Researching Learning in Virtual Worlds

Most of the chapters in this book are extended papers from Research Learning in Virtual Environments (reLIVE08), an international conference held by the UK Open University in Milton Keynes in November 2008. Authors of the best papers and presentations from the conferences were invited to contribute to Research Learning in Virtual Worlds, the first book to specifically address research methods and related issues for education in virtual worlds. The book covers a range of research undertaken in virtual worlds. It opens with an accessible introduction both to the book and to the subject area, making it an ideal springboard for those who are new to research in this area. The subsequent ten chapters present work covering a range of research methodologies across a broad discipline base, providing essential reading for advanced undergraduate or postgraduate researchers working in education in virtual worlds, and engaging background material for researchers in similar and related disciplines.

[1]  William V. Wright,et al.  A Theory of Fun for Game Design , 2004 .

[2]  Julia Gillen,et al.  Literacy practices in Schome Park: a virtual literacy ethnography , 2009 .

[3]  James E. Driskell,et al.  Microcomputer Videogame Based Training. , 1984 .

[4]  R. Leipzig,et al.  The impact of E-learning in medical education. , 2006, Academic medicine : journal of the Association of American Medical Colleges.

[5]  A. Onwuegbuzie,et al.  Toward a Definition of Mixed Methods Research , 2007 .

[6]  Piet Kommers,et al.  Exploring the influence of gender and gaming competence on attitudes towards using instructional games , 2007, Br. J. Educ. Technol..

[7]  Gregory D. Abowd,et al.  Human-computer interaction (2nd ed.) , 1998 .

[8]  Elizabeth Browne,et al.  Conversations in Cyberspace: a study of online learning , 2003 .

[9]  C. Bisson,et al.  Fun in Learning: The Pedagogical Role of Fun in Adventure Education , 1996 .

[10]  B. Street Literacy in Theory and Practice , 1984 .

[11]  Judith Good,et al.  Problem-based learning spanning real and virtual words: a case study in Second Life , 2008 .

[12]  Kurt Squire,et al.  Cultural Framing of Computer/Video Games , 2002, Game Stud..

[13]  Shirley Brice Heath,et al.  On Ethnography: Approaches to Language and Literacy Research. Language & Literacy (NCRLL). , 2008 .

[14]  S. Freitas Learning in immersive worlds: A review of game-based learning , 2006 .

[15]  Michel Beaudouin-Lafon,et al.  Designing interaction, not interfaces , 2004, AVI.

[16]  Kurt Squire,et al.  Video games in education , 2003, Int. J. Intell. Games Simul..

[17]  Steven Warburton,et al.  Second Life in higher education: Assessing the potential for and the barriers to deploying virtual worlds in learning and teaching , 2009, Br. J. Educ. Technol..

[18]  Maria Virvou,et al.  Combining Software Games with Education: Evaluation of its Educational Effectiveness , 2005, J. Educ. Technol. Soc..

[19]  Daniel Livingstone,et al.  Putting a Second Life “metaverse” skin on learning management systems , 2006 .

[20]  H. O'Brien,et al.  A Gaming Adventure , 2005, Journal for nurses in staff development : JNSD : official journal of the National Nursing Staff Development Organization.

[21]  Louise Sauvé,et al.  Distinguishing between Games and Simulations: A Systematic Review , 2007, J. Educ. Technol. Soc..

[22]  Susan M. Land,et al.  Theoretical Foundations of Learning Environments. , 1999 .

[23]  L. Vygotsky Mind in Society: The Development of Higher Psychological Processes: Harvard University Press , 1978 .

[24]  Clark Aldrich,et al.  Learning by Doing: A Comprehensive Guide to Simulations, Computer Games, and Pedagogy in e-Learning and Other Educational Experiences , 2005 .

[25]  P. Anderson What is Web 2.0? Ideas, technologies and implications for education , 2007 .

[26]  M. Peck The Different Drum: Community Making and Peace , 1987 .

[27]  Dana Chisnell,et al.  Handbook of Usability Testing , 2009 .

[28]  Richard Bartle,et al.  Designing Virtual Worlds , 2003 .

[29]  E. Rogers,et al.  Diffusion of Innovations , 1964 .

[30]  Robert Heinich,et al.  Instructional Media and Technologies for Learning , 1996 .

[31]  M. Csíkszentmihályi Creativity: Flow and the Psychology of Discovery and Invention , 1996 .

[32]  Colin Lankshear,et al.  New Literacies: Everyday Practices and Classroom Learning , 2006 .

[33]  Martin Oliver,et al.  How can exploratory learning with games and simulations within the curriculum be most effectively evaluated? , 2006, Comput. Educ..

[34]  Marc Prensky,et al.  Don't bother me, Mom, I'm learning! , 2006 .

[35]  David Dewhurst,et al.  Evaluating a virtual learning environment in the context of its community of practice , 2004 .

[36]  Geoffrey A. Moore,et al.  Crossing the Chasm , 1991 .

[37]  Thomas W. Malone,et al.  Toward a Theory of Intrinsically Motivating Instruction , 1981, Cogn. Sci..

[38]  Mark Alan Elliott,et al.  Stigmergic collaboration: a theoretical framework for mass collaboration , 2007 .

[39]  Anna Peachey Living in immaterial worlds: Who are we when we teach and learn in virtual worlds? , 2010 .

[40]  Jennifer Preece,et al.  Online communities for teachers and lifelong learners: a framework for comparing similarities and identifying differences in communities of practice and communities of interest , 2006, Int. J. Learn. Technol..

[41]  Marc Prensky,et al.  Digital game-based learning , 2000, CIE.

[42]  Rebecca Ferguson,et al.  Learning in the Panopticon: ethical and social issues in building a virtual educational environment , 2008 .

[43]  Paul A. Booth An Introduction To Human-Computer Interaction , 1989 .

[44]  Geraldine Fitzpatrick,et al.  Toward accessible 3D virtual environments for the blind and visually impaired , 2008, DIMEA.

[45]  Howard Rheingold,et al.  The Virtual Community: Homesteading on the Electronic Frontier , 2000 .

[46]  J. Murray Hamlet on the Holodeck , 1997 .

[47]  James Paul Gee,et al.  What video games have to teach us about learning and literacy , 2007, CIE.

[48]  Sara de Freitas,et al.  Serious games - engaging training solutions: A research and development project for supporting training needs , 2007, Br. J. Educ. Technol..

[49]  Tom Boellstorff Coming of Age in Second Life: An Anthropologist Explores the Virtually Human , 2008 .

[50]  U. Felix E-learning pedagogy in the third millennium: the need for combining social and cognitive constructivist approaches , 2005, ReCALL.

[51]  Mary Beth Rosson,et al.  Getting around the task-artifact cycle: how to make claims and design by scenario , 1992, TOIS.

[52]  Willian Geoghegan,et al.  Whatever Happened to Instructional Technology , 1994 .

[53]  Steve Jones,et al.  Let the games begin , 2003 .

[54]  M. Hamilton,et al.  Local Literacies: Reading and Writing in One Community , 1998 .

[55]  Baltasar Fernández-Manjón,et al.  A Game-Based Adaptive Unit of Learning with IMS Learning Design and , 2007, EC-TEL.

[56]  Jonathan M Links,et al.  Applying educational gaming to public health workforce emergency preparedness. , 2005, American journal of preventive medicine.

[57]  Constance Steinkuehler Massively Multiplayer Online Gaming as a Constellation of Literacy Practices , 2007 .

[58]  Daniel Livingstone,et al.  Multi-Modal Learning and Assessment in Second Life with quizHUD , 2009, 2009 Conference in Games and Virtual Worlds for Serious Applications.

[59]  S. Holloway,et al.  Cyberkids : children in the information age , 2003 .

[60]  Diane J. Schiano Lessons from LambdaMOO: A Social, Text-Based Virtual Environment , 1999, Presence: Teleoperators & Virtual Environments.

[61]  Mark Wheeler Democracy and the information superhighway , 1998 .

[62]  Peter Charles Taylor,et al.  Moodle: Using Learning Communities to Create an Open Source Course Management System , 2003 .

[63]  S. Hill,et al.  Barriers to student access to patients in a group of teaching hospitals , 2005, The Medical journal of Australia.

[64]  Timothy J.L. Chandler,et al.  Teaching Games for Understanding , 1996 .

[65]  Monica Divitini,et al.  Collaborative virtual environments for supporting learning communities: an experience of use , 2003, GROUP.

[66]  Godfrey J. Ellis Youth in the Electronic Environment , 1983 .

[67]  J. Land Threshold concepts and troublesome knowledge: issues of liminality , 2006 .

[68]  K. Squire From Content to Context: Videogames as Designed Experience , 2006 .

[69]  Teresa Roselli,et al.  Usability of E-learning tools , 2004, AVI.

[70]  Daniel Livingstone,et al.  Massively Multi-Learner: Recent Advances in 3D Social Environments , 2006 .

[71]  G. Wells,et al.  Learning for Life in the 21st Century , 2002 .

[72]  Malcolm S. Knowles,et al.  Self-directed learning : a guide for learners and teachers , 1975 .

[73]  A. Onwuegbuzie,et al.  Mixed Methods Research: A Research Paradigm Whose Time Has Come , 2004 .

[74]  Claire Howell Major,et al.  Foundations of Problem Based Learning , 2004 .

[75]  D. Kolb Experiential Learning: Experience as the Source of Learning and Development , 1983 .

[76]  A. Paton WAYS WITH WORDS , 1995 .

[77]  A. Strauss,et al.  The discovery of grounded theory: strategies for qualitative research aldine de gruyter , 1968 .

[78]  Etienne Wenger,et al.  Situated Learning: Legitimate Peripheral Participation , 1991 .

[79]  Julia Gillen,et al.  Animation in Education: its impact on learning, literacy and creativity - understanding teenagers' creativity through making machinima in a 3D virtual world known as Schome Park , 2008 .

[80]  Edward Castronova,et al.  Surveying the Virtual World: A Large Scale Survey in Second Life Using the Virtual Data Collection Interface (VDCI) , 2009 .

[81]  M. Scardamalia,et al.  Knowledge Building: Theory, Pedagogy, and Technology , 2006 .

[82]  Daniel Livingstone,et al.  Integrating Web-Based and 3D Learning Environments: Second Life Meets Moodle , 2008 .

[83]  Nancy A. Jennings,et al.  Virtual or Virtually U: Educational Institutions in Second Life , 2007 .

[84]  E. Hutchins Cognition in the wild , 1995 .

[85]  Sian Bayne Uncanny spaces for higher education: teaching and learning in virtual worlds , 2008 .

[86]  C C Kee,et al.  A gaming strategy for teaching the use of critical cardiovascular drugs. , 1998, Journal of continuing education in nursing.

[87]  Clayton Lewis,et al.  Designing for usability—key principles and what designers think , 1983, CHI '83.

[88]  Gerhard Schwabe,et al.  Mobile learning with a mobile game: design and motivational effects , 2005, J. Comput. Assist. Learn..

[89]  Karin Tusting,et al.  Ecologies of New Literacies : implications for education , 2008 .

[90]  Etienne Wenger,et al.  Communities of Practice: Learning, Meaning, and Identity , 1998 .

[91]  Edward Castronova,et al.  Exodus to the Virtual World: How Online Fun Is Changing Reality , 2007 .

[92]  Andrea Gregg,et al.  Learning From Doing: Lessons Learned From Designing and Developing an Educational Software Within a Heterogeneous Group , 2021, Int. J. Web Based Learn. Teach. Technol..

[93]  Ekaterina Prasolova-Førland,et al.  A repository of virtual places as community memory: an experience of use , 2004, VRCAI '04.

[94]  Constance Steinkuehler,et al.  Where Everybody Knows Your (Screen) Name: Online Games as "Third Places" , 2006, DiGRA Conference.

[95]  Alexei Sourin,et al.  Place metaphors in educational cyberworlds: a virtual campus case study , 2005, 2005 International Conference on Cyberworlds (CW'05).