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The LIFE Knowledge Base compiles the research papers, presentations, conference presentations, and findings by LIFE Center researchers and their collaborators. This searchable database includes findings about how learning occurs in a variety of learning environments across the lifespan. You may search the Knowledge Base for research by specific authors, browse by key terms, or retrieve research related to specific categories or constructs of interest.

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Multi-User Virtual Environments (MUVEs) and Experiential Learning: Some Examples

Posted on Tuesday, Jun. 23rd 2009 |

LIFE researchers Baba Kofi Weusijana, Vanessa Svihla, Drue Gawel, and John Bransford have published an online journal article on how they have researched and developed a blended classroom learning experience using the Second Life Multi-User Vitural Environment (MUVE). The article is part of a special issue of Innovate Online that presents a collection of frameworks, design experiences, research results, and informed opinions that advance understanding of effective teaching and learning in virtual worlds and simulations. The Web-based article includes video, audio, and images from the designed environment and related studies.

2 avatars traversing maze in second life

Abstract: Multiuser virtual environments (MUVEs) like Second Life present unparalleled opportunities to help students connect knowledge by description to knowledge by experience; in a MUVE, students can experience phenomena rather than only reading about them. Baba Kofi Weusijana, Vanessa Svihla, Drue Gawel, and John Bransford describe their use of a maze constructed in Second Life to help students experience firsthand the phenomena described in their educational psychology course. Their use of Second Life is particularly notable in its use of MUVE-based movies and other strategies to leverage Second Life’s interactive powers for exploration despite restricted access to technology. The examples they present can hopefully lead to new designs and uses of virtual environments that allow students to experience relevant phenomena and enable researchers to conduct additional experiments of virtual, experience-rich additions to traditional ways to teach and learn.

URL: http://innovateonline.info/index.php?view=article&id=702


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Posted on Tuesday, Jun. 23rd 2009 |

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