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    Connecting Students by Integrating the 3D Virtual and Real Worlds: We Need 3D Open Source Spaces to Keep Socialization, Communication and Collaboration Alive

    135523_19311_2009_ Pub 55837Reiners et al.pdf (1.904Mb)
    Access Status
    Open access
    Authors
    Reiners, Torsten
    Dreher, Carl
    Buttner, S.
    Naumann, M.
    Visser, L.
    Date
    2009
    Type
    Conference Paper
    
    Metadata
    Show full item record
    Citation
    Reiners, T. and Dreher, C. and Buttner, S. and Visser, L. and Naumann, M. 2009. Connecting Students by Integrating the 3D Virtual and Real Worlds: We Need 3D Open Source Spaces to Keep Socialization, Communication and Collaboration Alive, in Bastiaens, T. and Dron, J. and Xin, C. (ed), World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education 2009, Oct 26 2009, pp. 3125-3126. Vancouver, Canada: Association for the Advancement of Computing in Education.
    Source Title
    Proceedings of World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education 2009
    Source Conference
    World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education 2009
    ISBN
    1880094762
    School
    School of Information Systems
    Remarks

    NOTICE: This is the author’s version of a work in which changes resulting from the publishing process, such as peer review, editing, corrections, structural formatting, and other quality control mechanisms may not be reflected in this document. Changes may have been made to this work since it was submitted for publication.

    URI
    http://hdl.handle.net/20.500.11937/38601
    Collection
    • Curtin Research Publications
    Abstract

    Picture a world where imagination is the only limit; a world that stimulates students to learn, communicate, play and grow. The emergence of 3D Virtual Worlds has made this a virtual reality. Until recently this virtual experience has been separated from the real world by the limitations of software (proprietary systems), and constraints of hardware and networks (stationary consoles and network connections). Such separation limits the pedagogical utility that 3D Spaces can offer students. This article peeks around the corner of innovation by exploring a number of emergent open source developments that integrate the 3D Virtual and Real Worlds into a seamless reality, one that enhances pedagogical opportunities by integrating the practical and vocational actuality of the real world with the technical and imaginable possibilities of the Virtual Worlds. These possibilities are explored with reference to recent developments, pedagogical theory, and case studies in various open source 3D Virtual Worlds.

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