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Virtual Reality
in Education
Scott Baine
What is virtual reality?
 computer-
generated
environment
 gives a sense of
being there
 compels user
interaction
 each user interacts
using an avatar
What is Second Life?
 most
popular VR in
education sector
 developed by
Linden Lab
 secondlife.com
 video
What Second Life Offers
 self-paced
 historical
tutorials
reenactments
 second language
acquisition
 immersive
archaeology
 cultural immersion
Potential Uses of Virtual
Realities in education
 Have
acknowledged
potential
 More and more
use
 Student
experience positive
even with avatar
issues
Study Abroad in Second Life




SL does have
limitations
Does not replace visit
More effective
preparation than on
traditional American
campus
Most risk are
eliminated
Getting Started in Second Life
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


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Second Life:
http://static-secondlifecom.s3.amazonaws.com/downloads/Second_Life_Quickstart.pdf
SL Knowledge Base:
http://community.secondlife.com/t5/English-Knowledge-Base/tkbp/English_KB%40tkb
Graham Stanley:
http://www.ict4lt.org/en/Euro08PCWSL.doc
VR and Games in Education Wiki
http://wiki.jokaydia.com/?title=Main_Page
Real World Map of Places in SL
http://www.nbhorizons.com/world.htm
References
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Baker, S.C., Wentz, R.K., & Woods, M.M. (2009). Using virtual worlds in
education: Second Life as an educational tool. Teaching of
Psychology, 36(1), 59-64.
Feldon, D. F., & Kafai, Y. B. (2008). Mixed methods for mixed reality:
Understanding users’ avatar activities in virtual worlds. Education
Technology Research and Development (56), 575-593.
Mathews, S. S., Andrews, L. L., & Luck, E. E. (2012). Developing a
Second Life virtual field trip for university students: An action research
approach. Educational Research, 54(1), 17-38.
doi:10.1080/00131881.2012.658197
Murley, D. (2008). What Second Life taught me about learning. Law
Library Journal, 100(4), 787-792.
Peter, T. (2008, August 9). Dialing in to a new world. The Courier Mail
(Brisbane).
References
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Schroeder, R. (1996). Possible worlds: The social dynamic of virtual
reality technologies. Boulder: Westview Press.
Shen, J. & Eder, L.B. (2009). Intentions to use virtual worlds in
education. Journal of Information Systems Education, 20(2), 225-233.
Sutcliffe, A., & Alrayes, A. (2012). Investigating user experience in
Second Life for collaborative learning. International Journal Of
Human-Computer Studies, 70(7), 508-525.
doi:10.1016/j.ijhcs.2012.01.005
Wang, Y., & Braman, J. (2009). Extending the Classroom through
Second Life. Journal of Information Systems Education, 20(2), 235-247.
Warburton, S. (2009). Second Life in higher education: Assessing the
potential for and the barriers to deploying virtual worlds in learning
and teaching. British Journal of Educational Technology, 40(3), 414426.
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