Tổng hợp tài liệu các thể loại, đầy đủ nhất tại (http://123doc.org/trang-ca-nhan-2087988-tong-hop-abc-xyz.htm)
Chủ Nhật, 29 tháng 5, 2016
Understanding learning in virtual worlds
x
Editors’ Introduction: Understanding Learning in Virtual Worlds
conducted via text-based chat and taking place within the virtual world. Their analysis of the successful and unsuccessful strategies, employed by both the researcher
and the research subject, when communicating in virtual worlds, also reveal both
the barriers and affordances that virtual worlds present. In effect, understanding the
communication, and social relationship, between interviewer and interviewee also
informs an understanding of how learners learn together, and returns us to the
question of how socially constructed knowledge can best be supported within virtual worlds.
The second part of the book builds on these fundamentals to establish many of
the factors that support learning in virtual worlds. Chapters 3, 4, 5, and 6 touch on
two of the three aspects referred to above, those of space and of identity. Chapter 3,
Designing for Hybrid Learning Environments in a Science Museum: Interprofessional Conceptualisations of Space, by Alfredo Jornet and Cecilie Flo Jahreie
examines how different professional perspectives view space in different ways.
Drawing on activity theory, and in this context viewing space as a mediating artefact
that is negotiated by the various participants, Alfredo and Cecilie reveal how
although our experience of virtual space resembles that of physical space, as Derek
contends, it also has a flexibility which enables that meaning to be negotiated and
conceptualised, and re-negotiated and re-conceptualised, resulting in virtual worlds
being design tool, learning tool and locus for cultural communication in one.
In Chap. 4, An Examination of Student Engagement, Knowledge Creation and
Expansive Learning in a Virtual World, Brian Burton, Barbara Martin and Jenny
Robins examine how students socially construct knowledge within a virtual world,
by analysing interactions according to three separate theories of social construction
of knowledge: the framework for student engagement, knowledge creation theory
and the theory of expansive learning. Not only do they demonstrate the effectiveness of virtual worlds in supporting the social construction of knowledge, this
approach also shows that all three theories of learning are applicable in understanding how learning in a virtual world environment can take place.
In Chap. 5, The Strength of Cohesive Ties: Discursive Construction of an Online
Learning Community, Rebecca Ferguson, Julia Gillen, Anna Peachey and Peter
Twining also look at the social construction of knowledge, but in the later stages of its
development, when the expression of self and of identity have grown to a point where
community ties and an emergent society have appeared. Through an analysis of discourse within Schome (a space that takes aspects of both school and home) Rebecca
et al. analyse the learning, and also the affective relationships that bear on communications between learners. In this case, the results of bringing two different communities together, and the communications and miscommunications that occur, can also be
understood by applying concepts of community founded on the physical world.
Chapter 6, +SPACES: Serious Games for Role-Playing Government Policies,
merges the discussion on developing societies in virtual worlds with the role of
space in virtual worlds. In their chapter, Bernard Horan and Michael Gardner
explore the notion of virtual spaces as authentic simulations, which require both
effective recreation of physical space with the recreation of specific roles for people
to play in that space, and activities to carry out in those roles. These simulations do
www.Atibook.ir
Editors’ Introduction: Understanding Learning in Virtual Worlds
xi
not only include a virtual world, but link this to a variety of social media such as
Twitter and Facebook. Unlike many other simulations, +SPACES takes a “glassbox” approach – participants can see the model underlying the simulation – which
learners felt was more effective, and they also responded well to the activities being
more structured. As with many simulations, the authenticity of the experience needs
to be balanced against the need for structure in learning design.
The final part of the book looks at applications of virtual worlds to three specific
activities. The first of these, in Chap. 7 Avatars, Art and Aspirations: The Creative
Potential for Learning in the Virtual World, by Simone Wesner, is using the environment of a virtual world to foster creative approaches. Simone’s students used Second
Life to create their own event spaces, as well as to meet, discuss and plan their
projects. In her analysis, Simone finds that the models for creativity and learning
established in the physical world, such as Weisberg’s CHOICES model, still apply,
but also discovers that the role of personalisation of the learner’s avatar, as introduced above, applied to her students; the avatar became the first focus of their creative interest, and on occasion, where their appearance could not be modified, the
participants reported a negative impact on their well-being. Rather than re-creating
their physical world, as the students’ experience developed they created exhibits
that explored the discrepancy between the physical and virtual, in effect the virtual
world itself was a springboard for reflection and creativity. Although the pedagogies
of the physical world apply to the virtual, ontologically, Simone suggests, it “might
encourage a discussion of virtual worlds from within, using a new terminology and
accepting virtual worlds as a reality of their own, rather than trying to fit the limited
understanding and interpretation of one reality to the virtual world.”
In Chap. 8, Second Language Acquisition by Immersive and Collaborative TaskBased Learning in a Virtual World, Margaret de Jong Derrington looks at how theories of language acquisition apply across a range of platforms: the physical world,
Skype and OpenSim. There are minor differences in functionality, and virtual
worlds afford greater support for anonymity and authentic task-based learning than
other environments, but yet again we see that an understanding developed in the
physical world of how learners learn, in this case English as a Second Language,
applies directly to understanding the acquisition of language in a virtual classroom.
The techniques, of role-play, immersion and task-based learning translate exactly.
In Chap. 9, Do Virtual Worlds Support Engaging Social Conferencing?, as an
appendix to this discussion on learning, Andreas Schmeil, Béatrice Hasler, Anna
Peachey, Sara de Freitas and Claus Nehmzow look at the practical implications of
conducting a conference within a virtual world. Many of the gains of such activity
are self-evident – no travel costs, and the potential with three loci in different timezones to run the conference over a 24 h period. However, replicating a physical
world model alone meant that opportunities for networking and mingling, which
happen spontaneously in a face-to-face conference, were less prevalent. In the move
from physical to virtual, some aspects are easily translated, while others need more
support and structure to occur.
As the range of these platforms expand, OpenSim, OpenWonderland, Minecraft
and massive multiplayer online role-play games such as World of Warcraft will not
www.Atibook.ir
xii
Editors’ Introduction: Understanding Learning in Virtual Worlds
only provide new pastures for those experienced in virtual worlds education, but
will also draw in educators new to the nature and potential of virtual worlds. It is
perhaps therefore even more valuable in periods like this, of transition and development, to take the opportunity to reflect and to review what we have learnt as practitioners and academics about the unique characteristics of these environments.
Understanding how virtual worlds can support learners in their education through
their special affordances and particular demands is important, but also within this
volume the authors demonstrate how what we already know and understand about
learning also applies, and that the physical and the virtual are not so different. It is
hoped that this collection of reflections and experiences, capturing a snapshot of this
ongoing development of understanding of learning in virtual worlds, will prove to
be a resource for educators with both long-term familiarity with virtual worlds and
those for whom using virtual worlds for education is a completely new endeavour.
Mark Childs
Anna Peachey
References
Barrett, S. (2002). Overcoming transactional distance as a barrier to effective communication over
the internet. International Educational Journal, 3(4), Educational research conference 2002
special issue, 34–42.
Bell, M. (2008). Toward a definition of “virtual worlds”. Journal of Virtual Worlds Research, 1(1),
1–5.
Biocca, F. (1997). The Cyborg’s Dilemma: Progressive embodiment in virtual environments.
Journal of Computer-Mediated Communication, 3(2), 113–144.
Botvinick, M., & Cohen, J. (1998). Rubber hands ‘feel’ touch that eyes see. Nature, 391, 756.
Caspi, A., & Blau, I. (2008). Social presence in online discussion groups: Testing three conceptions and their relations to perceived learning. Social Psychology of Education, 11, 323–346.
Childs, M. (2011, June 8–9). Enhancing learning, teaching and student success in virtual worlds:
Why Rosa keeps dancing, opening keynote at SOLSTICE: Effective practices: Enhancing
learning. In Teaching and student success conference, Edge Hill University.
Childs, M. (2013). The experience of virtual space. In I. Kuksa & M. Childs (Eds.), Making sense
of space. London: Chandos.
Childs, M., & Chen, Y.-F. (2011, June 28–30). Roleplaying disaster management in second life. In
11th international DIVERSE conference, Dublin City University.
Childs, M., & Kuksa, I. (2009, July 6–8). “Why are we in the floor?” Learning about theatre design
in second lifeTM. In Proceedings of the Edulearn 09 international conference on education and
new learning technologies (pp. 1134–1145). Barcelona, Spain.
Ganesh, S., van Schie, H. T., de Lange, F. P., Thompson, E., & Wigboldus, D. H. J. (2012). How
the human brain goes virtual: Distinct cortical regions of the person-processing network are
involved in self-identification with virtual agents. Cerebral Cortex, 22(7), 1577–1585.
Gonzalez, G., Younger, J., & Lindgren, R. (2011). The payoff of Avatar creation: Investigating the
effects on learning and engagement. In Games + learning + society conference, Madison, June
15–17 2011. http://www.glsconference.org/2011/program/event/147
www.Atibook.ir
Editors’ Introduction: Understanding Learning in Virtual Worlds
xiii
Heeter, C. (1995). Communication research on consumer VR. In F. Biocca & M. R. Levy (Eds.),
Communication in the age of virtual reality (pp. 191–218). Hillsdale: Lawrence Erlbaum
Associates.
Mayes, T., & de Freitas, S. (2004). Review of e-learning frameworks, models and theories: JISC
e-learning models desk study. London: JISC.
Peachey, A., & Childs, M. (2011). Reinventing ourselves: Contemporary concepts of identity in
virtual worlds. London: Springer.
Peachey, A., Gillen, J., Livingstone, D., & Smith-Robbins, S. (2010). Researching learning in
virtual worlds. London: Springer.
Smith, A. D. (2007). The flesh of perception: Merleau-Ponty and Husserl. In T. Baldwin (Ed.),
Reading Merleau-Ponty: On phenomenology of perception. Oxon: Routledge.
Taylor, T. L. (2002). Living digitally: Embodiment in virtual worlds. In R. Schroeder (Ed.), The
social life of Avatars (pp. 40–62). London: Springer.
Wilson, M. (2002). Six views of embodied cognition. Psychonomic Bulletin & Review, 9(4),
625–636.
www.Atibook.ir
www.Atibook.ir
Contents
1
An Alternative (to) Reality .......................................................................
Derek Jones
2
Guidelines for Conducting Text Based Interviews
in Virtual Worlds .......................................................................................
Carina Girvan and Timothy Savage
21
Designing for Hybrid Learning Environments in a Science
Museum: Inter-professional Conceptualisations of Space ....................
Alfredo Jornet and Cecilie Flo Jahreie
41
An Examination of Student Engagement, Knowledge
Creation and Expansive Learning in a Virtual World ...........................
Brian G. Burton, Barbara Martin, and Jenny Robins
65
The Strength of Cohesive Ties: Discursive Construction
of an Online Learning Community .........................................................
Rebecca Ferguson, Julia Gillen, Anna Peachey, and Peter Twining
83
3
4
5
1
6
+SPACES: Serious Games for Role-Playing Government Policies ...... 101
Bernard Horan and Michael Gardner
7
Avatars, Art and Aspirations: The Creative Potential
for Learning in the Virtual World ........................................................... 117
Simone Wesner
8
Second Language Acquisition by Immersive and Collaborative
Task-Based Learning in a Virtual World ................................................ 135
Margaret de Jong Derrington
9
Do Virtual Worlds Support Engaging Social Conferencing? ................ 165
Andreas Schmeil, Béatrice Hasler, Anna Peachey, Sara de Freitas,
and Claus Nehmzow
xv
www.Atibook.ir
Đăng ký:
Đăng Nhận xét (Atom)
Không có nhận xét nào:
Đăng nhận xét