9,932 research outputs found

    But a walking shadow: designing, performing and learning on the virtual stage

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    Representing elements of reality within a medium, or taking aspects from one medium and placing them in another is an act of remediation. The process of this act, however, is largely taken for granted. Despite the fact that available information enables a qualitative assessment of the history of multimedia and their influences on different fields of knowledge, there are still some areas that require more focused research attention. For example, the relationship between media evolution and new developments in scenographic practice is currently under investigation. This article explores the issue of immediacy as a condition of modern theatre in the context of digital reality. It discusses the opportunities and challenges that recent technologies present to contemporary practitioners and theatre design educators, creating a lot of scope to break with conventions. Here, we present two case studies that look into technology-mediated learning about scenography through the employment of novel computer visualization techniques. The first case study is concerned with new ways of researching and learning about theatre through creative exploration of design artefacts. The second case study investigates the role of the Immersive Virtual World Second Life™ (SL) in effective teaching of scenography, and in creating and experiencing theatrical performances

    Emerging technologies for learning (volume 2)

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    Students' Use of Second Life in Learning Spanish as a Foreign Language

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    The affordances of Second Life provide a life-like environment for language learning. This study explores how college students learn Spanish as a foreign language in the Second Life environment. We investigated their perceptions of and experiences with Second Life in their foreign language learning, from a sociocultural perspective. Employing qualitative research methods, we collected chat logs, observations, reflective journals, and interviews. Findings include a) the advantages of authentic communication with native Spanish speakers, b) learners’ motivation and anxiety, c) opportunities to practice the target language, d) the nature of their language production, and e) the participatory culture. Our discussion highlights the various ways in which Second Life can provide a good environment for language learning. We describe benefits such as opportunities for authentic conversation, and to explore the target culture, as well as increased motivation for foreign language learning in Second Life. Students did encounter a few challenges, but in general Second Life provides an excellent platform to practice language skills

    Education Unleashed: Participatory Culture, Education, and Innovation in Second Life

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    Part of the Volume on the Ecology of Games: Connecting Youth, Games, and LearningWhile virtual worlds share common technologies and audiences with games, they possess many unique characteristics. Particularly when compared to massively multiplayer online role-playing games, virtual worlds create very different learning and teaching opportunities through markets, creation, and connections to the real world, and lack of overt game goals. This chapter aims to expose a wide audience to the breadth and depth of learning occurring within Second Life (SL). From in-world classes in the scripting language to mixed-reality conferences about the future of broadcasting, a tremendous variety of both amateurs and experts are leveraging SL as a platform for education. In one sense, this isn't new since every technology is co-opted by communities for communication, but SL is different because every aspect of it was designed to encourage this co-opting, this remixing of the virtual and the real

    International lessons for the digital age

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    Some commentators hold the view that the digital divide is a problem largely caused by lack of access to appropriate technologies which, when overcome, will act as a virtual panacea for many interlinked ills. Yet, others see this as far too simplistic an analysis in the search for radical solutions in a world of such extreme social inequality and global inequity. This paper will argue for a bottom-up rather than a top-down approach to finding those solutions, advocating a greater amount of needs-based work in this field, getting to the root of the problem by taking into account the particular set of conditions within each situation or case study. At the same time it will strive to create a more harmonious world view where each small scale project is seen as part of a network searching for broader solutions rather than an end product in themselves. In order to provide a framework for this argument, and support theories with informed practice, a case study of a teacher training project delivered to Rwandan students, through the medium of the English language and new technologies, will be used as an example of what has been achieved so far in the field of online learning, and what lessons could be learned for the future. The paper shall also argue for greater involvement on the part of British universities, so that voyages into this multidimensional terrain, widely explored but largely uncharted, remain more pedagogic than economi

    Suggestions for New Features to Support Collaborative Learning in Virtual Worlds

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    The authors have some experience in buildingvirtual worlds for education purposes, in archaeology and for language learning. However, many mainstream world-building applications do not offer quick and appropriate ways of developing interactive and user-driven content that can be easily shared with other users. Many education-orientated applications also require built-in tracking and evaluation mechanisms. Evaluation of virtual worlds and communities is difficult enough as it is. While commercial game engines offer a form of task performance tracking, they typically lack non-violent ways of supporting interaction and collaborative teamwork. The chance to help students and the public to learn by creating and collaborating through the development of contextually relevant worlds is exciting. It is perhaps best served by an application containing a feature set designed specifically for content designers to create learning environments. In this paper we suggest some features that might help educational designers build better "learning as sharing" experiences

    Enhancing the Teaching of Lawyering Skills and Perspectives Through Virtual World Engagement

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    Educators from around the globe are rapidly utilizing and transforming virtual worlds, such as Second Life, with innovative teaching strategies. Mediation and dispute resolution, and associated communication and problem-solving skills, are particularly well suited for developing in virtual worlds, as are other lawyering skills such as, interviewing, counseling, and trial advocacy. The opportunities for students and faculty to engage in cross-cultural exchange and networking are another selling feature of virtual world engagement. Virtual worlds offer particular promise for those seeking innovative and cost-effective ways to integrate more professional training and skills development into the law school curriculum. Moreover, as more and more people enter virtual worlds and other forms of online social engagement, there is increasing need to offer innovative online opportunities for student learning. This article uses a project on teaching dispute resolution skills to law students conducted in the virtual world as a medium within the law school curriculum
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