5,207 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

    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

    The Impact of Transdisciplinary Threshold Concepts on Student Engagement in Problem-based Learning: a Conceptual Synthesis

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    There has been much recent discussion about student engagement in higher education, and in the last few years a number of authors have undertaken extensive international research on the topic, which has been summarized in a number of literature reviews. However, to date, there has been relatively little in-depth exploration of student engagement in problem-based learning (PBL) or the impact of different forms of engagement on distinct forms of PBL. Drawing on a number of studies over the last 15 years, this paper argues that student engagement in PBL can be troublesome as both a concept and a practice. It also suggests there are 4 transdisciplinary threshold concepts that have an impact on student engagement with PBL: liminality, scaffolding, pedagogical content knowledge, and pedagogical stance. The paper argues that by acknowledging these transdisciplinary threshold concepts and working with them, facilitators will be able to enhance student learning in PBL across disciplines, contexts, and diverse forms 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

    Alienation, Agency and Authenticity: a Synthesis of Practice and Effects in Student Engagement.

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    In recent years a number of authors have undertaken extensive reviews of the international research literature to investigate student engagement in higher education. This paper presents the findings of a study that undertook a project to synthesise the qualitative research literature systematically, through the use of qualitative research synthesis. The concepts and themes that have recurred across the student engagement literature which are discussed in terms of four themed approaches to student engagement. c The challenges and opportunities of using the methodology are presented along with providing a number of recommendations for further research regarding integrated approaches to student engagement
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