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Virtual Worlds in Tertiary Ed - Australia/NZ

Compiled by Mark Lee, Charles Sturt University, Australia

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  • Search terms: 3D, VR, VRML, Virtual World, Second Life, MMOG, MMORPG Papers published 2002-2009, with authors from Australia/New Zealand.

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    • Learning in 3D virtual worlds: experiences with design

      Chard, S. (2009). Learning in 3D virtual worlds: experiences with design. In T. Bastiaens, J. Dron & C. Xin (Eds.), Proceedings of E-Learn 2009--World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education (pp. 1154-1161). Vancouver, Canada: Association for the Advancement of Computing in Education (AACE).

    • Simulated Learning for Clinical Skill Acquisition and Retention:

      Doherty, I., Hansen, M., McCann, L., Oosthuizen, G., McHardy, K., Greig, S., Pasley, T. & Windsor, J. (2008). Simulated Learning for Clinical Skill Acquisition and Retention:. In J. Luca & E. Weippl (Eds.), Proceedings of ED-MEDIA 2008--World Conference on Educational Multimedia, Hypermedia & Telecommunications (pp. 5865-5870). Vienna, Austria: Association for the Advancement of Computing in Education (AACE).

    • Game-Based and Innovative Learning Approaches. A Symposium in conjunction with SIG-GLUE, Part 2

      Kearney, P. & Pivec, M. (2006). Game-Based and Innovative Learning Approaches. A Symposium in conjunction with SIG-GLUE, Part 2. In E. Pearson & P. Bohman (Eds.), Proceedings of ED-MEDIA 2006--World Conference on Educational Multimedia, Hypermedia & Telecommunications (pp. 2560-2566). Orlando, FL USA: Association for the Advancement of Computing in Education (AACE).

    • Game-Based E-Learning Systems: What can we learn from Commercial Game developers.

      Kearney, P. & Pivec, M. (2006). Game-Based E-Learning Systems: What can we learn from Commercial Game developers. In E. Pearson & P. Bohman (Eds.), Proceedings of ED-MEDIA 2006--World Conference on Educational Multimedia, Hypermedia & Telecommunications (pp. 1869-1875). Orlando, FL USA: Association for the Advancement of Computing in Education (AACE).

    • Global Virtual Teams: Moderating Behaviour in 3D Collaborative Virtual Environments

      Clear, T. (2004). Global Virtual Teams: Moderating Behaviour in 3D Collaborative Virtual Environments. In J. Nall & R. Robson (Eds.), Proceedings of E-Learn 2004--World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education (pp. 2321-2326). Washington, DC, USA: Association for the Advancement of Computing in Education (AACE).

    • A Model of Immersion to Guide the Design of Serious Games

      McMahon, M. & Ojeda, C. (2008). A Model of Immersion to Guide the Design of Serious Games. In C. Bonk, M. Lee & T. Reynolds (Eds.), Proceedings of E-Learn 2008--World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education (pp. 1833-1842). Las Vegas, Nevada, USA: Association for the Advancement of Computing in Education (AACE).

    • Connecting Students by Integrating the 3D Virtual and Real Worlds:We Need 3D Open Source Spaces to Keep Socialization, Communication and Collaboration alive

      Reiners, T., Dreher, C., Büttner, S., Naumann, M. & Visser, L. (2009). Connecting Students by Integrating the 3D Virtual and Real Worlds:We Need 3D Open Source Spaces to Keep Socialization, Communication and Collaboration alive. In T. Bastiaens, J. Dron & C. Xin (Eds.), Proceedings of E-Learn 2009--World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education (pp. 3125-3126). Vancouver, Canada: Association for the Advancement of Computing in Education (AACE).

    • The Potential of Virtual Reality to Improve Education on Psychosis

      Tichon, J. (2002). The Potential of Virtual Reality to Improve Education on Psychosis. In M. Driscoll & T. Reeves (Eds.), Proceedings of E-Learn 2002--World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education (pp. 2299-2302). Montreal, Canada: Association for the Advancement of Computing in Education (AACE).

    • Virtual Golden Foods Corporation: Generic Skills in a Virtual Crisis Environment (A Pilot Study)

      Godat, M. (2007). Virtual Golden Foods Corporation: Generic Skills in a Virtual Crisis Environment (A Pilot Study). Journal of Educational Multimedia and Hypermedia, 16(1), 67-84. Waynesville, NC USA: Association for the Advancement of Computing in Education (AACE).

    • Education and Training in Virtual Environments for Disaster Management

      Tichon, J., Hall, R., Hilgers, M., Leu, M. & Agarwal, S. (2003). Education and Training in Virtual Environments for Disaster Management. In D. Lassner & C. McNaught (Eds.), Proceedings of ED-MEDIA 2003--World Conference on Educational Multimedia, Hypermedia & Telecommunications (pp. 1191-1194). Honolulu, Hawaii, USA: Association for the Advancement of Computing in Education (AACE).

    • On-line Games, Simulations & Role-plays as Learning Environments: Boundary and Role Characteristics

      Linser, R., Ip, A., Rosser, E. & Leigh, E. (2008). On-line Games, Simulations & Role-plays as Learning Environments: Boundary and Role Characteristics. In C. Bonk, M. Lee & T. Reynolds (Eds.), Proceedings of E-Learn 2008--World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education (pp. 1757-1765). Las Vegas, Nevada, USA: Association for the Advancement of Computing in Education (AACE).

    • Educator Development Through Games and Sims

      Ferry, B., Kervin, L., Gibson, D., Christensen, R. & Cheong, D.U. (2009). Educator Development Through Games and Sims. In I. Gibson, R. Weber, K. McFerrin, R. Carlsen & D. Willis (Eds.), Proceedings of SITE 2009--Society for Information Technology & Teacher Education International Conference (pp. 1436-1438). Charleston, SC, USA: Association for the Advancement of Computing in Education (AACE).

    • Second Life Machinima: Creating new opportunities for curriculum and instruction

      Muldoon, N. & Kofoed, J. (2009). Second Life Machinima: Creating new opportunities for curriculum and instruction. In G. Siemens & C. Fulford (Eds.), Proceedings of ED-MEDIA 2009--World Conference on Educational Multimedia, Hypermedia & Telecommunications (pp. 2243-2252). Honolulu, HI, USA: Association for the Advancement of Computing in Education (AACE).

    • Enhancing Virtual-Environment-Based Teamwork Training with Non-Verbal Communication

      Marks, S., Windsor, J. & Wünsche, B. (2009). Enhancing Virtual-Environment-Based Teamwork Training with Non-Verbal Communication. In G. Siemens & C. Fulford (Eds.), Proceedings of ED-MEDIA 2009--World Conference on Educational Multimedia, Hypermedia & Telecommunications (pp. 4133-4144). Honolulu, HI, USA: Association for the Advancement of Computing in Education (AACE).

    • Using Virtual Worlds to Engage Typical and Special Needs Students in Kinesthetic Computer Science Activities: A Computer Science Unplugged Case Study

      Marghitu, D., Bell, T., Kearns, B., Ward, B. & Stephen-Pope, K. (2009). Using Virtual Worlds to Engage Typical and Special Needs Students in Kinesthetic Computer Science Activities: A Computer Science Unplugged Case Study. In G. Siemens & C. Fulford (Eds.), Proceedings of ED-MEDIA 2009--World Conference on Educational Multimedia, Hypermedia & Telecommunications (pp. 183-188). Honolulu, HI, USA: Association for the Advancement of Computing in Education (AACE).

    • eInclusion by means of Digital Game-Based Learning

      Pivec, M., Dziabenko, O. & Kearney, P. (2005). eInclusion by means of Digital Game-Based Learning. In G. Richards (Ed.), Proceedings of E-Learn 2005--World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education (pp. 1040-1044). Vancouver, Canada: Association for the Advancement of Computing in Education (AACE).

    • 3D Interface Inspired by Constructivist Art Principles

      Hodgkinson, G. (2005). 3D Interface Inspired by Constructivist Art Principles. In P. Kommers & G. Richards (Eds.), Proceedings of ED-MEDIA 2005--World Conference on Educational Multimedia, Hypermedia & Telecommunications (pp. 1237-1242). Montreal, Canada: Association for the Advancement of Computing in Education (AACE).

    • “Makes Me Feel Like a Real Person”: An Investigation into Personal Experiences of Students with Cerebral Palsy Playing Computer Games.

      Kearney, P. (2005). “Makes Me Feel Like a Real Person”: An Investigation into Personal Experiences of Students with Cerebral Palsy Playing Computer Games. In P. Kommers & G. Richards (Eds.), Proceedings of ED-MEDIA 2005--World Conference on Educational Multimedia, Hypermedia & Telecommunications (pp. 2872-2879). Montreal, Canada: Association for the Advancement of Computing in Education (AACE).

    • Protecting the Digital Citizen: the impact of digital personae on ideas of universal access to knowledge and community

      Balnaves, M. & Luca, J. (2006). Protecting the Digital Citizen: the impact of digital personae on ideas of universal access to knowledge and community. In E. Pearson & P. Bohman (Eds.), Proceedings of ED-MEDIA 2006--World Conference on Educational Multimedia, Hypermedia & Telecommunications (pp. 2918-2923). Orlando, FL USA: Association for the Advancement of Computing in Education (AACE).

    • SECI, BA, ESCI and VAG – Linking Models of Knowledge Acquisition, ELearning and Online Immersive Worlds to Create an Innovative Learning Environment

      Bryceson, K. (2007). SECI, BA, ESCI and VAG – Linking Models of Knowledge Acquisition, ELearning and Online Immersive Worlds to Create an Innovative Learning Environment. In T. Bastiaens & S. Carliner (Eds.), Proceedings of E-Learn 2007--World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education (pp. 2365-2372). Quebec City, Canada: Association for the Advancement of Computing in Education (AACE).

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