2008
DOI: 10.1353/jae.0.0003
|View full text |Cite
|
Sign up to set email alerts
|

Creating a Learning Space That Is Virtual and Experiential

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
1
1

Citation Types

0
1
0

Year Published

2009
2009
2012
2012

Publication Types

Select...
4
1

Relationship

0
5

Authors

Journals

citations
Cited by 5 publications
(2 citation statements)
references
References 11 publications
0
1
0
Order By: Relevance
“…The Rembrandt Project presents an excellent case study of this dilemma: as an educational website that intersects Rembrandt's artwork with social studies curriculum, Bette Schneiderman (2008) promises to deliver a user experience to teachers and students that not only showcases "a new kind of environment" for learning (p. 46), but that also teaches twenty-first century visual literacy skills (p. 44). While users can access Rembrandt's artwork on the website, students are given few opportunities to discuss and interact with the works with their teachers and peers on the site itself, a feature Schneiderman states is an essential part of the project (p. 47).…”
Section: Youth Have Changed But What About Our Education System?mentioning
confidence: 99%
“…The Rembrandt Project presents an excellent case study of this dilemma: as an educational website that intersects Rembrandt's artwork with social studies curriculum, Bette Schneiderman (2008) promises to deliver a user experience to teachers and students that not only showcases "a new kind of environment" for learning (p. 46), but that also teaches twenty-first century visual literacy skills (p. 44). While users can access Rembrandt's artwork on the website, students are given few opportunities to discuss and interact with the works with their teachers and peers on the site itself, a feature Schneiderman states is an essential part of the project (p. 47).…”
Section: Youth Have Changed But What About Our Education System?mentioning
confidence: 99%
“…One possible solution to the online experiential environment is the multi-user virtual environment (MUVE), such as Second Life. Second Life provides a rich 3-D environment in which the students can collaborate with each other and where course designers are free from the bonds of the traditional classroom setting (Schneiderman, 2008). Course content can be incorporated into existing simulations for role-play or created for specific subject matter such as geography (DeMers, 2008).…”
Section: Enter Second Lifementioning
confidence: 99%