Virtual Learning

Author:

Burkle Martha1,Magee Michael2

Affiliation:

1. Assiniboine College, Canada

2. Penson Consulting Group, Canada

Abstract

This chapter explores the seamless learning opportunities that video games and virtual reality offer for learners and instructors. Interacting with content, with each other, and with learning processes in virtual environments, learning becomes a process combined with discovery and fun. The authors analyze emerging trends and learning understandings (epistemologies) built by video game users and learners represented in the forms of avatars. Digital environments are in fact transforming the way learners and instructors (faculty) interact with each other in and across contexts. Using data from two parallel research projects, the chapter examines students' self identity construction, problem solving, and learning in virtual environments. The authors suggest that learning epistemologies that take place in virtual reality should be brought back to the classroom or to the online environment (by the instructional designer or the game developer) and impact the way learning takes place in this ‘real'/physical environments.

Publisher

IGI Global

Reference47 articles.

1. Interpersonal Distance in Immersive Virtual Environments

2. BBC. (2006). How gaming is all work and no play. Retrieved March 25th 2013, from http://news.bbc.co.uk/2/hi/technology/4774534.stm

3. Toward a definition of “virtual worlds”.;M.Bell;Journal of Virtual Worlds Research,2008

4. An Integrative Approach to Personal Epistemology: A Guiding Model

Cited by 1 articles. 订阅此论文施引文献 订阅此论文施引文献,注册后可以免费订阅5篇论文的施引文献,订阅后可以查看论文全部施引文献

1. Virtual and Augmented Reality Interfaces in Shared Game Environments: A Novel Approach;Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering;2019

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