Virtual Worlds for Learning

Maggi Savin-Baden, Liz Falconer, Katherine Wimpenny, Michael Callaghan

Research output: Chapter in Book/Report/Conference proceedingChapter

Abstract

This chapter examines four papers that have been influential in the use of virtual worlds for learning, but also draws on a range of other research and literature in order to locate virtual world learning across the landscape of higher education. Whilst there is sometimes a misconception that research into learning in virtual worlds is very new, the field began to develop in the late 1990’s and has continued since then. Typical examples of the first iterations of virtual worlds include Second Life, Active Worlds, and Kaneva, which have been available for up to 20 years. The second generation is currently being developed, examples being High Fidelity and Project Sansar. The chapter reviews the literature in this field and suggests central themes that emerge are: Socialisation; Presence and immersion in virtual world learning; Learning collaboratively and Trajectories of participation
Original languageEnglish
Title of host publicationTechnology Enhanced Learning Research Themes
EditorsErik Duval, Mike Sharples, Rosamund Sutherland
Place of PublicationSwitzerland
PublisherSpringer
Pages90-102
Volume1
ISBN (Print)978-3-319-02599-5
Publication statusAccepted/In press - 3 Jun 2016

Keywords

  • Technology enhanced learning
  • virtual worlds

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