Experiential learning and virtual worlds: Difference between revisions
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== References == | == References == | ||
Beard, C. & Wilson, J. (2006) Experiential learning: a best practice handbook for educators and trainers (2nd ed). Philadelphia, PA: Kogan Page. | 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 | 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 | 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 | 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. | 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. (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 | 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 | 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 | 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 | 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. | 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/. | 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 | 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. | 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 | 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 | 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 | 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 | 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 | 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 20:42, 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
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