V-Learning: How Gaming and Avatars Are Engaging Online Students
ARTICLE
Len Annetta, Marta Klesath, Shawn Holmes
Innovate: Journal of Online Education Volume 4, Number 3, ISSN 1552-3233
Abstract
Len Annetta, Marta Klesath, and Shawn Holmes describe how avatars in virtual learning environments (VLEs) can contribute to the learning experience by giving students a sense of social presence and investment in the learning community that may otherwise be difficult to access. VLEs have the potential to become the next generation of instructional tools for online learning. By allowing students to simulate the campus experience online, VLEs offer rich, flexible class environments without compromising their reach to diverse students desiring online courses. Describing studies carried out in the "WolfDen" VLE, Annetta, Klesath, and Holmes examine how gaming and avatars are engaging online students and the role personality may play in a student's selection of an avatars. (Contains 3 exhibits and 1 table.)
Citation
Annetta, L., Klesath, M. & Holmes, S. (2008). V-Learning: How Gaming and Avatars Are Engaging Online Students. Innovate: Journal of Online Education, 4(3),. Retrieved March 28, 2024 from https://www.learntechlib.org/p/104249/.
Keywords
Cited By
View References & Citations Map-
Diving into Lake Devo: Modes of Representation and Means of Interaction and Reflection in Online Role-Play
Linda Koechli & Maureen Glynn
The International Review of Research in Open and Distributed Learning Vol. 15, No. 4 (Aug 15, 2014) pp. 43–69
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Diving into Lake Devo: Modes of representation and means of interaction and reflection in online role-play
Linda Koechli & Maureen Glynn, Ryerson University
The International Review of Research in Open and Distributed Learning Vol. 15, No. 4 (Aug 15, 2014)
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