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Virtual Worlds for Learning

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Technology Enhanced Learning

Abstract

This chapter examines four papers that have been influential in the use of virtual worlds for learning, but also draws on a range of other research and literature in order to locate virtual world learning across the landscape of higher education. Whilst there is sometimes a misconception that research into learning in virtual worlds is very new, the field began to develop in the late 1990s and has continued since then. Typical examples of the first iterations of virtual worlds include Second Life, Active Worlds, and Kaneva, which have been available for up to 20 years. The second generation is currently being developed, examples being High Fidelity and Project Sansar. The chapter reviews the literature in this field and suggests central themes that emerge are: Socialisation; Presence and immersion in virtual world learning; Learning collaboratively and Trajectories of participation.

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Notes

  1. 1.

    https://www.khronos.org/webgl/.

  2. 2.

    http://unity3d.com.

  3. 3.

    https://www.unrealengine.com/what-is-unreal-engine-4.

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Savin-Baden, M., Falconer, L., Wimpenny, K., Callaghan, M. (2017). Virtual Worlds for Learning. In: Duval, E., Sharples, M., Sutherland, R. (eds) Technology Enhanced Learning. Springer, Cham. https://doi.org/10.1007/978-3-319-02600-8_9

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  • DOI: https://doi.org/10.1007/978-3-319-02600-8_9

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