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Innovations in Education and Entertainment Settings: A Quest for Convergence
ARTICLE

, University of Virginia, United States

International Journal on E-Learning Volume 10, Number 2, ISSN 1537-2456 Publisher: Association for the Advancement of Computing in Education (AACE), Waynesville, NC USA

Abstract

The purpose of this study was to compare the production processes and approaches for user engagement of virtual environments created for learning or commercial and entertainment purposes, specifically through online games and 3-D online spaces. This study used a qualitative, multiple case study approach based on interviews with developers of virtual environments and observation of their respective virtual learning environments. Cases represented developers of virtual environments within academic, commercial game, and advertising sectors. Interviews and observation were based on elements identified in literature as central for facilitating learning and user engagement in a virtual environment, as well as processes for design, production, and implementation. This research indicates that user-centered approaches employed by the entertainment and advertising sectors lead to higher levels of user-engagement and sustainability of the space itself.

Citation

Fanning, E. (2011). Innovations in Education and Entertainment Settings: A Quest for Convergence. International Journal on E-Learning, 10(2), 127-144. Waynesville, NC USA: Association for the Advancement of Computing in Education (AACE). Retrieved June 18, 2019 from .

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