Learning and Instruction in the Digital Age 2009
DOI: 10.1007/978-1-4419-1551-1_12
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Experiencing and Learning with 3D Virtual Worlds

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Cited by 3 publications
(3 citation statements)
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“…These resources need to optimally fit unpredictable learning situations. Learners might need their learning activities to be supported, context dependent for different types of devices (smart phones, laptops, Wii, wall size screens, e-book-readers [2,3]) communicating through many different modalities, e.g. :…”
Section: User Centered Design Is a Multidisciplinary Expertisementioning
confidence: 99%
“…These resources need to optimally fit unpredictable learning situations. Learners might need their learning activities to be supported, context dependent for different types of devices (smart phones, laptops, Wii, wall size screens, e-book-readers [2,3]) communicating through many different modalities, e.g. :…”
Section: User Centered Design Is a Multidisciplinary Expertisementioning
confidence: 99%
“…Techniques used here may be derived from Ethnography or Anthropology, like the use of cultural probes and the application of hermeneutics [9], [10]. • The audience of the visuals, the customers of the client of design brings their own context and culture.…”
Section: Holistic Visual Design Teachingmentioning
confidence: 99%
“…Although there are many reasons for their success, including the vivid virtual worlds they can present and the interactions with other users that they foster, one key driver may be the falling prices and rising specifications of personal computers. Cheaper and more powerful hardware also means that 3D instructional tools are now used in an increasing number of fields, such as for enhancing spatial visualization skills in design education (Park, Kim, & Sohn, 2011), in 3D virtual learning environments (Benvenuti et al, 2010;Paraskeva, Mysirlaki, & Papagianni, 2010), and in many other educational domains, including digital game-based learning (DGBL). The significant market success of 3D massive multi-user online role-playing games (MMORPG), like World of Warcraft and Lineage, has also increased the importance of game technology and design in technological and vocational education contexts, as well as in universities (Dickey, 2011;Suh, Kim, & Kim, 2010;Susaeta et al, 2010).…”
Section: Introductionmentioning
confidence: 99%