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    Exploring virtual world innovations and design through learner voices

    Access Status
    Open access via publisher
    Authors
    Gregory, S.
    McDonald, M.
    O’Connell, J.
    Jegathesan, J.J.
    Stokes-Thompson, F.
    Sim, J.
    Hearns, M.
    Gregory, B.
    Nikolic, S.
    Butler, D.
    McGrath, N.
    Sukunesan, S.
    Schutt, S.
    Irving, L.
    Grant, S.
    Farley, H.
    Jacka, L.
    Rudra, Amit
    Zagami, J.
    Gaukrodger, B.
    Date
    2016
    Type
    Conference Paper
    
    Metadata
    Show full item record
    Citation
    Gregory, S. and McDonald, M. and O’Connell, J. and Jegathesan, J.J. and Stokes-Thompson, F. and Sim, J. and Hearns, M. et al. 2016. Exploring virtual world innovations and design through learner voices. In Proceedings of ASCILITE 2016: Show Me the Learning, Adelaide, South Australia, 27-30 Nov 2016.
    Source Title
    ASCILITE Adelaide 2016: Show Me the Learning
    Source Conference
    Conference Proceedings: 33rd International Conference of Innovation, Practice and Research in the Use of Educational Technologies in Tertiary Education
    Additional URLs
    http://2016conference.ascilite.org/wp-content/uploads/ASCILITE-2016-full-proceedings-Updated-1512.pdf
    Faculty
    Faculty of Business and Law
    School
    School of Management
    URI
    http://hdl.handle.net/20.500.11937/76406
    Collection
    • Curtin Research Publications
    Abstract

    © 2016 Deakin University. All Rights Reserved. Student voice has played a big role in shaping the development and measure of success/failure of virtual worlds in education. Data on past and ongoing educational uses and contexts of use of virtual worlds and associated student feedback was gathered via a survey of educational researchers specialising in virtual worlds. Introduced are a range of specific uses that provide the source of and context for student feedback. Ten major themes emerged from student voices that highlight strengths and weakness and point the way forward for both educators and the students themselves. Positive feedback highlighted experiences of both pedagogical design and the ability of the technology to support it. Negative feedback revolved around technical problems, seen as hampering the effectiveness of student learning experiences. Student voice regarding virtual worlds is both positive and rewarding, and commending of staff who have dedicated their time and effort to transform the learning experience.

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