6. IBM and Schneider Electrics http://www.youtube.com/watch?v=wsYVF25jHqw
7. Understanding Islam through Virtual Worlds: Collaboration, Culture and Community http://www.youtube.com/watch?v=sr2Scu-vQp4
8. The Court of Public Opinion http://www.youtube.com/watch?v=ZUNAhzwZkdU
9. Theories that underpin collaboration and immersive learning Presence Flow Game impact theory Situated learning Social networking theory Social constructivism http://www.educationau.edu.au/jahia/Jahia/pid/851
10. References Cited LOMBARD, M. & DITTON, T. (1997) At the Heart of it All: The Concept of Presence. Journal of Computer Mediated Communications. http://jcmc.indiana.edu/vol3/issue2/lombard.html Flow Theory - http://edutechwiki.unige.ch/en/Flow_theory Game Impact Theory - http://www.modelbenders.com/papers/Smith_Game_Impact_Theory.pdf Situated Learning - http://tip.psychology.org/lave.html Social Network Theory - http://www.istheory.yorku.ca/socialnetworktheory.htm Overview of Social Constructivism - http://viking.coe.uh.edu/~ichen/ebook/et-it/social.htm
Hinweis der Redaktion
“To summarise, these worlds can be used to support virtual events, seminars, campuses and lectures, they can be used to produce hybrid events and experiences that traverse between real and virtual experiences and can be used to integrate a range of applications from document sharing to content production. The potential is being revealed in engaging new learners, supporting scientific simulations and for supporting distributed and international research and learning communities. Virtual worlds will not replace face-to-face learning but will supplement traditional approaches, offering new scope for role plays, scenarios and more learner-driven opportunities for creating learning activities and experiences”.http://www.jisc.ac.uk/media/documents/publications/seriousvirtualworldsv1.pdf