31,332 research outputs found

    Multi-User Virtual Environments Fostering Collaboration in Formal Education

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    This paper is about how serious games based on MUVEs in formal education can foster collaboration. More specifically, it is about a large case-study with 4 different programs which took place from 2002 to 2009 and involved more than 9,000 students, aged between 12 and 18, from various nations (18 European countries, Israel and the USA). These programs proved highly effective into fostering a number of transversal skills, among which collaboration (both remote and in presence), stood out as prominent. The paper will introduce the four programs, the way they were designed to foster collaboration and the data on their impact. Overall, the conclusion is that a technology-based educational experience can be successful only if technology is seen as a “mediator” and all the activities that go with it are carefully designed in view of the educational goal and taking into consideration the whole context into which the experience will be embedded. This means that designers of technology-based educational experiences must be ready to make changes and adjustments according to how the experience (which can be compared to a living “creature”) thrives and reacts to the “environment” (the school, the teachers, the students
) in a sort of “evolutionary” life cycle quite different from an engineered blue-print

    Collaborative pedagogy and digital scholarship: a case study of 'Media Culture 2020'

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    This paper presents an educational case study of ‘Media Culture 2020’, an EU Erasmus Intensive Programme that utilised a range social media platforms and computer software to create open, virtual spaces where students from different countries and fields could explore and learn together. The multi-disciplinary project featured five universities from across Europe and was designed to develop new pedagogical frameworks to encourage collaborative approaches to teaching and learning in the arts. The main objective of the project was to break down classroom and campus walls by creating digital learning environments that facilitated new forms of production, transmission and representation of knowledge. Media Culture 2020 was designed to pilot a novel mode of ‘blended learning’, demonstrating a number of ways in which ‘Web 2.0’ networked technologies might be adopted by academics to encourage open and collaborative modes of practice. The project utilised a number of social media platforms (including Facebook, Twitter, Google+, Google Hangout, Google Docs and Blogger) to enhance the learning experiences of a diverse set of students from different cultural and international contexts. In doing so, Media Culture 2020 enabled participants with a diverse range skills and cultural experiences to develop new working practices that respond to the convergence of digital media and art, as well as the internationalisation of media production and business, through the use of open, interactive software

    Learning environments

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    Emerging technologies for learning (volume 2)

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