2010
DOI: 10.1080/17439884.2010.494418
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Immersed in Learning: supporting creative practice in virtual worlds

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Cited by 18 publications
(6 citation statements)
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“…3-4) in a 3D virtual world, in order to understand how this space could be used creatively by individuals and the group (using the practices of Art and Design education), to assist young people in exploring and acquiring specific skills to navigate their key life transitions. For example, our learning space supported creative practices and creative expression, ranging from creating sculpture through multiple changes of one's avatar appearance, to being able to modify the landscape, teleport, fly and use collaborative tools ( [17], [9] p. 12). It was therefore possible to transform the space into a sophisticated personalised environment, which was used as an informal educational setting for a variety of creative endeavours.…”
Section: The Significance Of Learning Spacesmentioning
confidence: 99%
“…3-4) in a 3D virtual world, in order to understand how this space could be used creatively by individuals and the group (using the practices of Art and Design education), to assist young people in exploring and acquiring specific skills to navigate their key life transitions. For example, our learning space supported creative practices and creative expression, ranging from creating sculpture through multiple changes of one's avatar appearance, to being able to modify the landscape, teleport, fly and use collaborative tools ( [17], [9] p. 12). It was therefore possible to transform the space into a sophisticated personalised environment, which was used as an informal educational setting for a variety of creative endeavours.…”
Section: The Significance Of Learning Spacesmentioning
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
“…Early innovators in the field of creative expression in virtual worlds (Moser & MacLeod, 1996) provided the intellectual basis and impetus for the development of a range of artistic practices that were previously ‘impossible’ in ‘real life’. There is now a burgeoning range of artistic activity (Doyle, 2010; Magruder, 2011) occurring in these virtual spaces, including music and other performance arts, experimental work on sound and immersive experience, and installations that metamorphose as the participants’ avatars move through them. For example, Doyle's ‘Kritical Works in SL’ project (Doyle, 2008) argues that the Second Life space itself is performative for both the artist and for the audience.…”
Section: Creative Practices In Virtual Worldsmentioning
confidence: 99%