2010
DOI: 10.1080/17439884.2010.494427
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How to enable knowledge exchange inSecond Lifein design education?

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Cited by 20 publications
(9 citation statements)
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“…One powerful feature of virtual reality technology is that it allows users to intuitively interact with 3D objects in real-time (Thomassen & Rive, 2010), thus assisting the learning process.…”
Section: Discussionmentioning
confidence: 99%
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“…One powerful feature of virtual reality technology is that it allows users to intuitively interact with 3D objects in real-time (Thomassen & Rive, 2010), thus assisting the learning process.…”
Section: Discussionmentioning
confidence: 99%
“…The efficiency of immersive authoring tools depends on the degree of perceived interaction and perceived ease of use, since the learning system will neither be effective nor popular if it is difficult to use (Lee & Kim, 2009;Huang, Liaw, & Lai, 2016). Virtual reality technology provides a powerful feature to allow learners to interact with 3D objects in real-time (Thomassen & Rive, 2010), and such objects can be designed to be rotated and translated by the user (Shen, Ong, & Nee, 2010). The process of engaging with virtual reality technology also helps improve spatial cognition, making it useful for spatial instructions (Merchant et al, 2012).…”
mentioning
confidence: 99%
“…In teaching these and other competencies, Thomassen and Rive (2010) suggested that it may be necessary to create simplified contexts where novice teachers can initially gain proficiency with target skills. Some common strategies often used in teacher preparation programs to simplify initial acquisition of target skills include case-based methods of instruction (Langone, Malone, & Clinton, 1999; Levin, Hibbard, & Rock, 2002; Malone & Langone, 2005; Yadav, Bouck, Da Fonte, & Patton, 2009) and role-playing/microteaching (Amobi & Irwin, 2009; A.…”
mentioning
confidence: 99%
“…En los últimos años se han publicado numerosas experiencias educativas relacionadas con los mundos virtuales en diferentes áreas y disciplinas, como por ejemplo en salud (Jin, 2011), cirugía (Patel, Aggarwal, Cohen, Taylor & Darzi, 2013), microbiología (Spires, Rowe, Mott & Lester, 2011), bellas artes (Doyle, 2010), diseño y arquitectura (Thomassen & Rive, 2010), comunicación y aprendizaje de idiomas (Jauregi, Canto, de Graaff, Koenraad & Moonen, 2011), o el aprendizaje de competencias transversales (Cela, Esteve, Esteve & Gisbert, 2014). En un estudio publicado por Wang y Burton en 2012 se presenta la revisión de más de 100 artículos publicados en revistas científicas entre 2006 y 2011 sobre las aplicaciones educativas de estos entornos virtuales 3D, especialmente Second Life.…”
Section: Universitat Rovira I Virgili La Competencia Digital Docenteunclassified