Virtual worlds in Australian and New Zealand higher education: remembering the past, understanding the present and imagining the future
Paper
Paper/Presentation Title | Virtual worlds in Australian and New Zealand higher education: remembering the past, understanding the present and imagining the future |
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Presentation Type | Paper |
Authors | Gregory, Sue (Author), McKeown Orwin, Lindy (Author) and Farley, Helen (Author) |
Editors | Carter, Helen, Gosper, Maree and Hedberg, John |
Journal or Proceedings Title | Proceedings of the 30th Annual Conference of Australasian Society for Computers in Learning in Tertiary Education Conference (ASCILITE 2013) |
Number of Pages | 13 |
Year | 2013 |
Place of Publication | Sydney, Australia |
ISBN | 9781741384031 |
Web Address (URL) of Paper | http://www.ascilite.org.au/conferences/sydney13/program/handbookproceedings.php |
Conference/Event | 30th Annual Conference of the Australasian Society for Computers in Learning in Tertiary Education (ASCILITE 2013) |
Event Details | Rank C C C C C |
Event Details | 30th Annual Conference of the Australasian Society for Computers in Learning in Tertiary Education (ASCILITE 2013) Parent Annual Conference of the Australasian Society for Computers in Learning in Tertiary Education (ASCILITE) Delivery In person Event Date 01 to end of 04 Dec 2013 Event Location Sydney, Australia |
Abstract | 3D virtual reality, including the current generation of multi-user virtual worlds, has had a long history of use in education and training, and it experienced a surge of renewed interest with the advent of Second Life in 2003. What followed shortly after were several years marked by considerable hype around the use of virtual worlds for teaching, learning and research in higher education. For the moment, uptake of the technology seems to have plateaued, with academics either maintaining the status quo and continuing to use virtual worlds as they have previously done or choosing to opt out altogether. This paper presents a brief review of the use of virtual worlds in the Australian and New Zealand higher education sector in the past and reports on its use in the sector at the present time, based on input from members of the Australian and New Zealand Virtual Worlds Working Group. It then adopts a forward-looking perspective amid the current climate of uncertainty, musing on future directions and offering suggestions for potential new applications in light of recent technological developments and innovations in the area. |
Keywords | virtual worlds; 3D multi-user virtual environments; simulation; gamification; augmented reality; natural interfaces |
ANZSRC Field of Research 2020 | 390405. Educational technology and computing |
390303. Higher education | |
460799. Graphics, augmented reality and games not elsewhere classified | |
Public Notes | © 2013 Macquarie University, ascilite, and the authors of individual articles. This publication is copyright. It may be reproduced in whole or in part for the purposes of study, research, or review, but is subject to the inclusion of an acknowledgment of the source. |
Byline Affiliations | University of New England |
Australian Digital Futures Institute | |
Institution of Origin | University of Southern Queensland |
https://research.usq.edu.au/item/q228w/virtual-worlds-in-australian-and-new-zealand-higher-education-remembering-the-past-understanding-the-present-and-imagining-the-future
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