Organisational Factors Crucial for the Use of Virtual Worlds in Education
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Author
E-Learn: World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education, Oct 26, 2009 in Vancouver, Canada ISBN 978-1-880094-76-1
Abstract
Abstract: In modern didactics some functions are crucial: Social networking & Forming learning-communities, Cooperation & Participation, and Co-creation. Here a platform to meet is essential for students and teachers. Nowadays suchs platforms are provided by the use of real-life (RL) meetings, e-mail, MSN, and Blackboard. Experience shows that these platforms often are inadequate (e.g.: when RL-meetings are impossible by time-consuming travelling, or when simulations are necessary): with the present IT-technology (e-mail, MSN and Blackboard) students experience distance towards fellow-students and teachers (this is called a lack of “presence”). However, presence is essential for learning. Virtual worlds can offer a solution here. In this brief paper an overview is given of recent research in this field in the Netherlands. Special attention is payed to a study on the added value of the virtual world Second Life to education. Here the focus is on the organisational factors essential to create this added value in education.
Citation
Trooster, W. (2009). Organisational Factors Crucial for the Use of Virtual Worlds in Education. In T. Bastiaens, J. Dron & C. Xin (Eds.), Proceedings of E-Learn 2009--World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education (pp. 3191-3193). Vancouver, Canada: Association for the Advancement of Computing in Education (AACE). Retrieved March 28, 2024 from https://www.learntechlib.org/p/32943.
© 2009 AACE