Download the full report below at:
http://www.jisc.ac.uk/media/documents/publications/seriousvirtualworldsv1.pdf
The Serious Virtual Worlds report focuses on virtual worlds for educational uses,
and explores the ‘serious’ – as opposed to leisure-based – uses of virtual worlds.
One of the problems with this area is that there is a plethora of virtual worlds
available and practitioners do not always know which one to use and in which
contexts. In order to help practitioners to identify the worlds that are the most
relevant for their particular learning context, the report presents an overview of
the available virtual worlds, describing in particular the serious virtual worlds
that have educational potential or have been used in education and training
settings. However, stepping beyond this traditional mode of teacher and learner, the
report also aims to foreground how learners themselves are becoming a more central
component in the use of immersive worlds, creating learning experiences for
themselves and adopting a more exploratory mode of learning.
The aim of the report then is two-fold: to provide a context for learning
practitioners and policy makers, aiding with their understanding of virtual worlds
and how they can be selected and used in tertiary education; and to highlight how
learners, through greater empowerment, may play a different and enriched role in the
process of forming collaborative learning experiences and engaging in activities
which may support their own learning and meta-reflection.
Learning through engagement in immersive worlds has been documented in previous
work, as noted. But perhaps counter-intuitively, the emphasis on engagement has
evolved from greater empowerment of the learner through learner control (eg over
their avatar). While of course this learner control does not automatically lead to
exploratory, challenge and problem-based learning experiences, the opportunities for
learners to meld and define their learning experiences or pathways, using the
virtual mediations within virtual worlds, has the potential to invert the more
hierarchical relationships associated with traditional learning, thereby leading to
more learner-led approaches based upon activities for example. This implied
inversion of the norms of education does of course at its heart offer a direct
challenge to our understanding of how we learn. Structure for learning is no longer
posited through knowledge acquisition. Instead we have the real capability to
offer very practical engagement and social interactions with realistic contexts, to
offer conceptual experimentation and to create role plays that facilitate for
example different interpretations of historical events and more textured use of
information (eg overlay of data and images) to scaffold learning.
Download the full report below at:
http://www.jisc.ac.uk/media/documents/publications/seriousvirtualworldsv1.pdf
The Serious Virtual Worlds report is available electronically only
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