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Quest Atlantis What is a Virtual World? "A virtual world is a computer-based simulated environment intended for its users to inhabit and interact via avatars." - http://en.wikipedia.org/wiki/Virtual_world What is an avatar? "An avatar is a computer user's representation of himself/herself or alter ego, whether in the form of a three-dimensional model used in computer games or a two-dimensional icon." - http://en.wikipedia.org/wiki/Avatar_(computing) What happens in Quest Atlantis? "The 3D software allows users to travel to virtual places to perform educational activities (known as Quests), talk with other users and mentors and build a virtual personae." - "Eat Your Vegetables and Do Your Homework: A Design-Based Investigation of Enjoyment and Meaning in Learning" S. Barab, A. Arici & C. Jackson Indiana University If you've never been inside a 3D virtual world before, you may wish to view this short movie showing parts of Quest Atlantis. The Learning Engagement Theory: A framework for developing engaging curricular contexts. The "Social Commitments" form an integral part of Quest Atlantis. What are the Social Commitments? How does Quest Atlantis "Personalise the Learning Process"? Teaching, Learning & Assessing Framework: “Humans want to learn. Learning is an innate and lifelong process” “Learning is a process of making meaning of the world.” “Learners are unique and have the power to determine their own learning.” “Learning is profoundly influenced by social relationships.” “Learning is significantly affected by emotions.” “Self-concept directly affects motivation and learning.” “Learning is more effective when information is embedded in purposeful and meaningful experiences.” “Learning is enhanced by learners being aware of how thinking and learning occur.” “Learning is demonstrated when learners can apply their understandings in new situations in flexible and thought-provoking ways.” “Learning is complex and non-linear.” http://questatlantis.org/ http://myquestatlantis.edublogs.org/