Impact du numérique sur les processus sociocognitifs L2Info

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