3D Virtual Worlds in Higher Education

Lucia Rapanotti, Shailey Minocha, Leonor Barroca, Maged N. Kamel Boulos, David R. Morse

Research output: Chapter in Book/Report/Conference proceedingOther chapter contribution

Abstract

3D virtual worlds are becoming widespread due to cheaper powerful computers, high-speed broadband connections and efforts towards their tighter integration with current 2D Web environments. Besides traditional gaming and entertainment applications, some serious propositions are starting to emerge for their use, particularly in education, where they are perceived as enablers of active learning, learning by doing, and knowledge construction through social interaction. However, there is still little understanding of how 3D virtual worlds can be designed and deployed effectively in the education domain, and many challenges remain. This chapter makes a contribution towards such an understanding by reporting on three notable case studies at the authors’ own institutions, which have pioneered the use of Second Life, a 3D virtual world, in higher education.
Original languageEnglish
Title of host publicationInformed Design of Educational Technologies in Higher Education
Subtitle of host publicationEnhanced Learning and Teaching
EditorsAnders D. Olofsson, J. Ola Lindberg
PublisherIGI Global
Pages212-240
Number of pages29
ISBN (Electronic)9781613500811
ISBN (Print)9781613500804
DOIs
Publication statusPublished - 2012

Fingerprint Dive into the research topics of '3D Virtual Worlds in Higher Education'. Together they form a unique fingerprint.

  • Cite this

    Rapanotti, L., Minocha, S., Barroca, L., Boulos, M. N. K., & Morse, D. R. (2012). 3D Virtual Worlds in Higher Education. In A. D. Olofsson, & J. O. Lindberg (Eds.), Informed Design of Educational Technologies in Higher Education: Enhanced Learning and Teaching (pp. 212-240). [chapter 12] IGI Global. https://doi.org/10.4018/978-1-61350-080-4.ch012