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(2033)LEARNING AS AN AVATAR: DESIGNING IMMERSIVE LEARNINGSPACES AND FACILITATING 3D LEARNING EXPERIENCES

机译:(2033)学习作为化身:设计沉浸式学习空间,促进3D学习体验

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3D virtual environments (3DVEs) are being used and enjoyed by individuals and organizations foreducating, meeting, training and gaming purposes. In addition to the convenience of anytime,anywhere action and the relative anonymity of creating their own avatar character, users can enjoyreal time voice and social interactions with other avatars in a simulated environment [1] [2] [3] [4].Additionally, the player avatar in a 3D environment can benefit from the richness of voice andmovement, and in an immersive environment that replicates a “real life” place, such as a hospital,archaeological dig site, or shopping mall [2] [4]. The prevalence of 3D virtual platforms such asWebAlive and Second Life in learning and training contexts is more evident than ever before;;3Dimmersive worlds are an exciting venue for today’s distance and hybrid education providers.Consequently, in an effort to create more effective and engaging learning experiences, educators,educational institutions, and professional and governmental organizations are exploring this newtechnology. While these platforms are easy to use, the shift from instruction and training in a physicalor online space to a 3D immersive space is challenging. One difficulty for educators is knowing how tocreate scenarios that will promote learning in this new context. The transformation of materials fromthe physical classroom or boardroom space to the 3D context is not a straight forward task. DistanceEducation literature identifies learner traits and characteristics and multiple pedagogical theories andframeworks for traditional online course design and delivery [5]. However, to date, there are no clearpedagogical guidelines, recommendations or processes to support the movement from a physical oronline training or educational setting to a virtual, 3D immersive space. This paper will briefly identifythe benefits of 3D environments for learning and training purposes and profile the ideal user.However, the main objective is to review current literature for the purpose of identifying the process fortask development in a 3D context compared to a traditional face to face or online learning context.Further, the paper will describe specific examples of 3D projects. Based on these preliminaryexperiences, the authors will make concrete and feasible recommendations for task transfer andlearning scenario design, specifically as it pertains to language teaching and learning.
机译:3D虚拟环境(3DVES)被个人和组织用于教育,会议,培训和游戏目的。除了方便的时间,任何地方的行动和创建自己的头像字符的相对匿名,用户可以在模拟环境中与其他头像一起享受时间语音和社交交互[1] [2] [3] [4] .Aditionally ,3D环境中的玩家头像可以受益于语音和缓解的丰富性,并且在沉浸式环境中,复制“现实生活”的地方,例如医院,考古挖网站或购物中心[2] [4]。 3D虚拟平台在学习和培训背景下的3D虚拟平台的普遍性比以往任何时候都更加明显; 3Dimmersive世界是当今距离和混合教育提供者的令人兴奋的场所。在努力创造更有效和吸引力的学习经验,教育工作者,教育机构和专业和政府组织正在探索这项备注。虽然这些平台易于使用,但在Leforical在线空间中的指令和训练转移到3D沉浸式空间是具有挑战性的。教育工作者的一个难度是了解如何在这种新背景下促进学习的场景。从物理教室或会议室空间转换到3D上下文的材料不是一项直线任务。距离教育文献标识了传统在线课程设计和交付的学习者特征和特征和多个教学理论和帧,[5]。但是,迄今为止,没有明确的准则,建议或流程,以支持从物理Oronline培训或教育环境到虚拟,3D沉浸式空间的运动。本文将简要介绍3D环境的效益,以便学习和培训目的,概况理想的用户。然而,主要目的是审查当前文献,目的是与传统面部相比,在3D上下文中识别过程福斯掩蔽开发的目的或在线学习上下文.Further,本文将描述3D项目的具体示例。根据这些预言,作者将对任务转移和学习方案设计进行具体和可行的建议,具体就像它涉及语言教学和学习一样。

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