This paper presents four case studies from two regional and two metropolitan Australian universities, showcasing how 3D virtual world platforms have been used to connect, engage and motivate students in both co-located and non-co-located contexts. The case studies provide practical examples of how virtual worlds and associated applications have been operationalised in real teaching and learning contexts involving a range of different disciplines. For rural educators looking for innovative ways to enrich the student learning experience, the case studies offer first hand insights into the potential and the problems of using virtual worlds for educational purposes.
1 April 2013 in Australian Journal of Teacher Education
Innovating in a higher education teaching context is never a straightforward matter. There are many factors influencing how, what, and when we teach, and the students’ experiences of these things. This is especially so in the context of pre-service teacher education, forever evolving in response to rapidly changing technological, political and socio-cultural landscapes. In this paper we relate and reflect on the innovation of utilising the 3D immersive virtual world of Second Life in two secondary education units of study. We discuss and interrogate our own and our students’ experiences when we used Second Life to teach in during the first unit, and to teach about in the second.
The building of communities outside of the traditional brick-and-mortar base of a school or university is at a significant point in time; virtual worlds bridge the gap between 2D web spaces online and 3D physical spaces of the classroom, providing teachers and students alike with opportunities to connect and collaborate in ways that were previously unimaginable. Providing insight into this new age of teaching, Using Virtual Worlds in Educational Settings presents a collection of practical, evidence-based ideas that illustrate the capacity for immersive virtual worlds to be integrated successfully in higher education and school settings. Examining research and stories from more than 1,000 students and six faculty members who introduced virtual worlds into their teaching and learning, this book contains practical examples of how virtual worlds can be introduced and supported, as well as reflections from faculty and students about their response to virtual worlds. This research will help teachers understand how to approach such a fundamental shift in pedagogy, how to liberate themselves from teacher-focused instruction and how to help students to develop their skills through collaboration. Outlining how and why virtual worlds could be the shift in pedagogy that teachers have been waiting for, Using Virtual Worlds in Educational Settings is an accessible, practical resource for educators to support their use of virtual worlds in teaching.
Recent global events put a spotlight on learning modes that are flexible and support diverse learners. Vital to this conversation is a redefinition of the concept and practice of a ‘virtual campus’. One in which learners have a renewed sense of place, inclusive of options for learning in synchronous and asynchronous modes. This paper proposes the principles of HyFlex design to facilitate the reconnection of students, teachers, and technology. Furthermore, these principles are extended into a new model of interconnected attributes - student choice, flat learning, and access. The discussion provides insights into these attributes and reimagines effective contextual approaches. Success through student-driven flexible and inclusive course design is shared encouraging the reader to consider their own adoption and adaption of these principles.