Using avatars and virtual environments in learning: What do they have to offer?: Avatars and virtual environments in learning
Contenu
Titre
Using avatars and virtual environments in learning: What do they have to offer?: Avatars and virtual environments in learning
British Journal of Educational Technology
Créateur
Garry Falloon
Résumé
This paper explores and discusses arguments for the use of virtual environments and interactive avatars in supporting the achievement of student learning goals within conventional educational contexts. It describes and evaluates arguments promoted by some authors (eg, van den Brekel, 2007; Deuchar & Nodder, 2003; Dickey, 2003; Facer, 2004; de Freitas, 2006; de Freitas & Oliver, 2006; Garris, Ahlers & Driskell, 2002; JISC, 2007; Martino, 2007; Prensky, 2004; Prensky, 2007) relating to advantages from gaming and avatar use, ranging from enhanced engagement in learning activities, through to more purposeful and focussed communication, and, when used in group situations, better cooperation and collaboration between students. It explores the potential of avatar environments to act as powerful communication mediums for students to display knowledge and understanding, and engage in the development of ‘higher order thinking skills, such as interpreting, analysing, evaluating, synthesising and solving complex problems’.
volume
41
numéro
1
pages
108-122
Date
01/2010
Langue
en
doi
10.1111/j.1467-8535.2009.00991.x
issn
00071013
Titre abrégé
Using avatars and virtual environments in learning