
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    The measurement scale developed by the researchers for the virtual world is called Perceived Virtual Presence (PVP), and factors in how users interact with the virtual environment, with their work in that environment, and with other users.
Katy L

Ed/ITLib Digital Library → Learning through Design and Construction in Multi-... - 3 views

  • Cram, A., Hedberg, J., Lumkin, K. & Eade, J. (2010). Learning through Design and Construction in Multi-User Virtual Environments: Opportunities, Challenges and an Emerging Project. In Proceedings of Global Learn Asia Pacific 2010 (pp. 1185-1194). AACE.Retrieved from http://www.editlib.org/p/34325.
  • Andrew Cram, John Hedberg, Macquarie University, Australia; Katy Lumkin, Jan Eade, NSW Department of Education and Training, Australia
  • There are now several implementations of multi-user virtual environments (MUVEs) that have produced evidence of their educational validity. These implementations, however, do not make full use of the educational possibilities offered by MUVEs – namely the potential for students to learn through design and construct of artefacts within the virtual environment. This paper outlines a design-based research project that aims to implement and evaluate a MUVE that focuses on student design and construction of in-world artefacts. The discussion covers theoretical groundings, the challenges of construction and outlines a progression of activities that meet these challenges. An initial pilot study is described and reported.
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    Cram, A., Hedberg, J., Lumkin, K. & Eade, J. (2010). Learning through Design and Construction in Multi-User Virtual Environments: Opportunities, Challenges and an Emerging Project. In Proceedings of Global Learn Asia Pacific 2010 (pp. 1185-1194). AACE. Retrieved from http://www.editlib.org/p/34325.
Gaby K. Slezák

PIVOTE - Open Source Authoring for Learning/Training in Virtual Worlds - 0 views

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    PIVOTE is now an open-source project and available for free download and use by anyone.
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    PIVOTE lets you: * Create learning exercises on the web using a simple forms based interface * Create objects in a virtual world such as Second Life which users can use to interact with the exercise * Play the exercise in Second Life, Open Sim, or on the web or even an iPhone. * Port exercises between virtual worlds * Share PIVOTE compatible objects between exercises and institutions * Rapidly edit exercises to create variations, or custom versions for different skill levels * Export student performance data for us in VLEs
Gaby K. Slezák

Innovative Virtual World Education and Training: Pearson Learning Solutions Partners wi... - 0 views

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    Pearson Learning Solutions (PLS) today announced a partnership with Engineering & Computer Simulations (ECS) to create online, virtual world education and training environments for a range of academic, commercial, and government clients.
Gaby K. Slezák

Getting the kids to save the world - ISRAEL21c - 0 views

  • Social networking on the Internet, a growing phenomenon in itself, is changing the way people spend their time. It is the strongest hook in measuring the success of a virtual world site, according to research. "Over 350 million people visit virtual worlds now; 40 percent are kids (over 100 million.) It is a huge market. The under 16-age group is growing more than any other. There are several worlds for kids over 14, but the 8 to 12 year olds are underserved," says Spira. According to market forecasts, the number of users logging into virtual worlds is expected to exceed one billion by 2012, with total revenue $3 billion.
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    Ekoloko is a great example for green virtual worlds for kids. Children care about the world and they are ready to do somehting about it. In Ekoloko they learn about environmental issues and much more just by playing and having fun.
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    Artikel: "Grüne" virtuelle Welten für Kinder sind groß im Kommen und machen Sinn, denn Kinder wollen sich engagieren und können das besonders gut in immersiven, sozialen Online-Spielen mit Abenteuercharakter. Ekoloko ist ein Paradebeispiel (Elf Island ein weiteres)
Scott Merrick

Innovate: Knowledge-Driven Design of Virtual Patient Simulations - 0 views

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    Interesting and substantial new article at innovateonline.info, on virtual patient simulations
Cathy Arreguin

Virtual Pursuits - Who's on the Radar? : Kzero - 0 views

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    Chart breakdown of Virtual world "types" - including age demographic
Gaby K. Slezák

The SLENZ Update - Second Life Education in New Zealand - 0 views

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    No 83, May 16, 2009 « It's all a question of "presence". an issue which is hotly debated by educators in Second Life and other virtual worlds and which is seen as the key to virtual world learning success, when compared with other on-line technologies.
Janette Eade

Learn 4 Life » Educators in Virtual Worlds on Open Sim - the pioneers… - 1 views

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    This series of posts is intended to be a comprehensive look at the use and development of Virtual Worlds on Open Source technologies in Schools
Gaby K. Slezák

Kapp Notes: Advantages of 3D for Learning - 0 views

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    Some thoughts on the advantages of 3D environments (virtual worlds) for learning, take a look at this list if someone (your boss, client) asks you why they should allow you to set up the next employee-training in a 3D world
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    Some thoughts on the advantages of 3D environments (virtual worlds) for learning
Gaby K. Slezák

Home - VZillion - The New Way To Internet - 0 views

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    Still in private beta, open beta launch March 1 2009
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    Virtual spaces in 360 degrees for work and education.
anonymous

recipe_for_success_10509.pdf (application/pdf-Objekt) - 0 views

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    von Forterra, Anbieter Virtual Worlds
Gaby K. Slezák

Discovering SUN Wonderland - 0 views

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    Great stepby-step introduction to Sun's Project Wonderland, the Java based shared 3D virtual environment for collaboration and education. Start right off.
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    Introduction to Sun's Project Wonderland, the Java based shared 3D virtual environment for collaboration and education. Start right off
Scott Merrick

Oh! Virtual Learning!: Dive ISTE - 0 views

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    The dive at PADI on 111408 was great fun. Posted some pics. I highly recommend a trip to the PADI sim and a leisurely dive. It's good for the virtual soul.
Cathy Arreguin

YouTube - Virtual World Tour 2008 - 0 views

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    Great overview and description of Virtual Worlds in general and differences between MMPOG and VW
Cathy Arreguin

Gartner Says Enterprises Must Create Separate Marketing Strategies for Generation Virtual - 0 views

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    Generation V - 4 levels of engagement
anonymous

Virtual Worlds: Synopsis of User Interfaces and Accessibility Initiatives - 0 views

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    Great synopsis of virtual worlds with categories for users
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