Virtual Worlds in Higher Education: Research
A collection of research relating to various aspects of using virtual worlds in Higher Education.
Image by Peter Beaumont
This cloudscape is a collection of the research closely related to using virtual worlds in Higher Education, for teaching, learning, research or administration.
I have tagged each to relate to an area of research interest for myself. They may not be relevant to you and the tags are a bit long, but it works for me. The tags are:
- "virtual_worlds_as_synchronous_communication_tools"
- "building_for_learning_activities_in_virtual_worlds"
- "games_in_higher_education"
- "psychology_and_immersion_in_virtual_worlds"
- "virtual_worlds_general"
Virtual Worlds as Synchronous Communication Tools
Clouds in this Cloudscape
- "Immersive 3D Environments and Multilinguality: Some Non-Intrusive and Dynamic e-learning-oriented Scenarios based on Textual Information"
- "Just Like the Qing Empire": Internet Addiction, MMOGs, and Moral Crisis in Contemporary China
- 3D Virtual Learning in Counselor Education: Using Second Life in counselor skill development
- A Neuroscience Approach to Virtual Reality Experience Using Transcranial Doppler Monitoring
- A Pedagogical Model for Virtual World Residents: A Case Study of the Virtual Ability Second Life Island
- A Simulation Framework for Sensor-Based Systems in Second Life
- A study entitled "Learning in the Wild of a Virtual World"
- A Test of the Law of Demand in a Virtual World: Exploring the Petri Dish Approach to Social Science
- A Use Case Analysis for Learning in 3D MUVE: A Model Based on Key eLearning Activities
- A Virtual Reprise of the Stanley Milgram Obedience Experiments
- Advocating Avatars: The Salesperson in Second Life
- An Analysis of Eye Scanpath Entropy in a Progressively Forming Virtual Environment
- An Integrated Framework for Simulation-based Training on Video and in a Virtual World
- An investigation of the role of background music in IVWs for learning
- Anyone Speak Spanish?
- Assessment in Simulation and Gaming: A Review of the Last 40 Years
- Avatar Appearance & Information Credibility in Second Life
- Between the lines: Making face: practices and interpretations of avatars in everyday media
- Brave new (interactive) worlds: A review of the design affordances and constraints of two 3D virtual worlds as interactive learning environments
- Canadian Border Simulation at Loyalist College
- Chemistry in Second Life
- Cognition and learning in massively multiplayer online games: A critical approach
- Collaborative Virtual Environment Technology for People with Autism
- Collaborative virtual gaming worlds in higher education
- Comparing Group Discussion in Virtual and Physical Environments
- Cultural Framing of Computer/Video Games
- Designing and facilitating learning communities in immersive virtual environments
- Developing a five-stage model of learning in Second Life
- Developing the Media Zoo in Second Life
- Development and evaluation of a virtual campus on Second Life: The case of SecondDMI
- Developments in Business Gaming: A Review of the Past 40 Years
- Dissociation and Second Life: Pathology or transcendence?
- Embodied Social Presence Theory
- Embodiment and presence in virtual worlds: a review
- EmoHeart: Conveying Emotions in Second Life Based on Affect Sensing from Text
- Envisioning the Educational Possibilities of User-Created Virtual Worlds
- Excavating Second Life
- Experiencing information literacy in Second Life
- Expertise-Based Performance Measures in a Virtual Training Environment
- Exploring the educational potential of virtual worlds—Some reflections from the SPP
- Fostering argumentative knowledge construction through enactive role play in Second Life
- From cognitive capability to social reform? Shifting perceptions of learning in immersive virtual worlds
- From Multi-User Virtual Environment to 3D Virtual Learning Environment
- Game-based learning in Second Life®. Do gender and age make a difference?
- Gender Differences in the Impact of Presentational Factors in Human Character Animation on Decisions in Ethical Dilemmas
- Haptic Glove with MR Brakes for Distributed Finger Force Feedback
- Help – Somebody Robbed my Second Life Avatar!
- Human Factors in Haptic Contact of Pliable Surfaces
- I think I can, I think I can, I think I can…I know I can Multi-user Virtual Environments (MUVEs) as a means of developing competence and confidence
- Identifying an appropriate pedagogy for virtual worlds: A Communal Constructivism case study
- Immersive virtual worlds in university-level human geography courses
- Inductive Metanomics: Economic Experiments in Virtual Worlds
- Interacting through avatars: Virtual worlds as a context for online education
- Internationalization: the nexus of virtual worlds and reality
- Investigating Learners’ Attitudes toward Virtual Reality Learning Environments: Based on a Constructivist Approach
- Is it a game? Evidence for social influence in the virtual world
- Laying the groundwork for socialisation and knowledge construction within 3D virtual worlds
- Learning and Teaching in the Panopticon: Ethical and Social Issues in Creating a Virtual Educational Environment
- Learning from Second Life
- Learning in 3-D multiuser virtual environments: Exploring the use of unique 3-D attributes for online problem-based learning
- Learning in a Virtual World: Experience With Using Second Life for Medical Education
- Learning in the Virtual World: the Pedagogical Potentials of Massively Multiplayer Online Role Playing Games
- Learning in the zone: A social constructivist framework for distance education in a 3-dimensional virtual world
- Learning in virtual worlds: Using communities of practice to explain how people learn from play
- Learning science in a virtual reality application: The impacts of animated-virtual actors’ visual complexity
- Leveraging Collaborative Virtual Environment Technology for Inter-Population Research on Persuasion in a Classroom Setting
- Losing the plot – an exploration of narrative collaboration and control in Second Life
- Machinima interventions: innovative approaches to immersive virtual world curriculum integration
- Mediating Media Studies – Stimulating critical awareness in a virtual environment
- Methamphetamine craving induced in an online virtual reality environment.
- MUVE eventedness: An experience like any other
- MUVEnation: A European peer-to-peer learning programme for teacher training in the use of MUVEs in education
- My dragonfly flies upside down! Using Second Life in multimedia design to teach students programming
- Observations of expert communicators in immersive virtual worlds: implications for synchronous discussion
- On the Relationship between My Avatar and Myself
- On the Role of Presence in Mixed Reality
- PowerUp: an accessible virtual world
- Probing the Uncanny Valley with the Eye Size Aftereffect
- Problem-based learning spanning real and virtual words: a case study in Second Life
- Reflections on Play, Pedagogy, and World of Warcraft
- Relating pedagogical and learning space designs in Second Life
- Relationship between Students’ Overall Satisfaction from 3D Virtual Learning Spaces and their Individual Design Components
- Ruling the virtual world
- Second Life and Classical Music Education: Developing Iconography That Encourages Human Interaction
- Second Life in higher education: Assessing the potential for and the barriers to deploying virtual worlds in learning and teachi
- Second Life Physics : Virtual, Real or Surreal?
- Second Life: A Strong Communication Tool in Social Networking and Business (2 comments)
- Second Life: an overview of the potential of 3-D virtual worlds in medical and health education
- Second Life: hype or hyperlearning?
- Self-Representations in Immersive Virtual Environments
- Simulation as a tool for gaming and training in operations management—a case study
- Situating pedagogies, positions and practices in immersive virtual worlds
- SLOODLE: Connecting VLE tools with emergent teaching practice in Second Life
- Socialisation for learning at a distance in a 3-D multi-user virtual environment
- The Case for Education in Virtual Worlds
- The Demographics, Motivations, and Derived Experiences of Users of Massively Multi-User Online Graphical Environments
- The Difference Between Being and Seeing: The Relative Contribution of Self-Perception and Priming to Behavioral Changes via Digi
- The Effects of Activities in Virtual Worlds as a Communication Environment to Understand Each Other
- The Effects of Avatar Appearance in Virtual World
- The effects of immersion and navigation on the acquisition of spatial knowledge of abstract data networks
- The effects of practice teaching sessions in second life on the change in pre-service teachers’ teaching efficacy
- The Evolution of Social Behavior over Time in Second Life
- The Experience of Embodied Space in Virtual Worlds
- The Function of Intrinsic and Extrinsic Motivation in Educational Virtual Games and Simulations
- The future for (second) life and learning
- The Impact of Unaware Perception on Bodily Interaction in Virtual Reality Environments
- The Influence of Multimodal 3D Visualizations on Learning Acquisition
- The influence of racial embodiment on racial bias in immersive virtual environments
- The Metaverse: Telepresence in 3D Avatar-Driven Digital-Virtual Worlds
- The Proteus Effect
- The Proteus Effect: Behavioural Modification Via Transformations Of Digital Self-Representation
- The Proteus Effect: The Effect of Transformed Self-Representation on Behavior
- The untapped potential of virtual game worlds to shed light on real world epidemics
- The Use of Immersive Virtual Reality in the Learning Sciences: Digital Transformations of Teachers, Students, and Social Context
- Three-dimensional virtual worlds and distance learning: two case studies of Active Worlds as a medium for distance education
- UK university and college technical support for Second Life developers and users
- Uncanny spaces for higher education: teaching and learning in virtual worlds
- Universal Design: Including Everyone in Virtual World Design
- Using a virtual world for transferable skills in gaming education
- Using collaborative virtual environments to plan wind energy installations
- Using Second Life for Problem Based Learning in computer science programming
- Using Second Life in human resource development
- Using Second Life to Teach Operations Management
- Virtual Doppelgangers: Psychological Effects of Avatars Who Ignore Their Owners
- Virtual Education: Teaching Media Studies in Second Life
- Virtual Experiences, Physical Behaviors: The Effect of Presence on Imitation of an Eating Avatar
- Virtual history: a socially networked pedagogy of enlightenment
- Virtual Possibilities: A Constructivist Examination of the Educational Applications of Second Life
- Virtual prejudice
- Virtual Reality: A Survival Guide for the Social Scientist
- Virtual Self-Modeling: The Effects of Vicarious Reinforcement and Identification on Exercise Behaviors
- Virtual Virgins and Vamps: The Effects of Exposure to Female Characters’ Sexualized Appearance and Gaze in an Immersive Virtual
- Virtual World and Real World Permeability: Transference of Positive Benefits for Marginalized Gay and Lesbian Populations
- Virtual world teaching, experiential learning, and assessment: An interdisciplinary communication course in Second Life
- Virtual worlds and learning
- Virtual Worlds as Cultural Models
- Virtual Worlds, the IRB and a User's Bill of Rights
- Virtually True: Children’s Acquisition of False Memories in Virtual Reality
- Web GIS in practice V: 3-D interactive and real-time mapping in Second Life
- Welfare Epics? The Rhetoric of Rewards in World of Warcraft
- What are the learning affordances of 3-D virtual environments?
- What's in a question? The case of students' enactments in the Second Life virtual world
- World of Whyville
Cloudstream
- "I've update the link now....
added to Second Life: A Strong Communication Tool in Social Networking and Business by Peter Beaumont on 14 January 2013 - "Error
The record has been removed or doesn't exist
só bad....
added to Second Life: A Strong Communication Tool in Social Networking and Business by Isabelle Martin-Fernandes on 13 January 2013
