THE ROLE OF PLACE IN CREATING A LEARNING EXPERIENCE IN VIRTUAL LEARNING ENVIRONMENTS

Virtual Learning Environments (VLE) are commonly built on a framework that combines two key elements: computer technology and education. The majority of VLEs tend to fall into one of two categories: management learning or learner-centred. Management learning systems are widely used in higher and further education institutes and many are commercially produced and available ready to use "out of the box", such as WebCT (Milligan, 1999). Simpson stated that these systems may empower academics technically. ‘But making resources available electronically does not constitute learning for the student, nor does it empower the academic pedagogically’ (Simpson. 2000). In this paper we highlight the role of place in creating a learning experience in a VLE and its relevance to current learning theories. We present a design model for guiding the development of learner-centred VLEs that shows how place and design can combine with learning theories and technology. This model is based on constructivist views of learning and supports the four key