Designing multimedia for learning: narrative guidance and narrative construction
Proceedings of the SIGCHI conference on Human Factors in Computing Systems
Narrative as Virtual Reality: Immersion and Interactivity in Literature and Electronic Media
Narrative as Virtual Reality: Immersion and Interactivity in Literature and Electronic Media
State of Play: Law, Games, and Virtual Worlds: Law, Games, and Virtual Worlds (Ex Machina: Law, Technology, and Society)
I, avatar: the culture and consequences of having a second life
I, avatar: the culture and consequences of having a second life
Using Second Life in Programming's Communities of Practice
Groupware: Design, Implementation, and Use
The effects of group collaboration on presence in a collaborative virtual environment
EG VE'00 Proceedings of the 6th Eurographics conference on Virtual Environments
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With the growing movement to deliver learning at a distance, one particular technology, 3D virtual learning environments (VLEs) is being investigated as a means to supplement campus-based learning. 3D VLEs may enable greater social engagement than other Web 2.0 technologies. In order to explore the opportunities for student engagement in 3D VLEs, this paper will investigate virtual learning communities through the exploration of the idea of narrative and avatars: narrative is an imaginative and creative process; avatars are the animated agents that represent the individual participants and connect sociability and interactivity. Case studies of learning environments within Second Life are presented in order to illustrate the use of constructed narratives by which varying types of student engagement are supported. This paper concludes that narrative is a mechanism that can bind communities of practice together and avatars are the device through which a personal narrative is implemented and which enables participation.