2012
DOI: 10.14742/ajet.848
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Unpacking frames of reference to inform the design of virtual world learning in higher education

Abstract: In the changing context of globalised higher education, a series of pedagogical shifts have occurred, and with them, a number of interactive learning approaches have emerged. This article reports on findings taken from a large-scale study that explored the socio-political impact of virtual world learning on higher education in the UK, specifically with regard to Second Life. Three dominant frames of reference emerged following analysis of data gathered from student and staff perspectives of their experience an… Show more

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Cited by 15 publications
(17 citation statements)
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“…Obvious examples would be shared virtual worlds wherein use is made of seminar spaces, meeting rooms, etc. Seen from either an experiential or a management viewpoint, these have enough in common with physical places and spaces for them to be thought of as virtual places/ spaces (Bertol, 1997;Maher et al, 1999;Goodyear, 1999b;Clark & Maher, 2006;Bayne, 2008;Wahlstedt et al, 2008;Whitworth, 2008;Wimpenny et al, 2012).…”
Section: Models Of Learning Space 157mentioning
confidence: 99%
“…Obvious examples would be shared virtual worlds wherein use is made of seminar spaces, meeting rooms, etc. Seen from either an experiential or a management viewpoint, these have enough in common with physical places and spaces for them to be thought of as virtual places/ spaces (Bertol, 1997;Maher et al, 1999;Goodyear, 1999b;Clark & Maher, 2006;Bayne, 2008;Wahlstedt et al, 2008;Whitworth, 2008;Wimpenny et al, 2012).…”
Section: Models Of Learning Space 157mentioning
confidence: 99%
“…The interaction between virtual world and real life was also addressed with challenges in haptics, motion capture, simulation and deconstruction, photorealism, and identity. Nevertheless, socio-political impacts of virtual world learning on higher education were exploited by Wimpenny et al (2012), and three dominant frames of reference have appeared: institutional space and ownership, disciplinary learning, and games and gaming media. Moreover, a scoping guide for serious virtual worlds (De Freitas, 2008) discussed challenges related with the survivability of license-fee based worlds against open source platforms, the co-construction of virtual spaces, activities and content, the support for learners with disabilities or mobility limitations, and the creation of accurate benchmarking metrics for assessment and validation.…”
Section: Educational Models and Activities Immersion 2mentioning
confidence: 99%
“…A fourth theme concerns involved actors' perspectives and attitudes towards virtual worlds (Hew & Cheung, 2010;Kim et al, 2012;Wang & Burton, 2013;Wimpenny, Savin-Baden, Mawer, Steils, & Tombs, 2012), with a major focus on student perspectives. Research topics regarding the student perspective have concerned students' attitudes towards and satisfaction with using virtual worlds, students' learning outcomes and student's social interaction with each other (Hew and Cheung, 2010;Kim et al, 2012).…”
Section: Teaching In Virtual Worldsmentioning
confidence: 99%
“…Research topics regarding the student perspective have concerned students' attitudes towards and satisfaction with using virtual worlds, students' learning outcomes and student's social interaction with each other (Hew and Cheung, 2010;Kim et al, 2012). An example of a study that studied students' and teachers' perspectives on teaching and learning in virtual worlds is Wimpenny et al (2012), where three frames of reference influencing expectations on teaching and learning in the virtual world SL were identified. The first concerned games and gaming media, which concerned that students position a virtual world in different ways (such as a game or a non-game), which affects the teaching and learning situation.…”
Section: Teaching In Virtual Worldsmentioning
confidence: 99%
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