Experiential learning and virtual worlds: Difference between revisions

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== References ==
== References ==
Sources:
Beard, C.  & Wilson, J. (2006)  Experiential learning:  a best practice handbook for educators and trainers (2nd ed).  Philadelphia, PA:  Kogan Page.
Castronova, E.  (2001).  Virtual Worlds: A First-Hand Account of Market and Society on the Cyberian Frontier.  The Gruter Institute Working Papers on Law, Economics, and Evolutionary Biology: Vol. 2: Article 1. Retrieved from http://www.bepress.com/giwp/default/vol2/iss1/art1
Cooper, T. (2007).  Nutrition game.  In D. Livingston & J. Kemp (Eds.).  Proceedings of the Second Life Education Workshop 2007.  (47-50).  Chicago, IL.  Retrieved from http://www.simteach.com/slccedu07proceedings.pdf
Cox, B. M.  (1999).  Achieving intercultural communication through computerized business simulation/games.  Simulation & Gaming, 30(1), 38-50.  DOI: 10.1177/104687819903000106
Delwiche, A. (2006).  Massively multiplayer online games (MMOs) in the new media classroom.  Educational Technology & Society, 9(3), 160-172. 
Dickey, M.D. (2003).  Teaching in 3-D:  pedagogical affordances and constraints of 3D virtual worlds for synchronous distance learning.  Distance Education, 24(1), 105-121. 
Dickey, M.D. (2005).  Three-dimensional virtual worlds and distance learning:  two case studies of Active Worlds as a medium for distance learning.  British Journal of Educational Technology, 36(3), 439-451.  Retrieved from http://mchel.com/Papers/BJET_36_3_2005.pdf
Foreman, J. (2004).  Next-generation:  educational technology versus the lecture.  Educause Review, July/August, 12-22.  Retrieved from http://web.reed.edu/cis/tac/meetings/Next%20Generation%20Ed%20Tech.pdf
Hew, K.F. & Cheung, W.S. (2010).  Use of three-dimensional (3-D) immersive virtual worlds in K-12 and higher education settings:  a review of the research.  British Journal of Educational Technology, 41(1)m 33-55.  DOI: 10.1111/j.1467-8535.2008.0900.x
Hofstede, G.J. & Pedersen, P. (1999).  Synthetic cultures:  intercultural learning through simulation games.  Simulation & Gaming, 30(4), 415-440.  DOI: 10.1177/104687819903000402
Holmes, J.  (2007).  Designing agents to support learning by explaining.  Computers and Education, 48(4), 523-525.
Linden Labs.  (2010).  What is Second Life?  Retrieved from http://lindenlab.com/. 
Mason, H. (2007).  Experiential education in Second Life.  In D. Livingston & J. Kemp (Eds.).  Proceedings of the Second Life Education Workshop 2007.  (14-18).  Chicago, IL.  Retrieved from http://www.simteach.com/slccedu07proceedings.pdf
Merriam, S. B., Caffarella, R. S., & Baumgartner, L. M. (2007). Learning in adulthood: a comprehensive guide. San Francisco: John Wiley & Sons, Inc.
Oishi, L. (2007).  Surfing Second Life:  what does Second Life have to do with real life learning.  Technology & Learning, 27(11), 54-62.  Retrieved from http://www.techlearning.com/article/7460
Orfinger, B.  (1998).  Virtual science museums as learning environments:  interactions for education.  Informal Learning Review, 33, 1,8-13.  Retrieved from http://www.informallearning.com/archive/1998-1112-a.htm
Sourin, A., Sourina, O. & Prasolova-Forland, E. (2006).  Cyber-learning in cyerworlds.  Journal of Case on Information Technology, 8(4), 55-70.  Retrieved from http://www3.ntu.edu.sg/home/eosourina/Papers/jcit_2006.pdf
Vergara, V., Caudell, T., Goldsmith, P.,& Alverson, D.  (2008).  Knowledge-driven design of virtual patient simulations.  Innovate, 5(2).  Retrieved from http://innovateonline.info/index.php?view=article&id=579
Wagner, C.  (2008).  Learning experience with virtual worlds.  Journal of Information Systems Education, 19(3), 263-266.  Retrieved from http://search.ebscohost.com.libaccess.lib.mcmaster.ca/login.aspx?direct=true&db=bth&AN=34493674&site=ehost-live&scope=site

Revision as of 14:28, 30 January 2010

Introduction

This wiki explores some of the links between experiential learning and virtual worlds.

Donna Millard
Memorial University

Experiential learning

Virtual worlds

References

Sources:

Beard, C. & Wilson, J. (2006) Experiential learning: a best practice handbook for educators and trainers (2nd ed). Philadelphia, PA: Kogan Page.

Castronova, E. (2001). Virtual Worlds: A First-Hand Account of Market and Society on the Cyberian Frontier. The Gruter Institute Working Papers on Law, Economics, and Evolutionary Biology: Vol. 2: Article 1. Retrieved from http://www.bepress.com/giwp/default/vol2/iss1/art1

Cooper, T. (2007). Nutrition game. In D. Livingston & J. Kemp (Eds.). Proceedings of the Second Life Education Workshop 2007. (47-50). Chicago, IL. Retrieved from http://www.simteach.com/slccedu07proceedings.pdf

Cox, B. M. (1999). Achieving intercultural communication through computerized business simulation/games. Simulation & Gaming, 30(1), 38-50. DOI: 10.1177/104687819903000106

Delwiche, A. (2006). Massively multiplayer online games (MMOs) in the new media classroom. Educational Technology & Society, 9(3), 160-172.

Dickey, M.D. (2003). Teaching in 3-D: pedagogical affordances and constraints of 3D virtual worlds for synchronous distance learning. Distance Education, 24(1), 105-121.

Dickey, M.D. (2005). Three-dimensional virtual worlds and distance learning: two case studies of Active Worlds as a medium for distance learning. British Journal of Educational Technology, 36(3), 439-451. Retrieved from http://mchel.com/Papers/BJET_36_3_2005.pdf

Foreman, J. (2004). Next-generation: educational technology versus the lecture. Educause Review, July/August, 12-22. Retrieved from http://web.reed.edu/cis/tac/meetings/Next%20Generation%20Ed%20Tech.pdf

Hew, K.F. & Cheung, W.S. (2010). Use of three-dimensional (3-D) immersive virtual worlds in K-12 and higher education settings: a review of the research. British Journal of Educational Technology, 41(1)m 33-55. DOI: 10.1111/j.1467-8535.2008.0900.x

Hofstede, G.J. & Pedersen, P. (1999). Synthetic cultures: intercultural learning through simulation games. Simulation & Gaming, 30(4), 415-440. DOI: 10.1177/104687819903000402

Holmes, J. (2007). Designing agents to support learning by explaining. Computers and Education, 48(4), 523-525.

Linden Labs. (2010). What is Second Life? Retrieved from http://lindenlab.com/.

Mason, H. (2007). Experiential education in Second Life. In D. Livingston & J. Kemp (Eds.). Proceedings of the Second Life Education Workshop 2007. (14-18). Chicago, IL. Retrieved from http://www.simteach.com/slccedu07proceedings.pdf

Merriam, S. B., Caffarella, R. S., & Baumgartner, L. M. (2007). Learning in adulthood: a comprehensive guide. San Francisco: John Wiley & Sons, Inc.

Oishi, L. (2007). Surfing Second Life: what does Second Life have to do with real life learning. Technology & Learning, 27(11), 54-62. Retrieved from http://www.techlearning.com/article/7460

Orfinger, B. (1998). Virtual science museums as learning environments: interactions for education. Informal Learning Review, 33, 1,8-13. Retrieved from http://www.informallearning.com/archive/1998-1112-a.htm

Sourin, A., Sourina, O. & Prasolova-Forland, E. (2006). Cyber-learning in cyerworlds. Journal of Case on Information Technology, 8(4), 55-70. Retrieved from http://www3.ntu.edu.sg/home/eosourina/Papers/jcit_2006.pdf

Vergara, V., Caudell, T., Goldsmith, P.,& Alverson, D. (2008). Knowledge-driven design of virtual patient simulations. Innovate, 5(2). Retrieved from http://innovateonline.info/index.php?view=article&id=579

Wagner, C. (2008). Learning experience with virtual worlds. Journal of Information Systems Education, 19(3), 263-266. Retrieved from http://search.ebscohost.com.libaccess.lib.mcmaster.ca/login.aspx?direct=true&db=bth&AN=34493674&site=ehost-live&scope=site