Virtual worlds for learning

Maggi Savin-Baden, Liz Falconer, Katherine Wimpenny, Michael Callaghan

    Research output: Chapter in Book/Report/Conference proceedingChapter

    Abstract

    This chapter examines four papers that have been influential in the use of virtual worlds for learning, but also draws on a range of other research and literature in order to locate virtual world learning across the landscape of higher education. Whilst there is sometimes a misconception that research into learning in virtual worlds is very new, the field began to develop in the late 1990s and has continued since then. Typical examples of the first iterations of virtual worlds include Second Life, Active Worlds, and Kaneva, which have been available for up to 20 years. The second generation is currently being developed, examples being High Fidelity and Project Sansar. The chapter reviews the literature in this field and suggests central themes that emerge are: Socialisation; Presence and immersion in virtual world learning; Learning collaboratively and Trajectories of participation.
    Original languageEnglish
    Title of host publicationTechnology Enhanced Learning: Research Themes
    EditorsE. Duval, M. Sharples, R. Sutherland
    PublisherSpringer International Publishing
    Pages97-107
    Number of pages11
    ISBN (Electronic)978-3-319-02600-8
    ISBN (Print)9783319025995
    DOIs
    Publication statusPublished - 14 May 2017

    Keywords

    • virtual worlds
    • virtual environments
    • immersive learning
    • learning research

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  • Cite this

    Savin-Baden, M., Falconer, L., Wimpenny, K., & Callaghan, M. (2017). Virtual worlds for learning. In E. Duval, M. Sharples, & R. Sutherland (Eds.), Technology Enhanced Learning: Research Themes (pp. 97-107). Springer International Publishing. https://doi.org/10.1007/978-3-319-02600-8_9