2006
DOI: 10.11120/ital.2006.05030006
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Using A Virtual World For Transferable Skills in Gaming Education

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Cited by 32 publications
(16 citation statements)
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“…The results support numerous studies which show educators' opinion regarding the use of MUVEs for learning to be generally very positive (Childress & Braswell, 2006;de Freitas, et al, 2010;KamelBoulos, et al, 2007;Hemmi, et al, 2009;Hobbs, et al, 2006).…”
Section: Discussionsupporting
confidence: 86%
“…The results support numerous studies which show educators' opinion regarding the use of MUVEs for learning to be generally very positive (Childress & Braswell, 2006;de Freitas, et al, 2010;KamelBoulos, et al, 2007;Hemmi, et al, 2009;Hobbs, et al, 2006).…”
Section: Discussionsupporting
confidence: 86%
“…The most prominent application of 3D virtual worlds is SL, which provides a place to connect many people, to explore knowledge, and to practice education as well. Hobbs et al, noted that SL is an interactive and immersive environment that facilitates the information flow, supports communication, commits to group discussion, and collaboration among members [12]. Additionally, Jarmon et al, emphasized that SL has significant impact in absorbing practical experience through learning by doing [13].…”
Section: Virtual Worlds and Educationmentioning
confidence: 96%
“…Concerning applicability, the value of SL has been acknowledged as a supplemental tool for professional training (Dalgarno, Lee, Carlson, Gregory, & Tynan, 2011;Eaton et al, 2011;Hobbs, Brown, & Gordon, 2006;Lee & Berge, 2011;Steinkuehler & Williams, 2006). SL has been widely used in academic contexts and the most commonly used fields include: computer studies, science and humanities, design training, language, and tourism (Livingstone & Kemp, 2006).…”
Section: Second Life and Its Application In An Educational Settingmentioning
confidence: 98%