11 research outputs found

    Teaching Threshold Concepts in Virtual Reality: Exploring the Conceptual Requirements for Systems Design.

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    In a complex world students need to be equipping with a range of capabilities that will enable them to be critical and flexible learners and citizens. The central research objective in this paper is to explore the argument that virtual reality (VR) technologies, collaborative learning approaches and recognition of the values and importance of thresholds to learning are components that can equip students in and for the future. Threshold concepts are specific concepts which are identified as essential in the acquisition of thinking, learning and communication of understanding within a specific subject of learning. Threshold experiences occur when learners identify moments of “learning leaps” which are cognitive transformations or changes in conceptual role for the learner, enabling them to work at higher levels of abstraction and creativity. Virtual reality technology is increasingly applied in education and can be used to test multiple threshold concepts and applied to open problems that allow for low-stress and real-time interactions as well as supporting collaborative groups with rapid interactions. Applications built on VR can engage, immerse, and guide learners in ways not yet undertaken in the education of threshold concepts. Through literature review we explore the definitions of threshold concepts, VR technologies, and the opportunities for teaching threshold concepts using VR technologies. We additionally predict possible limitations of the technologies. Further, we propose a systems design approach as informed by our literature review

    Constructing a virtual Tower of Babel: a case study in cross-cultural collaboration across three continents

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    The collaboration project described in this paper revolves around the construction of a virtual Tower of Babel in a 3D Collaborative Virtual Environment (3D CVE). It involved students across three cooperating institutions, on three different continents in different time zones. It addresses the increasing need for students to engage in international collaboration, as much of today's Information and Communication Technology work demands it. This requires cross-cultural understandings with one's co-collaborators, yet there are few opportunities for this to occur in a pedagogical setting. Therefore, this paper discusses a pedagogically-oriented case study of the use of a 3D CVE as a multi-cultural classroom, describing and discussing different phases in the cross-cultural collaborative process

    Serious Games for First Responders

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    In this chapter, serious games for fire and rescue services and medical personnel are investigated. Command training and joint training are considered for the value it can provide in all first responder services learning to work together

    Decision-Making Supported by Virtual-World Systems Vis-à-Vis Enterprise Systems’ Uncertainty and Equivocality

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    The book presents the possibilities and realities of virtual worlds in education through the application of 3D virtual worlds to support authentic learning, creativity, learner engagement and cultural diversity in higher education
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