EDUCAUSE Review Articles, Virtual Worlds, and Interaction and Engagement

Recent library resources tagged with EDUCAUSE Review Articles, Virtual Worlds, and Interaction and Engagement.

Educational Frontiers: Learning in a Virtual World

Added by the EDUCAUSE Librarian
Title:Educational Frontiers: Learning in a Virtual World (ID: ERM0852)
Author(s):Cynthia Calongne (Colorado Technical University)
Origin:EDUCAUSE Review Articles (09/15/2008)
Type:Articles, Papers, and Reports
Abstract:

The use of virtual worlds expands on the campus-based and online classrooms, enhancing learning experiences. Classes in virtual worlds offer opportunities for visualization, simulation, enhanced social networks, and shared learning experiences.

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Genome Island

Added by the EDUCAUSE Librarian
Title:Genome Island (ID: ERM08515)
Author(s):Mary Anne Clark (Texas Wesleyan University)
Origin:EDUCAUSE Review Articles (09/15/2008)
Type:Articles, Papers, and Reports
Abstract:

Genome Island (http://slurl.com/secondlife/Genome/118/145/53) was created to explore the potential for creating an interactive laboratory environment in the 3D virtual world of Second Life. College and university science courses that include a laboratory typically, because of the constraints of class scheduling, separate the lecture and laboratory components into different time blocks, and one of the challenges of college/university science becomes the meaningful integration of the two experiences. Virtual worlds offer the opportunity to eliminate the lecture/lab boundary by immersing students in an environment to be investigated.

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Literature Alive!

Added by the EDUCAUSE Librarian
Title:Literature Alive! (ID: ERM08523)
Author(s):Beth Ritter-Guth (Lehigh Carbon Community College), Laura Nicosia (Montclair State University), and Eloise Pasteur (Eloise Pasteur Educational Designs)
Origin:EDUCAUSE Review Articles (09/15/2008)
Type:Articles, Papers, and Reports
Abstract:

Literature Alive! in Second Life creates immersive literary environments that have redefined the ways literature is shared in virtual environments.

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MiRTLE

Added by the EDUCAUSE Librarian
Title:MiRTLE (ID: ERM08519)
Author(s):Michael Gardner (Essex University), John Scott (Essex University), and Bernard Horan (Sun Microsystems, Inc.)
Origin:EDUCAUSE Review Articles (09/15/2008)
Type:Articles, Papers, and Reports
Abstract:

In this article, we describe our collaborative research toward creating a “mixed reality teaching and learning environment” (MiRTLE) that enables teachers and students participating in real-time mixed and online classes to interact with avatar representations of each other. The longer-term hypothesis is that avatar representations of teachers and students will help create a sense of shared presence, engendering a sense of community and improving student engagement in online lessons.

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Virtual Worlds as Digital Playgrounds

Added by the EDUCAUSE Librarian
Title:Virtual Worlds as Digital Playgrounds (ID: ERM08511)
Author(s):Mariana Umaschi Bers (Tufts University)
Origin:EDUCAUSE Review Articles (09/15/2008)
Type:Articles, Papers, and Reports
Abstract:

The ACT experience is designed to immerse students in a high-tech playground where they can acquire civic knowledge and skills, as well as experiment with civic behaviors and democratic participation.

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Virtual Worlds: Moving Beyond Today

Added by the EDUCAUSE Librarian
Title:Virtual Worlds: Moving Beyond Today (ID: ERM0858)
Author(s):Donald J. Welch (United States Military Academy)
Origin:EDUCAUSE Review Articles (09/15/2008)
Type:Articles, Papers, and Reports
Abstract:

Virtual worlds have great potential in education, but much needs to be learned about them. One of the biggest questions is whether the best venue is the public mixed-use virtual world, a private education-only space, or a hybrid.

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Virtual Worlds? “Outlook Good”

Added by the EDUCAUSE Librarian
Title:Virtual Worlds? “Outlook Good” (ID: ERM0850)
Author(s):AJ Kelton (Montclair State University)
Origin:EDUCAUSE Review Articles (09/15/2008)
Type:Articles, Papers, and Reports
Abstract:

Whether it is Second Life or another virtual world, this foundational movement is not going away. It is improving. It is moving forward. The question to be addressed in the coming months and years is how higher education and, subsequently, individual institutions will determine the best way to continue to move forward with virtual worlds.

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Wolverine Island

Added by the EDUCAUSE Librarian
Title:Wolverine Island (ID: ERM08514)
Author(s):P. F. Anderson (University of Michigan-Ann Arbor) and Marc Stephens (University of Michigan-Ann Arbor)
Origin:EDUCAUSE Review Articles (09/15/2008)
Type:Articles, Papers, and Reports
Abstract:

In March 2007, the University of Michigan Medical School (UMMS) purchased Wolverine Island in Second Life (SL). From even the early planning stages, the Health Sciences Libraries (HSL) were deeply involved in the University of Michigan (UM) SL activities. The primary role of health sciences libraries is to support the core functions of the academic and healthcare institutions they serve. Traditionally, this has taken place through activities related to collections, services, instruction, and reference in environments related to education, research, clinics, and service and outreach.1 Here we will explore in what way these roles are similar or different for an academic health sciences library working in virtual worlds, with highlights of our engagement and immersion in SL.

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Game-Based Learning: How to Delight and Instruct in the 21st Century

Added by the EDUCAUSE Librarian
Title:Game-Based Learning: How to Delight and Instruct in the 21st Century (ID: ERM0454)
Author(s):Joel Foreman (George Mason University)
Origin:EDUCAUSE Review Articles (2004)
Type:Articles, Papers, and Reports
Abstract:

To learn more about videogames in academe, the author spoke with five leading-edge thinkers in the field: James Paul Gee, J. C. Herz, Randy Hinrichs, Marc Prensky, and Ben Sawyer.

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