Trends in Immersive Education Research
J.UCS Special Issue
Carlos Delgado Kloos
(Universidad Carlos III de Madrid, Madrid, Spain
cdk@it.uc3m.es)
Christian Gütl
((IICM, Graz University of Technology, Graz, Austria
CBS, Curtin University, Perth, WA
cguetl@iicm.edu)
Frank Kappe
(IICM, Graz University of Technology, Graz, Austria
frank.kappe@iicm.tu-graz.ac.at)
The 21st century society poses great demands on the citizens due to
rapid development and ever-changing situations. Consequently, it is
expected that members of the society keep pace with these mutable
situations forcing them to continuously adapt their skills and
expertise. Modern instructional design, learning processes and
appropriate learning environments must support the development of the
aforementioned skills and expertise. Educational approaches have
changed dramatically over time from less formal schooling in the
agricultural society, to remedial repetitive learning in the
industrialization age, to learning of competences with an
understanding in today's knowledge society [Ibáñez, Crespo, Delgado
Kloos 2010]. Based on that, different modern educational strategies
have been developed, which include aspects such as self-directed
learning, collaborative learning, experiential-based learning, and
active participation. Educational approaches have also been influenced
by technology, but have also increasingly applied technology over the
last decades, such as motion pictures, radio, television, computers,
and other emerging information and communication technologies [Chang
and Gütl 2010].
Recent hype surrounding the virtual world platform "Second Life"
has generated significant interest in the education
community. Although virtual worlds have been an active research topic
for a long time, technology was not ready for complex application
scenarios until recently. New interesting and powerful platforms and
tools, such as Second Life, Active Worlds, Multiverse, Open Croquet,
OpenSim, realXtend and OpenWonderland, have emerged and become
applicable to complement or even replace other knowledge transfer and
learning settings [Ibáñez et al 2010]. Modern virtual worlds are seen
from an optimistic viewpoint as a disruptive and transformative
technology. However, it still remains unclear to some extent where the
real benefits and limitations of using virtual worlds as knowledge
transfer and learning environments are, when compared to more
traditional methods [Gütl 2011].
In order to avoid the same pitfalls of past e-learning solutions by
just applying traditional learning approaches to a new technology,
this special issue intends to give insights in current research and
results. 7 selected and extended papers from the European Immersive
Education Summit 2011 and 2 papers from the broader research community
have been submitted. After a rigorous evaluation process, 4 of the 9
manuscripts have been accepted respectively. We want to grateful
acknowledge the members of the editorial board of our special issue
and the J.UCS team for their support in finally publishing high
quality papers on immersive education research.
David Griol, José Manuel Molina, and Araceli Sanchis de Miguel from
Spain cover the topic of advanced educational resources interaction,
or more specifically how to create learning environments within Second
Life or OpenSimulator combining the Moodle learning management system,
embodied conversational metabots, and programmable 3D objects. In a
collaborative research between Switzerland and Israel, Nathan Labhart,
Béatrice S. Hasler, Andy Zbinden, and Andreas Schmeil report on a
novel three-dimensional collaborative virtual environment for
international student teamwork learning artificial intelligence
topics.
Focusing on the trendy topic of assessment in immersive education, the
authors María Blanca Ibáñez, José Jesús García Rueda, Diego Morillo,
and Carlos Delgado Kloos from Spain introduce their WorldOfQuestions
Authoring Environment for the Open Wonderland platform. Finally, Pilar
Sancho, Javier Torrente, and Baltasar Fernández-Manjón report on the
experimentation and findings of applying virtual learning environments
teaching software skills. Enjoy Reading!
References
[Chang and Gütl 2010] Chang, V. and Gütl, C: Generation Y Learning in
the 21st Century: Integration of Virtual Worlds and Cloud Computing
Services. In Z. Abas et al. (Eds.), Proceedings of Global Learn Asia
Pacific 2010 (pp. 1888-1897). AACE, Penang, Malaysia, May 17 - 20,
2010.
[Gütl 2011] Gütl, C.: The Support of Virtual 3D Worlds for enhancing
Collaboration in Learning Settings. In Francesca Pozzi and Donatella
Persico (Eds.) Techniques for Fostering Collaboration in Online
Learning Communities: Theoretical and Practical Perspectives, IGI
Global, 2011, 278-299.
[Ibáñez, Crespo, Delgado Kloos 2010] María Blanca Ibá6ntilde;ez, Raquel
M. Crespo, Carlos Delgado Kloos: Assessment of Knowledge and
Competencies in 3D Virtual Worlds: A Proposal. In KCKS 2010: Key
Competencies in the Knowledge Society, World Computer Congress,
Brisbane, Australia, 20-23 Sept. 2010.
[Ibáñezet al 2010] María Blanca Ibáñez, José Jesús García, Sergio
Galán, David Maroto, Diego Morillo, Carlos Delgado Kloos: Multi-User
3D Virtual Environment for Spanish Learning: A Wonderland
Experience. In ICALT 2010: IEEE International Conference on Advanced
Learning Technologies, 5-7 July 2010, Sousse, Tunisia
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