Authors:
Indika Perera
;
Colin Allison
;
John McCaffery
and
Alan Miller
Affiliation:
University of St. Andrews, United Kingdom
Keyword(s):
Blended learning, Learning in 3D MUVE, Learning use cases, Blended learning challenges, Learning environment integration, Second Life, Open Simulator, Moodle, Sloodle.
Related
Ontology
Subjects/Areas/Topics:
Assessment Methods in Blended Learning Environments
;
Blended Learning
;
Collaborative Learning
;
Computer-Supported Education
;
e-Learning
;
e-Learning Platforms
;
e-Learning Tactics and Strategies
;
Immersive Learning
;
Information Technologies Supporting Learning
;
Learning/Teaching Methodologies and Assessment
;
Simulation and Modeling
;
Simulation Tools and Platforms
;
Social Context and Learning Environments
;
Virtual Learning Environments
Abstract:
Technology enhanced learning has been a mainstream educational process, which has introduced a variety of techniques to use in different contexts to fulfil learning objectives and goals. E-Learning has been widely used to fulfil various learning requirements from primary education to university and research based education. However, criticisms on the existing learning methods on competence to cater for societal and human needs within the context of learning are not rare, associating the constraints of behavioural, cultural, and pedagogical. 3D Multi User Virtual Environments (MUVE), in contrast, show a promising future for dynamic learning activities, complementing blended learning methods with high collaboration and user engagement, in which some of those would not have been possible with existing learning practices. This paper, nonetheless, shows that the present 3D MUVE learning use cases are not well defined, yet educationalists tend to practice and expect the conventional e-Lear
ning use cases in 3D MUVE, creating inconsistencies and losing the significance of 3D MUVE for learning. It also proposes a novel approach to consider effective 3D MUVE learning use cases. The use case analysis has been done on a blended perspective. Moreover, the paper critically argues about the effectiveness of learning activities designed with 3D MUVE and e-Learning through selected case studies.
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