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dc.contributor.authorReiners, Torsten
dc.contributor.authorDreher, Carl
dc.contributor.authorButtner, S.
dc.contributor.authorNaumann, M.
dc.contributor.authorVisser, L.
dc.contributor.editorGary H. Marks
dc.date.accessioned2017-01-30T14:23:26Z
dc.date.available2017-01-30T14:23:26Z
dc.date.created2010-04-04T20:01:58Z
dc.date.issued2009
dc.identifier.citationReiners, 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.
dc.identifier.urihttp://hdl.handle.net/20.500.11937/38601
dc.description.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.

dc.publisherAACE - Association for the Advancement of Computing in Education
dc.titleConnecting Students by Integrating the 3D Virtual and Real Worlds: We Need 3D Open Source Spaces to Keep Socialization, Communication and Collaboration Alive
dc.typeConference Paper
dcterms.source.startPage3125
dcterms.source.endPage3126
dcterms.source.titleProceedings of World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education 2009
dcterms.source.seriesProceedings of World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education 2009
dcterms.source.isbn1880094762
dcterms.source.conferenceWorld Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education 2009
dcterms.source.conference-start-dateOct 26 2009
dcterms.source.conferencelocationVancouver, Canada
dcterms.source.placeChesapeake, USA
curtin.note

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.

curtin.departmentSchool of Information Systems
curtin.accessStatusOpen access


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