Virtual Worlds in Higher Education: Research
A collection of research relating to various aspects of using virtual worlds in Higher Education.
Image by Peter Beaumont
This cloudscape is a collection of the research closely related to using virtual worlds in Higher Education, for teaching, learning, research or administration.
I have tagged each to relate to an area of research interest for myself. They may not be relevant to you and the tags are a bit long, but it works for me. The tags are:
- "virtual_worlds_as_synchronous_communication_tools"
- "building_for_learning_activities_in_virtual_worlds"
- "games_in_higher_education"
- "psychology_and_immersion_in_virtual_worlds"
- "virtual_worlds_general"
Clouds in this Cloudscape
- "Immersive 3D Environments and Multilinguality: Some Non-Intrusive and Dynamic e-learning-oriented Scenarios based on Textual Information"
- "Just Like the Qing Empire": Internet Addiction, MMOGs, and Moral Crisis in Contemporary China
- 3D Virtual Learning in Counselor Education: Using Second Life in counselor skill development
- A Neuroscience Approach to Virtual Reality Experience Using Transcranial Doppler Monitoring
- A Pedagogical Model for Virtual World Residents: A Case Study of the Virtual Ability Second Life Island (2 comments)
- A Simulation Framework for Sensor-Based Systems in Second Life
- A study entitled "Learning in the Wild of a Virtual World"
- A Test of the Law of Demand in a Virtual World: Exploring the Petri Dish Approach to Social Science
- A Use Case Analysis for Learning in 3D MUVE: A Model Based on Key eLearning Activities
- A Virtual Reprise of the Stanley Milgram Obedience Experiments
- Advocating Avatars: The Salesperson in Second Life
- An Analysis of Eye Scanpath Entropy in a Progressively Forming Virtual Environment
- An Integrated Framework for Simulation-based Training on Video and in a Virtual World
- An investigation of the role of background music in IVWs for learning (1 comment)
- Anyone Speak Spanish?
- Assessment in Simulation and Gaming: A Review of the Last 40 Years (7 comments)
- Avatar Appearance & Information Credibility in Second Life
- Between the lines: Making face: practices and interpretations of avatars in everyday media
- Brave new (interactive) worlds: A review of the design affordances and constraints of two 3D virtual worlds as interactive learning environments
- Canadian Border Simulation at Loyalist College
- Chemistry in Second Life
- Cognition and learning in massively multiplayer online games: A critical approach
- Collaborative Virtual Environment Technology for People with Autism
- Collaborative virtual gaming worlds in higher education
- Comparing Group Discussion in Virtual and Physical Environments
- Cultural Framing of Computer/Video Games
- Designing and facilitating learning communities in immersive virtual environments
- Developing a five-stage model of learning in Second Life
- Developing the Media Zoo in Second Life
- Development and evaluation of a virtual campus on Second Life: The case of SecondDMI
- Developments in Business Gaming: A Review of the Past 40 Years
- Dissociation and Second Life: Pathology or transcendence?
- Embodied Social Presence Theory
- Embodiment and presence in virtual worlds: a review
- EmoHeart: Conveying Emotions in Second Life Based on Affect Sensing from Text
- Envisioning the Educational Possibilities of User-Created Virtual Worlds
- Excavating Second Life
- Experiencing information literacy in Second Life
- Expertise-Based Performance Measures in a Virtual Training Environment
- Exploring the educational potential of virtual worlds—Some reflections from the SPP
- Fostering argumentative knowledge construction through enactive role play in Second Life
- From cognitive capability to social reform? Shifting perceptions of learning in immersive virtual worlds
- From Multi-User Virtual Environment to 3D Virtual Learning Environment
- Game-based learning in Second Life®. Do gender and age make a difference?
- Gender Differences in the Impact of Presentational Factors in Human Character Animation on Decisions in Ethical Dilemmas
- Haptic Glove with MR Brakes for Distributed Finger Force Feedback
- Help – Somebody Robbed my Second Life Avatar!
- Human Factors in Haptic Contact of Pliable Surfaces
- I think I can, I think I can, I think I can…I know I can Multi-user Virtual Environments (MUVEs) as a means of developing competence and confidence
- Identifying an appropriate pedagogy for virtual worlds: A Communal Constructivism case study
- Immersive virtual worlds in university-level human geography courses
- Inductive Metanomics: Economic Experiments in Virtual Worlds
- Interacting through avatars: Virtual worlds as a context for online education
- Internationalization: the nexus of virtual worlds and reality
- Investigating Learners’ Attitudes toward Virtual Reality Learning Environments: Based on a Constructivist Approach
- Is it a game? Evidence for social influence in the virtual world
- Laying the groundwork for socialisation and knowledge construction within 3D virtual worlds
- Learning and Teaching in the Panopticon: Ethical and Social Issues in Creating a Virtual Educational Environment
- Learning from Second Life
- Learning in 3-D multiuser virtual environments: Exploring the use of unique 3-D attributes for online problem-based learning
- Learning in a Virtual World: Experience With Using Second Life for Medical Education
- Learning in the Virtual World: the Pedagogical Potentials of Massively Multiplayer Online Role Playing Games
- Learning in the zone: A social constructivist framework for distance education in a 3-dimensional virtual world
- Learning in virtual worlds: Using communities of practice to explain how people learn from play
- Learning science in a virtual reality application: The impacts of animated-virtual actors’ visual complexity
- Leveraging Collaborative Virtual Environment Technology for Inter-Population Research on Persuasion in a Classroom Setting
- Losing the plot – an exploration of narrative collaboration and control in Second Life
- Machinima interventions: innovative approaches to immersive virtual world curriculum integration
- Mediating Media Studies – Stimulating critical awareness in a virtual environment
- Methamphetamine craving induced in an online virtual reality environment.
- MUVE eventedness: An experience like any other
- MUVEnation: A European peer-to-peer learning programme for teacher training in the use of MUVEs in education
- My dragonfly flies upside down! Using Second Life in multimedia design to teach students programming
- Observations of expert communicators in immersive virtual worlds: implications for synchronous discussion
- On the Relationship between My Avatar and Myself
- On the Role of Presence in Mixed Reality
- PowerUp: an accessible virtual world
- Probing the Uncanny Valley with the Eye Size Aftereffect
- Problem-based learning spanning real and virtual words: a case study in Second Life
- Reflections on Play, Pedagogy, and World of Warcraft
- Relating pedagogical and learning space designs in Second Life
- Relationship between Students’ Overall Satisfaction from 3D Virtual Learning Spaces and their Individual Design Components
- Ruling the virtual world
- Second Life and Classical Music Education: Developing Iconography That Encourages Human Interaction
- Second Life in higher education: Assessing the potential for and the barriers to deploying virtual worlds in learning and teachi
- Second Life Physics : Virtual, Real or Surreal?
- Second Life: A Strong Communication Tool in Social Networking and Business (2 comments)
- Second Life: an overview of the potential of 3-D virtual worlds in medical and health education
- Second Life: hype or hyperlearning?
- Self-Representations in Immersive Virtual Environments
- Simulation as a tool for gaming and training in operations management—a case study
- Situating pedagogies, positions and practices in immersive virtual worlds
- SLOODLE: Connecting VLE tools with emergent teaching practice in Second Life
- Socialisation for learning at a distance in a 3-D multi-user virtual environment
- The Case for Education in Virtual Worlds
- The Demographics, Motivations, and Derived Experiences of Users of Massively Multi-User Online Graphical Environments
- The Difference Between Being and Seeing: The Relative Contribution of Self-Perception and Priming to Behavioral Changes via Digi
- The Effects of Activities in Virtual Worlds as a Communication Environment to Understand Each Other
- The Effects of Avatar Appearance in Virtual World
- The effects of immersion and navigation on the acquisition of spatial knowledge of abstract data networks
- The effects of practice teaching sessions in second life on the change in pre-service teachers’ teaching efficacy
- The Evolution of Social Behavior over Time in Second Life
- The Experience of Embodied Space in Virtual Worlds
- The Function of Intrinsic and Extrinsic Motivation in Educational Virtual Games and Simulations
- The future for (second) life and learning
- The Impact of Unaware Perception on Bodily Interaction in Virtual Reality Environments
- The Influence of Multimodal 3D Visualizations on Learning Acquisition
- The influence of racial embodiment on racial bias in immersive virtual environments
- The Metaverse: Telepresence in 3D Avatar-Driven Digital-Virtual Worlds
- The Proteus Effect
- The Proteus Effect: Behavioural Modification Via Transformations Of Digital Self-Representation
- The Proteus Effect: The Effect of Transformed Self-Representation on Behavior
- The untapped potential of virtual game worlds to shed light on real world epidemics
- The Use of Immersive Virtual Reality in the Learning Sciences: Digital Transformations of Teachers, Students, and Social Context
- Three-dimensional virtual worlds and distance learning: two case studies of Active Worlds as a medium for distance education
- UK university and college technical support for Second Life developers and users (1 comment)
- Uncanny spaces for higher education: teaching and learning in virtual worlds
- Universal Design: Including Everyone in Virtual World Design
- Using a virtual world for transferable skills in gaming education
- Using collaborative virtual environments to plan wind energy installations
- Using Second Life for Problem Based Learning in computer science programming
- Using Second Life in human resource development
- Using Second Life to Teach Operations Management
- Virtual Doppelgangers: Psychological Effects of Avatars Who Ignore Their Owners
- Virtual Education: Teaching Media Studies in Second Life (3 comments)
- Virtual Experiences, Physical Behaviors: The Effect of Presence on Imitation of an Eating Avatar
- Virtual history: a socially networked pedagogy of enlightenment
- Virtual Possibilities: A Constructivist Examination of the Educational Applications of Second Life
- Virtual prejudice
- Virtual Reality: A Survival Guide for the Social Scientist
- Virtual Self-Modeling: The Effects of Vicarious Reinforcement and Identification on Exercise Behaviors
- Virtual Virgins and Vamps: The Effects of Exposure to Female Characters’ Sexualized Appearance and Gaze in an Immersive Virtual
- Virtual World and Real World Permeability: Transference of Positive Benefits for Marginalized Gay and Lesbian Populations
- Virtual world teaching, experiential learning, and assessment: An interdisciplinary communication course in Second Life
- Virtual worlds and learning
- Virtual Worlds as Cultural Models
- Virtual Worlds, the IRB and a User's Bill of Rights
- Virtually True: Children’s Acquisition of False Memories in Virtual Reality
- Web GIS in practice V: 3-D interactive and real-time mapping in Second Life
- Welfare Epics? The Rhetoric of Rewards in World of Warcraft
- What are the learning affordances of 3-D virtual environments?
- What's in a question? The case of students' enactments in the Second Life virtual world
- World of Whyville
Cloudstream
- "Wow! Thats so cool idea. I thought that virtual reality will be used only in games. I think it is...
added to Virtual Education: Teaching Media Studies in Second Life by David Dick Sanders on 15 December 2017 - "ne of the most well-known studies concerning music and intelligence produced the so-called...
added to An investigation of the role of background music in IVWs for learning by leins cameorn on 31 July 2017 - "I also hope that student support centers in colleges were more proficient. There's so much students...
added to UK university and college technical support for Second Life developers and users by Madison Harris on 21 January 2016 - "I've update the link now....
added to Second Life: A Strong Communication Tool in Social Networking and Business by Peter Beaumont on 14 January 2013 - "Error
The record has been removed or doesn't exist
só bad....
added to Second Life: A Strong Communication Tool in Social Networking and Business by Isabelle Martin-Fernandes on 13 January 2013