3D Spaces in Software Engineering: From K-12 to Life Long Learning

Despite continuing debate regarding the utility of virtual worlds, their use has continued to pervade the worldwide marketplace. An important consideration is that the current K-12 student cohort comprises digital natives who are clearly the major group of users represented in virtual worlds, either in games or social online communities (Prensky 2001). Increasingly this cohort of students will expect to use virtual worlds to learn, and educators are wise to prepare. Indeed 3D Spaces will likely become one of the major platforms for distant learning as well as for virtual teams of software engineers to both work and socialize. In the context of software engineering, this paper discusses the benefits for early movers to integrate 3D Spaces in the classroom, project meetings and vocational training. The focus is set on life-long learning and the specific methodology of 3D Space integration is demonstrated over all stages – from childhood to the workplace.

[1]  A. Sunmade The World is Flat: A Brief History of the Twenty-First Century , 2008 .

[2]  F. Robert Jacobs,et al.  PLAYING THE BEER DISTRIBUTION GAME OVER THE INTERNET , 2009 .

[3]  B. Tynan,et al.  Alternative realities: immersive learning for and with students , 2010 .

[4]  J. Voogt,et al.  International handbook of information technology in primary and secondary education , 2008 .

[5]  David R. Michael,et al.  Serious Games: Games That Educate, Train, and Inform , 2005 .

[6]  Robert Williams,et al.  Automatically grading essays with markit , 2004 .

[7]  Chris Dede,et al.  The Evolution of Constructivist Learning Environments : Immersion in Distributed , Virtual Worlds , 1995 .

[8]  Michele D. Dickey Three-dimensional virtual worlds and distance learning: two case studies of Active Worlds as a medium for distance education , 2005, Br. J. Educ. Technol..

[9]  Torsten Reiners,et al.  Design and integration of an automated assessment laboratory experiences and guide , 2008 .

[10]  Aaron Delwiche,et al.  Massively Multiplayer Online Games (MMOs) in the New Media Classroom , 2006, J. Educ. Technol. Soc..

[11]  Michael J. Prietula,et al.  Design and Development of a Virtual Emergency Operations Center for Disaster Management  Research, Training, and Discovery , 2008, Proceedings of the 41st Annual Hawaii International Conference on System Sciences (HICSS 2008).

[12]  Torsten Reiners,et al.  3D virtual worlds enriching innovation and collaboration in information systems research, development, and commercialisation , 2009, 2009 3rd IEEE International Conference on Digital Ecosystems and Technologies.

[13]  M. Prensky Digital Natives, Digital Immigrants , 2001 .

[14]  Torsten Reiners,et al.  3D virtual worlds as collaborative communities enriching human endeavours: Innovative applications in e-Learning , 2009, 2009 3rd IEEE International Conference on Digital Ecosystems and Technologies.

[15]  Jody Clarke,et al.  Emerging Technologies for Collaborative, Mediated, Immersive Learning , 2008 .

[16]  Torsten Reiners,et al.  Enhancing the Class Curriculum with Virtual World Use Cases for Production and Logistics , 2008 .

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

[18]  Louette R. Johnson Lutjens Research , 2006 .

[19]  Teresa Coffman,et al.  Utilizing Virtual Worlds in Education: The Implications for Practice , 2007 .

[20]  Jeremy Kemp,et al.  Immersive learning environments in parallel universes: Learning through Second Life , 2008 .