8,088 research outputs found

    From cognitive capability to social reform? Shifting perceptions of learning in immersive virtual worlds

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    Learning in immersive virtual worlds (simulations and virtual worlds such as Second Life) could become a central learning approach in many curricula, but the socio‐political impact of virtual world learning on higher education remains under‐researched. Much of the recent research into learning in immersive virtual worlds centres around games and gaming and is largely underpinned by cognitive learning theories that focus on linearity, problem‐solving and the importance of attaining the ‘right answer’ or game plan. Most research to date has been undertaken into students’ experiences of virtual learning environments, discussion forums and perspectives about what and how online learning has been implemented. This article reviews the literature relating to learning in immersive virtual worlds, and suggests that there needs to be a reconsideration of what ‘learning’ means in such spaces

    Spaces in between us: a qualitative study into the impact of spatial practice when learning in Second Life

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    This paper will present a study that explored the perceived impact of spatial practice in Second Life (SL) on teaching and learning from the point of view of participants in higher education (lecturers, developers and researchers). Narrative inquiry was used to access stories and experiences of space and spatial practice from staff perspectives. The findings indicated that ownership, spatial violation and replication were the concerns raised by participants in relation to spatial practice. However, participants also suggested that an understanding of social cues, spatial negotiation and spatial consideration were important issues to address for effective teaching to occur in SL. The findings of this study suggest that there remains relatively little in-depth understanding of the way space is implicated in learning in SL and that spatial practice also requires further research, in order to better understand their pedagogical implications when using SL as a learning space. Publisher statement: "This is a Preprint Manuscript of an article published by Taylor & Francis in London Review of Education in 2013, available online: http://wwww.tandfonline.com/10.1080/14748460.2012.761820

    Changelings and Shape Shifters? Identity Play and Pedagogical Positioning of Staff in Immersive Virtual Worlds.

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    This paper presents a study that used narrative inquiry to explore staff experiences of learning and teaching in immersive worlds. The findings introduced issues relating to identity play, the relationship between pedagogy and play and the ways in which learning, play and fun were managed (or not). At the same time there was a sense of imposed or created values systems that introduced questions and challenges about what learning became or meant in these spaces. The issues identified by this small scale study may offer some purchase on concerns which appear to be emerging with the digitisation of our lives

    Using Problem-based Learning: New Constellations for the 21st Century.

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    The author argues that there is still too much teaching to the test, and the consequence is growing constellations of problem-based learning (PBL). Today, what passes for PBL practice often seems more like guidelines than any kind of reasoned pedagogy. While at one level the range of variations shows the value and flexibility of PBL as an accommodating, adaptable, and culturally relevant approach to learning, there is relatively little understanding of the impact of these different constellations on student engagement and learning. Nevertheless, these diverse constellations of PBL need to be delineated and understood. The author outlines the constellations, but also suggests that there are a number of issues that have not been considered in relation to the use of PBL

    Editorial

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    Frances Bell and Rhona Sharpe became co-editors of ALT-J in September 2007, experiencing generous support from the previous team of editors, Grainne Conole, Martin Oliver and Jane Seale, during the handover period. With the support of the Editorial Board and ALT's new Director of Development, Mark van Harmelen and Publications Officer, Louise Ryan, we have a great opportunity to build on the many strengths introduced at ALT-J by the previous editors. My first venture was to commission a special issue on Learning and Teaching in Immersive Virtual Worlds, with Maggi Savin-Baden and Robert Ward as co-editors. Projects in immersive virtual worlds were proliferating, raising questions about the opportunities for learning offered by these new spaces, and how students and academics would respond to them. There was a place for the publication of early findings, and theories to guide and inform ongoing research. Are immersive virtual worlds 'disruptive technologies' (Bower and Christensen 1995) in education? To answer this question, we need to pay close attention to their use in new applications, rather than in re-creations of traditional learning activities online. Learning and teaching in Immersive Virtual Worlds This special issue comprises a number of exciting initiatives and developments that begin to put issues of learning in immersive virtual worlds centre stage. Although learning through specific types of serious games has been popular for some years, the pedagogical value of immersive worlds is currently not only inchoate but also under-researched. Whilst several of the articles here are not based on empirical research, what they do offer is new ways of considering the pedagogical purposes of using these kinds of digital spaces. The difficulty with the perception of immersive virtual worlds is that there is often a sense that they are seen as being dislocated from physical spaces, and yet they are not. Web spaces are largely viewed as necessarily freer locations where there is a sense that it is both possible and desirable to 'do things differently'. The consequence is that digital pedagogies tend to be, or at least feel, less ordered than much of face-to-face learning, forcing a reconsideration of how learning spaces in digital contexts are to be constituted (for further discussion on this see Savin-Baden 2007). Immersive virtual worlds demand that we confront the possibility of new types of visuality, literacy, pedagogy, representations of knowledge, communication and embodiment. Thus, as Pelletier has argued, “technologies are systems of cultural transmission, creating new contexts within which existing social interests express themselves” (2005, 12). Yet there remain conflicts about whether “pedagogy must lead the technology”, a stance Cousin (2005) believes has become something of a mantra. Although this position would seem plausible and convincing to adopt, it denies the difficulties inherent in putting technology in the lead. It seems that many of the difficulties about the reflexive relationship between pedagogy and technology stem from a failure to ask what might appear to be some straightforward questions, such as: * What do we mean by pedagogy in immersive virtual worlds? * For what is the learning technology to be used? * Is it learning technology, teaching technology, technology to enhance teaching and learning, or something else? * What is the relationship between the type of pedagogy to be adopted and the type of pedagogy currently being used? Cousin (2005) also points out that technology is not just lying there waiting for pedagogues to put to good use - but it might be that that is how some innovators see the situation. Knowledge to go, knowledge on the move is embodied by open source systems and in particular Web 2.0 technologies, with their emphasis on user-generated content. Yet what remains problematic is students' engagement with immersive worlds: there seems to be a marked contrast between how such spaces are used by students within the university and what they do outside formal learning environments. We hope that through this special issue some of the queries and questions raised here will promote engagement in ongoing debates that begin to move forward both the arguments and practices, in interesting and innovative ways. References 1. Bower, J. L. andChristensen, C. M. (1995) Disruptive technologies: Catching the wave. Harvard Business Review pp. 43-53. 2. Cousin, G. Land, R. and Bayne, S. (eds) (2005) Learning from cyberspace. Education in cyberspace pp. 117-129. RoutledgeFalmer , Abingdon. 3. Pelletier, C. Land, R. andBayne, S. (eds) (2005) New technologies, new identities: The university in the informational age. Education in cyberspace pp. 11-25. RoutledgeFalmer , Abingdon. 4. Savin-Baden, M. Learning spaces. Creating opportunities for knowledge creation in academic life McGraw Hill , Maidenhead

    Exploring and Implementing Participatory Action Synthesis

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    This article presents participatory action synthesis as a new approach to qualitative synthesis which may be used to facilitate the promotion and use of qualitative research for policy and practice. The authors begin by outlining different forms of qualitative research synthesis and then present participatory action synthesis, a collaborative approach to data analysis, synthesis, interpretation and knowledge construction, enabling individual data generation and its analysis to be offered for communal analysis. The principles and practice of participatory action synthesis are presented prior to a short case study which illustrates how it has been used to date. The final section of the article outlines the challenges and opportunities of this approach, suggesting that it can facilitate the raising of the profile of qualitative synthesis among the disciplines. </jats:p

    The Ethics and Impact of Digital Immortality

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    The concept of digital immortality has emerged over the past decade and is defined here as the continuation of an active or passive digital presence after death. Advances in knowledge management, machine to machine communication, data mining and artificial intelligence are now making a more active presence after death possible. This paper examines the research and literature around active digital immortality and explores the emotional, social, financial, and business impact of active digital immortality on relations, friends, colleagues and institutions. The issue of digital immortality also raises issues about the legal implications of a possible autonomous presence that reaches beyond mortal existence, and this will also be investigated. The final section of the paper questions whether digital immortality is really a concern and reflects on the assumptions about it in relation to neoliberal capitalism. It suggests that digital immortality may in fact merely be a clever ruse which in fact is likely to have little, if any legal impact despite media assumptions and hyperbole

    'It's Almost Like Talking to a Person': Student Disclosure to Pedagogical Agents in Sensitive Setting

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    Online chatbots (also known as pedagogical agents or virtual assistants) are becoming embedded into the fabric of technology, both in educational and commercial settings. Yet understanding of these technologies is inchoate and often untheorised, influenced by individuals’ willingness to trust technologies, aesthetic appearance of the chatbot and technical literacy, among other factors. This paper draws upon data from two research studies that evaluated students’ experiences of using pedagogical agents in education using responsive evaluation. The findings suggest that emotional connections with pedagogical agents were intrinsic to the user’s sense of trust and therefore likely to affect levels of truthfulness and engagement. They also indicate that the topic of the pedagogical agent-student interaction is key to the student’s experience. The implications of these studies are that truthfulness, personalisation and emotional engagement are all vital components in using pedagogical agents to enhance online learning
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