1,165,726 research outputs found
Collaborative virtual gaming worlds in higher education
There is growing interest in the use of virtual gaming worlds in education, supported by the increased use of multi‐user virtual environments (MUVEs) and massively multi‐player online role‐playing games (MMORPGs) for collaborative learning. However, this paper argues that collaborative gaming worlds have been in use much longer and are much wider in scope; it considers the range of collaborative gaming worlds that exist and discusses their potential for learning, with particular reference to higher education. The paper discusses virtual gaming worlds from a theoretical pedagogic perspective, exploring the educational benefits of gaming environments. Then practical considerations associated with the use of virtual gaming worlds in formal settings in higher education are considered. Finally, the paper considers development options that are open to educators, and discusses the potential of Alternate Reality Games (ARGs) for learning in higher education. In all, this paper hopes to provide a balanced overview of the range of virtual gaming worlds that exist, to examine some of the practical considerations associated with their use, and to consider their benefits and challenges in learning and teaching in the higher education context
Virtual R&D Teams: A potential growth of education-industry collaboration
In this paper, we present our more than two years research experiences on virtual R&D teams in small and medium-sized enterprises (SMEs) and draws conclusions, giving special attention to the structure of virtual teams required to support education-industry collaboration. We report the relevant results of an online survey study. The online questionnaire was emailed by using a simple random sampling method to 947 manufacturing SMEs. The findings of this study show that SMEs in Malaysia and Iran are willing to use virtual teams for collaboration and the platform for industry-education collaboration is ready and distance between team members or differences in time zones, are not barriers to industry-education collaborations.Collaboration, virtual teams, SMEs, Education
Virtual reality and its role in removing the barriers that turn cognitive impairments into intellectual disability
Early expectations of the contribution that virtual reality (VR) could make to education far exceeded actual applications. This was largely due to the initial immaturity of the technology and a lack of evidence base on which to base design and utilisation. While the early developments in computer based learning largely concentrated on mainstream education, leaving those with special needs behind, the potential of VR as an educational tool was exploited for those with intellectual disabilities right from the start. This paper describes the empirical evidence that has contributed to the development of educational virtual reality for those with intellectual disabilities: studies on transfer of learning from the virtual to the real world; how teachers might support those using VR; the design of virtual environments and what input/control devices best facilitate use of desktop VR. Future developments and ethical issues are also considered
VIRTUAL EDUCATION
The internet economy is strongly connected with its developing modalities. A society desiring to be developed must be initially educated, in order to understand the benefits of the new modality of social integration. The practical finality of the “e” phenomenon in the educational field is the application of an eLearning system.virtual, education
Virtual University And Globalisation
Globalization as an inevitable process in the twenty-first century in economic, political and cultural dimensions creates changes in education and higher education. Virtual universities have important role in globalization. It is clear that globalization in higher education can affect on other area same economic, culture and etc. Virtual university with special programs and use of information and communication technology (ICT) can show the impact of globalization on society, the economy, and the world system. At virtual universities there are international programs that extend globalization. Globalization requires the existence and development of an advanced information and communications infrastructure. And at virtual university that is new phenomenon in new age we can provide these infrastructures. Also, globalization requires a different education that enhances the ability of learners to access, assess, adopt, and apply knowledge, to think independently to exercise appropriate judgment and to collaborate with others to make sense of new situations. In this paper researcher want to show the impact of keys factors at virtual university on the globalization.
Keywords: Virtual University, Globalization, Higher education
Advanced security infrastructures for grid education
This paper describes the research conducted into advanced authorization infrastructures at the National e-Science Centre (NeSC) at the University of Glasgow and their application to support a teaching environment as part of the Dynamic Virtual Organisations in e-Science Education (DyVOSE) project. We outline the lessons learnt in teaching Grid computing and rolling out the associated security authorisation infrastructures, and describe our plans for a future, extended security infrastructure for dynamic establishment of inter-institutional virtual organisations (VO) in the education domain
The Cathedral of Being: Re-enchantment and the Writings of the Popes
A rarely discussed issue that bears upon the topic of education is that which takes seriously the relationship between medium and message; how is the content of what is taught shaped by the way in which it is taught? It is a question of especial pertinence today when in all areas of pedagogy we find people advocating the use in education not only of computers but on-line access and the wonders of the virtual world as well. The argument of this paper, via the writings of the recent Pontiffs (and more secular authors with a philosophical and political interest in the area), is that the use of computers and on-line technology is deleterious to all education, but especially to Catholic education. This is because, while the understanding of real presence and mediation are fundamental to the faith, the idea of insubstantiality and friction-free immediacy are of a piece with virtual technology. As a medium of dissemination the latter cannot help but invest the content of the former with its understanding of presence. The paper also touches upon the economic factors at play in the use of virtual technology as well as the utopian hopes this technology gives rise to, hopes that are fundamentally inhuman and therefore at odds with the Catholic faith. The paper argues its point using the trope of fairyland and the opposition between, on the one hand, enchantment, and on the other, glamour
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