Scenario-based multi-user virtual environments (MUVEs) in education

The rapid growth in the use of virtual worlds in educational contexts has raised many questions about the pedagogical benefits of these technologies for teaching and learning. This symposium will focus on the use of scenario-based multi-user virtual environments (MUVEs) in education and will specifically focus on: 1) the role of virtual worlds in education; 2) the value of scenario-based MUVEs in inquiry learning; 3) the role of „collaboration‟ in a multi-user environment; 4) the design issues; and 5) the challenges that need to be addressed to ensure that students can benefit from the virtual experience.

[1]  Brian C. Nelson,et al.  A Multi-user virtual environment for building higher order inquiry skills in science , 2006 .

[2]  Michael Barnett,et al.  Electromagnetism Supercharged! Learning Physics with Digital Simulation Games , 2004, ICLS.

[3]  Agneta Gulz,et al.  Benefits of Virtual Characters in Computer Based Learning Environments: Claims and Evidence , 2004, Int. J. Artif. Intell. Educ..

[4]  David W. Shaffer,et al.  Epistemic frames for epistemic games , 2006, Comput. Educ..

[5]  Michael K. Thomas,et al.  Our Designs and the Social Agendas They Carry , 2007 .

[6]  J. Gee Good video games and good learning , 2007 .

[7]  Yasmin B. Kafai,et al.  Investigating the ‘‘Why’’ in Whypox , 2009, Games Cult..

[8]  S. Barab,et al.  The STAR Project: Enhancing Adolescents' Social Understanding through Video-Based, Multimedia Scenarios , 2000 .

[9]  M. Struwig,et al.  A gaming approach to learning medical microbiology: students’ experiences of flow , 2007, Medical teacher.

[10]  Michael K. Thomas,et al.  Making learning fun: Quest Atlantis, a game without guns , 2005 .

[11]  Charles Miller,et al.  Conversing with pedagogical agents: A phenomenological exploration of interacting with digital entities , 2008, Br. J. Educ. Technol..

[12]  David Hutchison Video Games and the Pedagogy of Place , 2007 .

[13]  J. Bailenson,et al.  The Use of Immersive Virtual Reality in the Learning Sciences: Digital Transformations of Teachers, Students, and Social Context , 2008 .

[14]  Chunyan Miao,et al.  Design Perspectives for Learning in Virtual Worlds , 2010 .