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Learning as immersive experiences: Using the four-dimensional framework for designing and evaluating immersive learning experiences in a virtual world

机译:作为沉浸式体验进行学习:使用三维框架在虚拟世界中设计和评估沉浸式学习体验

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摘要

Traditional approaches to learning have often focused upon knowledge transfer strategies that have centred on textually-based engagements with learners, and dialogic methods of interaction with tutors. The use of virtual worlds, with text-based, voice-based and a feeling of ‘presence’ naturally is allowing for more complex social interactions and designed learning experiences and role plays, as well as encouraging learner empowerment through increased interactivity. To unpick these complex social interactions and more interactive designed experiences, this paper considers the use of virtual worlds in relation to structured learning activities for college and lifelong learners. This consideration necessarily has implications upon learning theories adopted and practices taken up, with real implications for tutors and learners alike. Alongside this is the notion of learning as an ongoing set of processes mediated via social interactions and experiential learning circumstances within designed virtual and hybrid spaces. This implies the need for new methodologies for evaluating the efficacy, benefits and challenges of learning in these new ways. Towards this aim, this paper proposes an evaluation methodology for supporting the development of specified learning activities in virtual worlds, based upon inductive methods and augmented by the four-dimensional framework reported in a previous study.The study undertaken aimed to test the efficacy of the proposed evaluation methodology and framework, and to evaluate the broader uses of a virtual world for supporting lifelong learners specifically in their educational choices and career decisions. The paper presents the findings of the study and considers that virtual worlds are reorganising significantly how we relate to the design and delivery of learning. This is opening up a transition in learning predicated upon the notion of learning design through the lens of ‘immersive learning experiences’ rather than sets of knowledge to be transferred between tutor and learner. The challenges that remain for tutors rest with the design and delivery of these activities and experiences. The approach advocated here builds upon an incremental testing and evaluation of virtual world learning experiences.
机译:传统的学习方法通​​常侧重于知识转移策略,该策略以与学习者基于文本的互动为中心,以及与导师互动的对话方法。虚拟世界的使用具有基于文本,基于语音和“在场”的感觉,自然会带来更复杂的社交互动,设计的学习体验和角色扮演,并通过增强互动性来鼓励学习者赋权。为了消除这些复杂的社会互动和更具交互性的设计体验,本文考虑了将虚拟世界与大学和终身学习者的结构化学习活动结合使用。这种考虑必然会对所采用的学习理论和所采用的实践产生影响,对导师和学习者都具有真正的影响。除此以外,还有学习的概念,即在设计的虚拟空间和混合空间内,通过社交互动和体验式学习环境而介导的一系列持续过程。这意味着需要新的方法来评估以这些新方式进行学习的功效,益处和挑战。为了实现这一目标,本文提出了一种评估方法,以归纳方法为基础,并根据先前研究中报道的四维框架进行扩展,以支持虚拟世界中特定学习活动的发展。提出了评估方法和框架,并评估了虚拟世界的广泛用途,以支持终身学习者,特别是他们的教育选择和职业决策。本文介绍了这项研究的结果,并认为虚拟世界正在显着地重新组织我们与学习设计和交付之间的关系。这为基于“沉浸式学习体验”而不是在导师和学习者之间传递的知识集的学习设计观念的学习过渡开辟了道路。设计和提供这些活动和经验对导师而言仍然是挑战。这里提倡的方法基于对虚拟世界学习体验的增量测试和评估。

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