Strategies and challenges to facilitate situated learning in virtual worlds post-Second Life

5.00
Hdl Handle:
http://hdl.handle.net/10547/622080
Title:
Strategies and challenges to facilitate situated learning in virtual worlds post-Second Life
Authors:
Conrad, Marc; Hassan, Adil; Koshy, Lyzgeo; Kanamgotov, Aslan; Chrsitopoulos, Athanasios
Abstract:
Virtual worlds can establish a stimulating environment to support a situated learning approach in which students simulate a task within a safe environment. While in previous years Second Life played a major role in providing such a virtual environment, there are now more and more alternative—often OpenSim-based—solutions deployed within the educational community. By drawing parallels to social networks, we discuss two aspects: how to link individually hosted virtual worlds together in order to implement context for immersion and how to identify and avoid “fake” avatars so people behind these avatars can be held accountable for their actions.
Affiliation:
University of Bedfordshire
Citation:
Conrad M, Hassan A, Koshy L, Kanamgotov A, Chrsitopoulos A (2017) 'Strategies and challenges to facilitate situated learning in virtual worlds post-Second Life', Computers in Entertainment, 15 (1).
Publisher:
ACM New York
Journal:
Computers in Entertainment
Issue Date:
1-Feb-2017
URI:
http://hdl.handle.net/10547/622080
DOI:
10.1145/3010078
Additional Links:
http://dl.acm.org/citation.cfm?id=3010078
Type:
Article
Language:
en
ISSN:
1544-3574
Appears in Collections:
Computing

Full metadata record

DC FieldValue Language
dc.contributor.authorConrad, Marcen
dc.contributor.authorHassan, Adilen
dc.contributor.authorKoshy, Lyzgeoen
dc.contributor.authorKanamgotov, Aslanen
dc.contributor.authorChrsitopoulos, Athanasiosen
dc.date.accessioned2017-04-11T14:08:44Z-
dc.date.available2017-04-11T14:08:44Z-
dc.date.issued2017-02-01-
dc.identifier.citationConrad M, Hassan A, Koshy L, Kanamgotov A, Chrsitopoulos A (2017) 'Strategies and challenges to facilitate situated learning in virtual worlds post-Second Life', Computers in Entertainment, 15 (1).en
dc.identifier.issn1544-3574-
dc.identifier.doi10.1145/3010078-
dc.identifier.urihttp://hdl.handle.net/10547/622080-
dc.description.abstractVirtual worlds can establish a stimulating environment to support a situated learning approach in which students simulate a task within a safe environment. While in previous years Second Life played a major role in providing such a virtual environment, there are now more and more alternative—often OpenSim-based—solutions deployed within the educational community. By drawing parallels to social networks, we discuss two aspects: how to link individually hosted virtual worlds together in order to implement context for immersion and how to identify and avoid “fake” avatars so people behind these avatars can be held accountable for their actions.en
dc.language.isoenen
dc.publisherACM New Yorken
dc.relation.urlhttp://dl.acm.org/citation.cfm?id=3010078en
dc.rights.urihttp://creativecommons.org/licenses/by-nc-nd/4.0/*
dc.subjecthuman-computer interactionen
dc.titleStrategies and challenges to facilitate situated learning in virtual worlds post-Second Lifeen
dc.typeArticleen
dc.contributor.departmentUniversity of Bedfordshireen
dc.identifier.journalComputers in Entertainmenten
dc.date.updated2017-04-11T13:47:40Z-
dc.description.notehttp://www.acm.org/publications/policies/copyright-policy-
This item is licensed under a Creative Commons License
Creative Commons
All Items in UOBREP are protected by copyright, with all rights reserved, unless otherwise indicated.