Computers & Education - Virtual learning? Selected contributions from the CAL 05 symposium
Game content creation and it proficiency: An exploratory study
Computers & Education
Societal impact of a serious game on raising public awareness: the case of FloodSim
Proceedings of the 2009 ACM SIGGRAPH Symposium on Video Games
Fostering collaborative learning in Second Life: Metaphors and affordances
Computers & Education
Evaluating web conferencing tool effectiveness
Proceedings of the South African Institute of Computer Scientists and Information Technologists Conference on Knowledge, Innovation and Leadership in a Diverse, Multidisciplinary Environment
Advanced Engineering Informatics
Facilitating learning with web conferencing recommendations based on learners' experiences
Education and Information Technologies
Parametric virtual laboratory development: A hydropower case study with student perspectives
Advances in Engineering Software
International Journal of Virtual and Personal Learning Environments
Supporting Human Capital development with Serious Games: An analysis of three experiences
Computers in Human Behavior
Evaluating the educational effectiveness of simulation games: A value generation model
Information Sciences: an International Journal
International Journal of Technology Enhanced Learning
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User interfaces are becoming more intuitive following the requirements of the individual learner and reinforcing the drive towards more personalised learning and greater learner autonomy. There are clearly a new set of challenges emerging for teaching practitioners that will have implications upon not just what is learned but importantly upon lesson planning. This paper explores these changes to teaching through a consideration of an exploratory learning model which allows practitioners to rethink how they teach in 3D and immersive spaces where learning sequences and experiences are choreographed to support peer interactions and exchanges. The ELM extends from Kolb's experiential learning model to adapt the use of 3D applications, and provides examples from research and development projects to exemplify how the model works in practice. Teaching in these contexts provides less emphasis upon curriculum and more emphasis upon sequencing learning experiences, meta-reflection, peer assessment and group work.