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3D Multiuser Virtual Environments

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Tammy Stratton

on 16 September 2012

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Transcript of 3D Multiuser Virtual Environments

by Tammy M. Stratton
Fall - ITEC 8133 Learning in 3D Multiuser Virtual Environments "3D MUVEs can be defined as a networked desktop virtual reality in which users move and interact in 3-D simulated spaces," (Omale, et.al., 2009) Definitions "A virtual world is an online, persistent, interactive environment accessible by many users simultaneously," (Dass, et.al., 2011) Avatar to engage user or participant - Visual represenation but also a psychological immersion
Sense of presence & awareness
Communicate & collaborate
Shared space allowing multiple users to participate simultaneously
Interactions between users and objects in 3-D environment (Warburton, 2009) Virtual worlds may appear in different forms
yet they possess a number of recurrent features
that include: Role-playing worlds (e.g., EverQuest, World of Warcraft)
Social worlds (e.g., Second Life, Active Worlds)
Working worlds (e.g., Project Wonderland)
Training worlds (e.g., OLIVE)
Mirror worlds (e.g., Google Earth) Purposes "Serve to motivate learners to engage in purposeful educational inquiries without losing interest or sidestepping intended learning goals," (Omale, et.al., 2009) 3D MUVEs & Education Provide highly collaborative, immersive environments that promote student and instructor interactions Research shown students felt empowered with customized avatars (Omale, et.al., 2009) Rooted in constructivism Pedagogical Approaches Problem-based learning Action learning Experiential learning Active learning Collaborative learning Most popular educational 3D MUVE
Launched 2003
Originally developed for gaming, entertainment, & recreation purposes
900,000+ members
(Pfeil, et.al., 2009) Second Life Consider... Distractions Students' learning curve Off-task behaviors Thank You! Resources:
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