Educators need to understand how virtual learning has advanced outside of institutional learning management systems and how people think, interact and perceive themselves in virtual spaces that are not tied to traditional learning. This chapter is a case study of an educator's gaming guild that explored virtual learning when transitioning from a social guild, which participated in casual raiding to embarking on progressive raiding. Guild leaders and members approached this progressive raiding as an opportunity to use their knowledge of learning strategies to develop the group's social metacognition. If educators want to transcend the limitations of learning management systems in predominantly text based courses, they need to understand and appreciate the identity and roles taken on by learners in virtual environments and the networked presence that takes place in organizations such as guilds. Guilds function as a learning organization that fosters identity development among members especially as data analytics are reviewed during collective and individual debriefing after raids.
This case study chronicles co-curricular activities held in the virtual world Second Life. The event activities included standard content delivery vehicles and those involving movement and presence. Several international content experts were featured and allowed students to meet and discuss ideas on a common ground with these experts. When developing these events, the researchers wondered, could an immersive learning environment be provide a deeper level of engagement? Was it possible to have students do more than just logging in? During the events, the students discovered a whole new way of learning. Chief among their discoveries was the realization that in these virtual world educational events, students, scholars, and faculty can all be mentors as well as learners. In virtual worlds, the expert-on-a-dais model of teaching is rapidly replaced by a matrix of discussion, collaboration, and movement that quickly generates a pool of ideas and knowledge.
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This chapter examines seamless learning in the context of three case studies that incorporate role-play as a pedagogical approach to integrate contextually aware learning from the formal classroom to informal spaces both face-to face and online. The research question explored is whether role-playing design in seamless mobile learning can cultivate the learners' intrinsic motivation to engage with the course and collaborate with others. In all three case studies, a variety of technologies, such as web 2.0 and mobile devices, were employed to offer learners a seamless learning experience. The studies revealed that majority of the learners were more invested and engaged in the course experience by participating in technology-mediated role-playing activities. We conclude that role-playing should be part of the seamless learning approach, since role-playing can mediate learners' access to different knowledge areas through various perspectives, just as technology can serve as mediators in the seamless learning paradigm.
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