Weitere Kapitel dieses Buchs durch Wischen aufrufen
The Creative Industries regard the virtual world as a potential aid for fostering creative approaches. The Experimental Learning Framework (ELF) was a 3 year research project that analysed the capacity of Second Life for learning and teaching in project management, aiming to understand virtual learning environments in relation to physical world experience. This chapter focuses on the avatar as an embodiment of a physical person. It analyses avatar design and its workability and avatar awareness, which are discussed within the framework of reflexive methodology. Two research outcomes are presented. Firstly, creative avatar applications resulted in fostering creativity as part of the independent learning process. Secondly, the enduring comparison between physical and virtual worlds as triggered by the avatar-supported analytical thinking skills.
Bitte loggen Sie sich ein, um Zugang zu diesem Inhalt zu erhalten
Sie möchten Zugang zu diesem Inhalt erhalten? Dann informieren Sie sich jetzt über unsere Produkte:
Alvesson, M., & Sköldberg, L. (2009). Reflexive methodology: New vistas for qualitative research. London: Sage Publications.
Antonacci, D. M., & Modaress, N. (2008). Envisioning the educational possibilities of user-created virtual worlds. AACE Journal, 16(2), 115–126.
Beck, U. (1994). The reinvention of politics : Towards a theory of reflexive modernisation. In U. Beck, A. Giddens, & S. Lash (Eds.), Reflexive modernization. Cambridge: Polity Press.
Beck, U., Giddens, A., & Lash, S. (1994). Reflexive modernization: Politics, tradition and aesthetics in the modern social order. Cambridge: Polity Press.
Bessiere, K., Ellis, B. J., & Kellogg, A. W. (2009). Acquiring a professional “Second Life:” Problems and prospects for the use of virtual worlds in Business. In Proceedings of the 27th international conference on Human factors in computing systems (pp. 2883–2898). Boston: ACM Press.
Bilton, C., & Cumming, S. (2010). Creative strategy. Chichester: Wiley.
Blascovich, J., & Bailenson, J. (2011). Infinite reality: Avatars, eternal life, new worlds, and the dawn of the virtual revolution. New York: Harper Collins Publishers.
Bric, A. (2009). Teaching arts management: Where did we lose the core ideas? Journal of Arts Management, Law & Society, 38(4), 270–280. CrossRef
Charmaz, K. (2006). Constructing grounded theory: A practical guide through qualitative analysis. London: Sage Publications.
Conrad, M. (2011). Leaving the lindens: Teaching in virtual worlds of other providers. In ReLIVE11 conference proceedings: 28, Open University, Milton Keynes.
Dickey, M. D. (2003). Teaching in 3D: Pedagogical affordances and constrains of 3D virtual worlds for synchronous distance learning. Distance Education, 24(1), 105–121. CrossRef
Duncan, I., Miller, A., & Jiang, S. (2012). A taxonomy of virtual worlds usage in education. British Journal of Educational Technology. http://onlinelibrary.wiley.com/doi/10.1111/j.1467-8535.2011.01263.x/full. Accessed 09 May 2012.
Dyke, M., Conole, G., Ravenscroft, A., & Freitas, S. (2007). Learning theory and its application to e-learning. In G. Conole & M. Oliver (Eds.), Contemporary perspectives in E-learning research: Themes, methods and impact. London: Routledge.
Fallon, G. (2010). Using avatars and virtual environments in learning: What do they have to offer? British Journal of Educational Technology, 41(1), 108–122. CrossRef
Fominykh, M. (2010, March 15–17). Learning in technology-rich environments: Second Life vs. moodle. In Proceedings 9th international conference on Web-based Education (WBE), Sharm ACTA Press, El Sheikh, Egypt, pp. 266–273.
Han, S. (2010). Theorizing new media: Reflexivity, knowledge and the Web 2.0. Sociological Inquiry, 80(2), 200–213. CrossRef
Harel, I., & Papert, S. (1991). Constructionism. New York: Ablex Publishing Corporation.
Hendaoui, A., Limayem, M., & Thompson, W. S. (2008). 3D social virtual worlds, research issues and challenges. IEEE Internet Computing, IEEE Computer Society, 12(1), 88–92. CrossRef
Herold, K. (2009). Teaching media studies in Second Life. Journal of Virtual Worlds Research – Virtual Education, 4(2), 4–17. MathSciNet
Hew, K., & Cheung, W. (2008). Use of three-dimensional (3-D) immersive virtual worlds in K-12 and higher education settings: A review of the research. British Journal of Educational Technology, 3(6), 959–1148.
Hollins, P., & Robbins, S. (2009). The educational affordances of multi user virtual environments. In Don Heider (Ed.), Living virtually: Researching new worlds (pp. 257–270). Oxford: Peter Lang.
Jennings, N., & Collins, C. (2007). Virtual or virtually U: Educational institutions in Second Life. International Journal of Social Sciences, 2, 180–186.
Jonassen, D. H. (2000). Computers as mindtools for schools: Engaging critical thinking. Columbus: Prentice-Hall.
Kirriemuir, J. (2012). Snapshot 10.5 – Zombies Can’t Fly: The continued use of virtual worlds in UK education. http://virtualworldwatch.net. Accessed 17 May 2012.
Livingstone, D., Kemp, J., & Edgar, E. (2008). From multi-user virtual environment to 3D virtual learning environment. Alt-J, Research in Learning Technology, 16(3), 139–150. CrossRef
Mezirow, J. (1991). Transformative dimensions of adult learning. San Francisco: Jossey-Bass.
Mezirow, J., & Taylor, E. W. (2009). Transformative learning in practice. Chichester: Wiley.
Minocha, S., & Reeves, J. A. (2010). Design of learning spaces in 3D virtual worlds: An empirical investigation of Second Life. Learning, Media and Technology, 35(2), 111–137. CrossRef
Molka-Danielsen, J., & Deutschmann, M. (2009). Learning and teaching in the virtual world of Second Life. Trondheim: Tapir Academic Press.
Peachey, A., & Childs, M. (2011). Reinventing ourselves: Contemporary concepts of identity in virtual worlds. London: Springer Series in Immersive Environments. CrossRef
Salmon, G. (2009). The future for (second) life and learning. British Journal of Educational Technology, 40(3), 526–538. CrossRef
Webster-Wright, A. (2010). Authentic professional learning, making a difference through learning at work. Berlin: Springer. CrossRef
Wesner, S. (2011, September, 21/22). Avatars and aspirations – Fostering the creative potential of project management education in the creative industries. In ReLIVE11 conference proceedings, Open University, Milton Keynes, pp. 175–182.
Wight, R. (2011, September 21/22). o.T. – Keynote address to the researching learning. In Immersive virtual environments conference (ReLive11), Open University, Milton Keynes.
Yee, N., Bailenson, J. N., Urbanek, M., Chang, F., & Merget, D. (2007). The unbearable likeness of being digital: The persistence of nonverbal social norms, online virtual environments. The Journal of Cyber Psychology, 10, 115–121.
- Avatars, Art and Aspirations: The Creative Potential for Learning in the Virtual World
- Springer London
- Chapter 7
Neuer Inhalt/© Filograph | Getty Images | iStock