Immersive Environments – A Connectivist Approach

Detalhes bibliográficos
Autor(a) principal: Loureiro, Ana
Data de Publicação: 2010
Outros Autores: Bettencourt da Cruz, Teresa Maria
Tipo de documento: Artigo
Idioma: eng
Título da fonte: Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
Texto Completo: http://hdl.handle.net/10400.15/3289
Resumo: We are conducting a research project with the aim of achieving better and more efficient ways to facilitate teaching and learning in Higher Level Education. We have chosen virtual environments, with particular emphasis to Second Life® platform augmented by web 2.0 tools, to develop the study. The Second Life® environment has some interesting characteristics that captured our attention, it is immersive; it is a real world simulator; it is a social network; it allows real time communication, cooperation, collaboration and interaction; it is a safe and controlled environment. We specifically chose tools from web 2.0 that enable sharing and collaborative way of learning. Through understanding the characteristics of this learning environment, we believe that immersive learning along with other virtual tools can be integrated in today’s pedagogical practices. However, before we can apply and suggest best practices we need to get to know the virtual environments we intend to use (2D and 3D). We must characterize and understand how interactions and relationships are established, in particularly, between the users of this Multi-User Virtual Environment. We have made preliminary observations of residents’ behaviour at Second Life®, including some informal or natural learning contexts. Our analysis of those observations led strongly to theory of Connectivism approach, which is defined as a learning theory for the digital age.
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spelling Immersive Environments – A Connectivist ApproachConnectivisme-learning 2.0learning contextsvirtual environmentsweb 2.0We are conducting a research project with the aim of achieving better and more efficient ways to facilitate teaching and learning in Higher Level Education. We have chosen virtual environments, with particular emphasis to Second Life® platform augmented by web 2.0 tools, to develop the study. The Second Life® environment has some interesting characteristics that captured our attention, it is immersive; it is a real world simulator; it is a social network; it allows real time communication, cooperation, collaboration and interaction; it is a safe and controlled environment. We specifically chose tools from web 2.0 that enable sharing and collaborative way of learning. Through understanding the characteristics of this learning environment, we believe that immersive learning along with other virtual tools can be integrated in today’s pedagogical practices. However, before we can apply and suggest best practices we need to get to know the virtual environments we intend to use (2D and 3D). We must characterize and understand how interactions and relationships are established, in particularly, between the users of this Multi-User Virtual Environment. We have made preliminary observations of residents’ behaviour at Second Life®, including some informal or natural learning contexts. Our analysis of those observations led strongly to theory of Connectivism approach, which is defined as a learning theory for the digital age.SpringerRepositório Científico do Instituto Politécnico de SantarémLoureiro, AnaBettencourt da Cruz, Teresa Maria2021-02-01T21:13:10Z20102010-01-01T00:00:00Zinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/articleapplication/pdfhttp://hdl.handle.net/10400.15/3289engLoureiro A., Bettencourt T. (2010) Immersive Environments – A Connectivist Approach. In: Lytras M.D., Ordonez De Pablos P., Ziderman A., Roulstone A., Maurer H., Imber J.B. (eds) Knowledge Management, Information Systems, E-Learning, and Sustainability Research. WSKS 2010. Communications in Computer and Information Science, vol 111. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-16318-0_2410.1007/978-3-642-16318-0_24info:eu-repo/semantics/openAccessreponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãoinstacron:RCAAP2024-01-21T07:34:54Zoai:repositorio.ipsantarem.pt:10400.15/3289Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireopendoar:71602024-03-20T01:55:05.307159Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãofalse
dc.title.none.fl_str_mv Immersive Environments – A Connectivist Approach
title Immersive Environments – A Connectivist Approach
spellingShingle Immersive Environments – A Connectivist Approach
Loureiro, Ana
Connectivism
e-learning 2.0
learning contexts
virtual environments
web 2.0
title_short Immersive Environments – A Connectivist Approach
title_full Immersive Environments – A Connectivist Approach
title_fullStr Immersive Environments – A Connectivist Approach
title_full_unstemmed Immersive Environments – A Connectivist Approach
title_sort Immersive Environments – A Connectivist Approach
author Loureiro, Ana
author_facet Loureiro, Ana
Bettencourt da Cruz, Teresa Maria
author_role author
author2 Bettencourt da Cruz, Teresa Maria
author2_role author
dc.contributor.none.fl_str_mv Repositório Científico do Instituto Politécnico de Santarém
dc.contributor.author.fl_str_mv Loureiro, Ana
Bettencourt da Cruz, Teresa Maria
dc.subject.por.fl_str_mv Connectivism
e-learning 2.0
learning contexts
virtual environments
web 2.0
topic Connectivism
e-learning 2.0
learning contexts
virtual environments
web 2.0
description We are conducting a research project with the aim of achieving better and more efficient ways to facilitate teaching and learning in Higher Level Education. We have chosen virtual environments, with particular emphasis to Second Life® platform augmented by web 2.0 tools, to develop the study. The Second Life® environment has some interesting characteristics that captured our attention, it is immersive; it is a real world simulator; it is a social network; it allows real time communication, cooperation, collaboration and interaction; it is a safe and controlled environment. We specifically chose tools from web 2.0 that enable sharing and collaborative way of learning. Through understanding the characteristics of this learning environment, we believe that immersive learning along with other virtual tools can be integrated in today’s pedagogical practices. However, before we can apply and suggest best practices we need to get to know the virtual environments we intend to use (2D and 3D). We must characterize and understand how interactions and relationships are established, in particularly, between the users of this Multi-User Virtual Environment. We have made preliminary observations of residents’ behaviour at Second Life®, including some informal or natural learning contexts. Our analysis of those observations led strongly to theory of Connectivism approach, which is defined as a learning theory for the digital age.
publishDate 2010
dc.date.none.fl_str_mv 2010
2010-01-01T00:00:00Z
2021-02-01T21:13:10Z
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dc.identifier.uri.fl_str_mv http://hdl.handle.net/10400.15/3289
url http://hdl.handle.net/10400.15/3289
dc.language.iso.fl_str_mv eng
language eng
dc.relation.none.fl_str_mv Loureiro A., Bettencourt T. (2010) Immersive Environments – A Connectivist Approach. In: Lytras M.D., Ordonez De Pablos P., Ziderman A., Roulstone A., Maurer H., Imber J.B. (eds) Knowledge Management, Information Systems, E-Learning, and Sustainability Research. WSKS 2010. Communications in Computer and Information Science, vol 111. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-16318-0_24
10.1007/978-3-642-16318-0_24
dc.rights.driver.fl_str_mv info:eu-repo/semantics/openAccess
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dc.publisher.none.fl_str_mv Springer
publisher.none.fl_str_mv Springer
dc.source.none.fl_str_mv reponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
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