Now showing 1 - 4 of 4
  • Publication
    Virtual Worlds for learning: done and dusted?
    (Macquarie University, 2013)
    Newman, Christine
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    Farley, Helen
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    Jacka, Lisa
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    Scutter, Sheila
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    McDonald, Marcus
    When Second Life first came to the attention of the mainstream media in 2007, educators recognised the potential of virtual worlds for teaching and learning. They seemed to be the ideal environments to facilitate authentic learning, alleviate the tyranny of distance for students not on campus, and provide an inexpensive and safe environment to teach skills that were too dangerous or expensive to teach in the real world. In spite of all this fanfare, virtual worlds have failed to gain significant traction in higher education. This paper outlines a preliminary investigation into the reasons why virtual worlds have not been adopted for learning and teaching. The reflections of the six authors on this topic were subjected to a thematic analysis with themes arranged under four broad topics. This information informed the development of a survey to be distributed more widely to further explore this phenomenon.
  • Publication
    Tools of the trade: 'Breaking the ice' with virtual tools in online learning
    (Australasian Society for Computers in Learning in Tertiary Education (ASCILITE), 2014) ; ;
    Farley, Helen
    ;
    Roberts, Pauline
    The reality is that online learning can be a daunting and lonely experience. This is why icebreakers can be a rewarding practice for both students and educators. The use of icebreakers allows students studying online to introduce themselves and become familiar with other members of the group and/or community. Not only are these icebreakers used as a starter within the first weeks of study, but they are also used to help motivate students throughout the course. Highlighted in this paper are particular online (virtual) tools that can be used as icebreakers within an online learning environment and help shift the view of isolation associated with learning online and create a more engaged community of practice with effective learning.
  • Publication
    Australian higher education institutions transforming the future of teaching and learning through 3D virtual worlds
    (University of Queensland, 2010) ; ;
    Grenfell, Jenny
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    Thomas, Angela
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    Smith, Kerrie
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    Warren, Ian
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    Dreher, Heinz
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    McKeown, Lindy
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    Ellis, Alan
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    Hillier, Mathew
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    Pace, Steven
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    Cram, Andrew
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    Campbell, Matthew
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    Hay, Lyn
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    Grant, Scott
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    Matthews, Carol
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    Farley, Helen
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    Sinnappan, Sukunesan
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    Kennedy-Clark, Shannon
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    Craven, David
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    Murdoch, Deborah
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    Lee, Mark JW
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    Wood, Denise
    What are educators' motivations for using virtual worlds with their students? Are they using them to support the teaching of professions and if this is the case, do they introduce virtual worlds into the curriculum to develop and/or expand students' professional learning networks? Are they using virtual worlds to transform their teaching and learning? In recognition of the exciting opportunities that virtual worlds present for higher education, the DEHub Virtual Worlds Working Group was formed. It is made up of Australian university academics who are investigating the role that virtual worlds will play in the future of education and actively implementing the technology within their own teaching practice and curricula. This paper presents a typology for teaching and learning in 3D virtual worlds and applies the typology to a series of case studies based on the ways in which academics and their institutions are exploiting the power of virtual worlds for diverse purposes ranging from business scenarios and virtual excursions to role-play, experimentation and language development. The case studies offer insight into the ways in which institutions are transforming their teaching for an unknown future through innovative teaching and learning in virtual worlds. The paper demonstrates how virtual worlds enable low cost alternatives to existing pedagogies as well as creating opportunities for rich, immersive and authentic activities that would otherwise not be feasible or maybe not even be possible. Through the use of virtual worlds, teaching and learning can be transformed to cater for an unknown future.
  • Publication
    Authentic assessment of reflection in an ePortfolio: How to make reflection more 'real' for students
    (Australasian Society for Computers in Learning in Tertiary Education (ASCILITE), 2014)
    Roberts, Pauline
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    Farley, Helen
    ;
    In a doctoral study that focused on the enhancement of reflection through an ePortfolio-based learning environment, students' indicated that they felt reflection was not real when it was used for assessment. This led to an examination of assessment practices linked to reflection and ways to make it authentic. The literature revealed that reflection is often a component of authentic assessment rather than being a focus of it. The practices associated with the assessment of reflection are examined in order to formulate 4 guiding principles. These principles aim to make the process of reflection more 'real' to students in higher education settings, particularly when using an ePortfolio platform.