Language Learning in Virtual Worlds (2024)

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wendy keeney-kennicutt

This is a study integrating Second Life (SL) and the currere approach to develop a virtual curriculum demonstration. The overarching purposes of this study were to understand the perceptions, self-reflection, selfunderstanding and educational growth of graduate students in education toward teaching and learning in a virtual interdisciplinary curriculum. Data was collected in two education graduate courses with a total of 31 participants in 2011 at a central Texas public university. The results revealed how SL exhibitions, based on the four-step currere approach, benefitted the participants. Using the exhibitions ’ target knowledge, individuals were able to develop a self-understanding, which propelled them toward self-mobilization and educational reconstruction.

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Proceedings of the SLACTIONS 2012 research conference on virtual worlds - Life, imagination, and work using metaverse platforms: November 15-17, 2012

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Proactive Retrospective Installation in Second Life: Using Currere to Explore Educational Perception, Reflection, Understanding and Development of Graduate Students Engaged in Virtual Exhibitions

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Chih-Feng Chien

Proactive Retrospective Installation in Second Life: Using Currere to Explore Educational Perception, Reflection, Understanding and Development of Graduate Students Engaged in Virtual Exhibitions. (May 2012) Chih-Feng Chien, B.A., Soochow University (Taiwan); M.A., Texas A&M University Co-Chairs of Advisory Committee: Dr. G. Patrick Slattery. II Dr. Trina J. Davis This is an unprecedented study integrating of Second Life (SL) and the currere approach to develop a virtual curriculum demonstration. The overarching purposes of this study were to understand the perceptions, self-reflection, self-understanding, educational growth of graduate students in education toward teaching and learning in a virtual interdisciplinary curriculum. The three-dimensional virtual world of Second Life is a distance learning platform and multimedia combination of animations, dynamic images, embedded videos, websites, simulative worlds, slide shows and media players. The theoretical framework is based on th...

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Educational Technology & Society

Development of a Virtual Second Life Curriculum Using Currere Model

2013 •

Trina Davis, Janet Hammer

This is a study integrating Second Life (SL) and the currere approach to develop a virtual curriculum demonstration. The overarching purposes of this study were to understand the perceptions, self-reflection, self-understanding and educational growth of graduate students in education toward teaching and learning in a virtual interdisciplinary curriculum. Data was collected in two education graduate courses with a total of 31 participants in 2011 at a central Texas public university. The results revealed how SL exhibitions, based on the four-step currere approach, benefitted the participants. Using the exhibitions' target knowledge, individuals were able to develop a self-understanding, which propelled them toward self-mobilization and educational reconstruction.

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Facilitating immersion, engagement and flow in multi-user virtual environments

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Helen Farley

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Facilitating creativity in pre-service teacher education courses through their engagement in virtual worlds

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Electric Dreams. Proceedings ascilite Sydney 2013

Working in Partnership: An authentic professional learning program to promote sustainable curriculum change.

2013 •

Elaine Huber

This paper describes a program that reframes professional development through a partnership model underpinned by an authentic professional learning approach and incorporating elements of design-based research and communities of practice. A secondary underpinning of the program is the development of key skills by the educational design and development group in both project management and evaluation of learning and teaching projects as well as effective online learning design. The outcome sought from the partnership model is to promote sustainable curriculum change through the development of staff capabilities. Using curriculum design projects as the catalyst, the partnership program integrates faculty and centrally based approaches to design solutions to authentic teaching and learning problems. The collaborative nature of the program encourages scholarly dialogues between academic and professional support staff enabling increased output in scholarship of learning and teaching.

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MOOCs - what’s cultural inclusion got to do with it?

Lilia Mantai

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Academic Staff's Perceptions of Second Life as an Educational Tool within the Faculty of Health and Social Care

Kate Dagleish

In the context of the UoH, a Higher Education Institution in England, this study investigates academic staff’s perceptions of Second Life (SL) as an educational tool within the Faculty of Health and Social Care (FHSC). By looking into lecturers’ perceptions of SL the work explores the benefits and challenges to academic staff in using SL in professional nursing and midwifery training and assesses their potential engagement of this as a teaching resource. The main aim was to identify the knowledge base of staff and whether the application of the SL method could be imbedded into the curriculum to enhance teaching and learning. The results showed that academic staff sometimes confuse SL with other so called web 2.0 technologies. However, they do recognise that SL can be a useful resource to bridge the gap between theory and practice in pre-registration nursing and midwifery training. Other key issues such as online identity, being able to deal with the unpredictable during an in-world class, and information and communication technologies (ICT) skills may also have an impact on academics’ perceptions and adoption of SL. This research brings to light the importance that student nurses and midwives initially need to be able to practise their clinical skills in a safe environment where they are not putting patients or themselves at risk and that although an immersive environment like SL could bridge this gap, implementing such a system is complex.

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Language Learning in Virtual Worlds (2024)
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