Title :
Integrating virtual worlds & virtual learning environments for online education
Author :
Callaghan, M.J. ; McCusker, K. ; Losada, J. Lopez ; Harkin, J.G. ; Wilson, S.
Author_Institution :
Intell. Syst. Res. Center, Univ. of Ulster, Derry, UK
Abstract :
In recent years there has been significant growth in the use of 3D virtual worlds for e-learning and distance education. These immersive environments offer the ability to create complex, highly interactive simulations using in-world modeling and scripting tools. Virtual learning environments´ support teaching and learning in an educational context, offering the functionality to manage the presentation, administration and assessment of coursework. However the presentation layer of virtual learning environment´s are highly restrictive offering limited opportunities to create highly engaging and immersive user experiences. This paper investigates the suitability of one popular virtual world, Second Lifetrade for education and teaching purposes. It discusses its functionality and features and assesses its perceived limitations for use in educational context with a particular focus on the ability to link/integrate the virtual world with existing virtual learning environments. A number of demonstrative examples showing how virtual world/virtual learning environments can be integrated and linked will be shown and the potential opportunities that exist in this area discussed while identifying some of the barriers that exist to the widespread adoption of these approaches for everyday use.
Keywords :
computer aided instruction; distance learning; teaching; virtual reality; 3D virtual world; coursework assessment; distance education; e-learning; educational context; in-world modeling; interactive simulation; online education; scripting tools; teaching; virtual learning environments; Consumer Electronics Society; Disaster management; Distance learning; Electronic learning; Engineering education; Environmental management; Games; Intelligent systems; Second Life; Technological innovation; Virtual worlds; engineering education; serious games; virtual learning environments;
Conference_Titel :
Games Innovations Conference, 2009. ICE-GIC 2009. International IEEE Consumer Electronics Society's
Conference_Location :
London
Print_ISBN :
978-1-4244-4459-5
Electronic_ISBN :
978-1-4244-4460-1
DOI :
10.1109/ICEGIC.2009.5293576