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As virtual world is a general term, the virtual environment supports varying degrees of play and gaming. Some uses of the term include Massively multiplayer online games (MMOGs) games in which a large number of players interact within a virtual world. The concept of MMO has spread to other game types such as sports, real-time strategy and others.
The "Six learnings framework" is a pedagogical outline developed for virtual world education in general. It sets out six possible ways to view an educational activity. [28] Exploring: learners explore a virtual world's locations and communities as fieldwork for class. Collaborating: learners work together within a virtual world on collaborative ...
Both can create a challenge for students to succeed in a Virtual Learning Environment. A study among Indian students has suggested that a negative experience with virtual learning environments can leave "the learner with a passive, un-engaging experience, leading to incomplete learning and low performance". [13]
A number of other terms (distributed learning, e-learning, m-learning, online learning, virtual classroom, etc.) are used roughly synonymously with distance education. E-learning has shown to be a useful educational tool. E-learning should be an interactive process with multiple learning modes for all learners at various levels of learning.
Immersive learning is a learning method with students being immersed into a virtual dialogue, the feeling of presence is used as an evidence of getting immersed. The virtual dialogue can be created by two ways, the usage of virtual technics, and the narrative like reading a book.
The Learning Commons seeks to expand and integrate the real and virtual choices learners have to share their experiences. Safe, inclusive and welcoming environments throughout a school are imperative to meet the diverse abilities and learning styles of individuals, teams and groups. [48] Virtual learning spaces increase this potential. [49]
To engage virtual students even further, a process known as gamification can be used to teach a student learning material in a form of a game to bring more enjoyment in a student's learning experience. [9] Secondlife, an online virtual world, is a type of gamification system that is used for online educational purposes. [10]
Cyberspace is an interconnected digital environment. It is a type of virtual world popularized with the rise of the Internet. [1] [2] The term entered popular culture from science fiction and the arts but is now used by technology strategists, security professionals, governments, military and industry leaders and entrepreneurs to describe the domain of the global technology environment ...