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Virtual Reality in Education Scott Baine What is virtual reality?  computer- generated environment  gives a sense of being there  compels user interaction.

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Presentation on theme: "Virtual Reality in Education Scott Baine What is virtual reality?  computer- generated environment  gives a sense of being there  compels user interaction."— Presentation transcript:

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2 Virtual Reality in Education Scott Baine

3 What is virtual reality?  computer- generated environment  gives a sense of being there  compels user interaction  each user interacts using an avatar

4 What is Second Life?  most popular VR in education sector  developed by Linden Lab  secondlife.com secondlife.com  video video

5 What Second Life Offers  self-paced tutorials  historical reenactments  second language acquisition  immersive archaeology  cultural immersion

6 Potential Uses of Virtual Realities in education  Have acknowledged potential  More and more use  Student experience positive even with avatar issues

7 Study Abroad in Second Life  SL does have limitations  Does not replace visit  More effective preparation than on traditional American campus  Most risk are eliminated

8 Getting Started in Second Life  Second Life:  http://static-secondlife- com.s3.amazonaws.com/downloads/Second_Life_Quickstart.pdf http://static-secondlife- com.s3.amazonaws.com/downloads/Second_Life_Quickstart.pdf  SL Knowledge Base:  http://community.secondlife.com/t5/English-Knowledge-Base/tkb- p/English_KB%40tkb http://community.secondlife.com/t5/English-Knowledge-Base/tkb- p/English_KB%40tkb  Graham Stanley:  http://www.ict4lt.org/en/Euro08PCWSL.doc http://www.ict4lt.org/en/Euro08PCWSL.doc  VR and Games in Education Wiki  http://wiki.jokaydia.com/?title=Main_Page http://wiki.jokaydia.com/?title=Main_Page  Real World Map of Places in SL  http://www.nbhorizons.com/world.htm http://www.nbhorizons.com/world.htm

9 References  Baker, S.C., Wentz, R.K., & Woods, M.M. (2009). Using virtual worlds in education: Second Life as an educational tool. Teaching of Psychology, 36(1), 59-64.  Feldon, D. F., & Kafai, Y. B. (2008). Mixed methods for mixed reality: Understanding users’ avatar activities in virtual worlds. Education Technology Research and Development (56), 575-593.  Mathews, S. S., Andrews, L. L., & Luck, E. E. (2012). Developing a Second Life virtual field trip for university students: An action research approach. Educational Research, 54(1), 17-38. doi:10.1080/00131881.2012.658197  Murley, D. (2008). What Second Life taught me about learning. Law Library Journal, 100(4), 787-792.  Peter, T. (2008, August 9). Dialing in to a new world. The Courier Mail (Brisbane).

10 References  Schroeder, R. (1996). Possible worlds: The social dynamic of virtual reality technologies. Boulder: Westview Press.  Shen, J. & Eder, L.B. (2009). Intentions to use virtual worlds in education. Journal of Information Systems Education, 20(2), 225-233.  Sutcliffe, A., & Alrayes, A. (2012). Investigating user experience in Second Life for collaborative learning. International Journal Of Human-Computer Studies, 70(7), 508-525. doi:10.1016/j.ijhcs.2012.01.005  Wang, Y., & Braman, J. (2009). Extending the Classroom through Second Life. Journal of Information Systems Education, 20(2), 235-247.  Warburton, S. (2009). Second Life in higher education: Assessing the potential for and the barriers to deploying virtual worlds in learning and teaching. British Journal of Educational Technology, 40(3), 414- 426.


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