The Australian and New Zealand Virtual Worlds Working Group (VWWG) was established in 2009. Members of the group have written papers for ASCILITE conferences since 2010. Each paper’s intention is to provide an overview on using virtual worlds in higher education, especially the practical aspects of incorporating 3D worlds to enhance student learning. This VWWG’s paper looks at a virtual world as a space for digital learning and exploratory pedagogy – meaning, that the authors perhaps do not perceive virtual worlds as ordinary. However, they do acknowledge that those who do not regularly engage in virtual worlds may see it as new and innovative, perhaps even untested ground, but still with a degree of unfamiliarity. A survey was sent to the members of the VWWG in which the narratives have provided rich data for in depth understanding. The themes focused in the survey were ‘disruptive thinking’, ‘emerging ideas’ and ‘lateral connections’, from the perspective of the respondents’ experiences in the implementation of virtual worlds in education. They discuss the idea of a virtual world used in education as a new treasure, or perhaps it has been in use for some time and now classified as traditional.
This study aims to establish a Heutagogy approach for teacher professional education in Indonesia as an attempt to improve teacher competencies. This study will identify key elements of a Heutagogy approach derived from previous Heutagogy practices. The methods to collect data for developing the Heutagogy approach in this study employs a literature review of previous research and findings related to Heutagogy practice. In this regard, this study's established elements are Learner-determined learning, Metacognitive reflection, Collaboration, and Capability development. These elements are analysed and then incorporated into the TPE model with support from online learning tools. Capability development is the goal of experiencing each of the elements of Heutagogy in this approach. Each of these key elements will contribute to developing participants capability as professional teachers. The Heutagogy approach in this study is expected to be significant for improving teacher competencies in Indonesia.
Keywords: teacher professional education, heutagogy
This paper presents four case studies from two regional and two metropolitan Australian universities, showcasing how 3D virtual world platforms have been used to connect, engage and motivate students in both co-located and non-co-located contexts. The case studies provide practical examples of how virtual worlds and associated applications have been operationalised in real teaching and learning contexts involving a range of different disciplines. For rural educators looking for innovative ways to enrich the student learning experience, the case studies offer first hand insights into the potential and the problems of using virtual worlds for educational purposes.
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