2012
DOI: 10.1016/j.sbspro.2012.08.287
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Immersive Collaborative Environments for Teaching and Learning Traditional Design

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Cited by 22 publications
(14 citation statements)
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“…As Johnson and Levine (2008) describe, virtual worlds such as Second Life allow students to become part of a constructed world, interact with the virtual environment, and learn from simulated experiences automatically created or arising based on a specific series of interactions (Milgram, Takemura, Ustimi, & Kishino, 1994;Stefan, 2012). Students interactions in EIL with elements such as people, activities, quests, tasks, objects and other simulated artifacts present an opportunity that may be hard to create in the real world due to expenses and/or risks (Inks & Avila 2008).…”
Section: Experiential Immersive Learning (Eil)mentioning
confidence: 99%
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“…As Johnson and Levine (2008) describe, virtual worlds such as Second Life allow students to become part of a constructed world, interact with the virtual environment, and learn from simulated experiences automatically created or arising based on a specific series of interactions (Milgram, Takemura, Ustimi, & Kishino, 1994;Stefan, 2012). Students interactions in EIL with elements such as people, activities, quests, tasks, objects and other simulated artifacts present an opportunity that may be hard to create in the real world due to expenses and/or risks (Inks & Avila 2008).…”
Section: Experiential Immersive Learning (Eil)mentioning
confidence: 99%
“…Interactivity plays a crucial role in the world of immersive learning; as Kalay (2004 ) expressed, virtual surroundings allow group learning, similar to a class physical experience, where they are aware of the social process of learning and are affected by the presence and behavior of their peers. Technologies facilitate spatial and process visualization, which allows students to discover time sensitive and cultural backgrounds through graphical reconstructions (Stefan, 2012).…”
Section: Social or Collaborative Learningmentioning
confidence: 99%
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“…As Johnson and Levine (2008) describe, virtual worlds such as Second Life allow students to become part of a constructed world, interact with the virtual environment and learn from simulated experiences automatically created or arising based on a specific series of interactions. Ştefan 2012). Students interactions in EIL with elements such as people, activities, quests, tasks, objects and other simulated artifacts present an opportunity that may be hard to create in the real world due to expenses and/or risks (Inks and Avila 2008).…”
Section: Literature Reviewmentioning
confidence: 99%