You are here:

3D Spaces in Software Engineering: From K-12 to Life Long Learning PROCEEDINGS

, School of Information Systems, Curtin Business School, Australia ; , University of Hamburg, Germany ; , , School of Information Systems, Curtin Business School, Australia

EdMedia + Innovate Learning, in Honolulu, HI, USA ISBN 978-1-880094-73-0 Publisher: Association for the Advancement of Computing in Education (AACE), Waynesville, NC

Abstract

Despite continuing debate regarding the utility of virtual worlds, their use has continued to pervade the worldwide marketplace. An important consideration is that the current K-12 student cohort comprises digital natives who are clearly the major group of users represented in virtual worlds, either in games or social online communities (Prensky 2001). Increasingly this cohort of students will expect to use virtual worlds to learn, and educators are wise to prepare. Indeed 3D Spaces will likely become one of the major platforms for distant learning as well as for virtual teams of software engineers to both work and socialize. In the context of software engineering, this paper discusses the benefits for early movers to integrate 3D Spaces in the classroom, project meetings and vocational training. The focus is set on life-long learning and the specific methodology of 3D Space integration is demonstrated over all stages – from childhood to the workplace.

Citation

Dreher, H., Reiners, T., Dreher, C. & Dreher, N. (2009). 3D Spaces in Software Engineering: From K-12 to Life Long Learning. In G. Siemens & C. Fulford (Eds.), Proceedings of ED-MEDIA 2009--World Conference on Educational Multimedia, Hypermedia & Telecommunications (pp. 4103-4112). Honolulu, HI, USA: Association for the Advancement of Computing in Education (AACE). Retrieved November 16, 2018 from .

Keywords

View References & Citations Map

References

  1. ALICE. (2009). An Educational Software that teaches students computer programming in a 3D environment. Retrieved March 30, 2009, from http://www.alice.org
  2. Barab, S., Thomas, M., Dodge, T., Carteaux, R., & Tuzun, H. (2004). Making learning fun: Quest Atlantis, a game without guns. Educational Technology Research& Development, 53(1), 86-108.
  3. Becerra-Fernández, I., Madey, G., Prietula, M., Rodríguez, D., Valerdi, R., & Wright, T. (2008). Design and development of a virtual emergency pperations center for disaster management research, training, and discovery. Proceedings of the 41st Hawaii International Conference on System Sciences, 1-8.
  4. Carlisle, M. (2009). Welcome to the RAPTOR home page. Retrieved April 5, 2009, from http://www.usafa.af.mil/df/dfcs/bios/mcc_html/raptor.cfm
  5. Clarke, J., Dede, C., & Dieterle, E. (2008). Emerging technologies for collaborative, mediated, immersive learning. In J. Voogt& G. Knezek (Eds.), International Handbook of Information Technology in Primary and Secondary Education (pp. 901-909). New
  6. Conklin, M.S. (2007). 101 uses for Second Life in the college classroom. Retrieved March 30, 2009, from http://warburton.typepad.com/disruptive/documents/SL_handout.pdf
  7. Dede, C. (1995). The evolution of constructivist learning environments: Immersion in distributed, virtual worlds. Educational Technology, 35(5), 46-52.
  8. Delwiche, A. (2006). Massively multiplayer online games (MMOs) in the new media classroom. Educational Technology& Society, 9(3), 160-172.
  9. Dickey, M.D. (2005). Three-dimensional virtual worlds and distance learning: two case studies of Active Worlds as a medium for distance education. British Journal of Educational Technology, 36(3).
  10. Dreher, N., Dreher, H., & Reiners, T. (2008). Design and integration of an Automated Assessment Laboratory: Experiences and
  11. Gregory, S., Reiners, T., & Tynan, B. (2009). Alternative realities: Immersive learning for and with students [working paper]: University of Hamburg, Germany, and University of New England, Australia.
  12. Hayes, G. (2009). The Virtual Worlds Hype Cycle 2009: Business, education, marketing, social media, virtual worlds. Retrieved March 30, 2009, from http://www.muvedesign.com/the-virtual-worlds-hype-cycle-for-2009
  13. Jacobs, F.R. (2000). Playing the beer distribution game over the internet. Production and Operations Management, 9, 31-39.
  14. Kemp, J.W. (2007). Prim Drop Alpha: YouTube video demonstrating a drop box. Retrieved March 30, 2009, from http://www.youtube.com/watch?v=VUUnnLm-AG4
  15. Kemp, J.W., & Haycock, K. (2008). Immersive learning environments in parallel universes: Learning through Second Life. School Libraries Worldwide, 14(2), 89-97.
  16. KZERO. (2008). Research. Retrieved March 30, 2009, from http://www.kzero.co.uk/blog/?page_id=2092
  17. Lamont, I. (2007). Virtual reality and higher education: Another perspective. Retrieved March 30, 2009, from http://terranova.blogs.com/terra_nova/2007/05/teaching_in_vr_html
  18. Lee, J. (2008). Creating tech marvels out of a $40 Wii Remote. Retrieved March 30, 2009, from http://www.ted.com/index.php/talks/johnny_lee_demos_wii_remote_hacks.html
  19. Michael, D., & Chen, S. (2005). Serious games: Games that educate, train, and inform. Florence, KY: Cengage Learning Services.
  20. Prensky, M. (2001). Digital natives, digital immigrants. Retrieved March 30, 2009, from http://www.marcprensky.com/writing/Prensky%20-%20Digital%20Natives,%20Digital%20Immigrants%20-%20Part1.pdf
  21. Riedl, R., Bronack, S., & Tashner, J. (2005). Innovation in learning assumptions about teaching in a 3-D virtual world,
  22. Teen Second Life. (2009). Official site of the free 3D online virtual world for teens. Retrieved March 30, 2009, from http://teen.secondlife.com
  23. The Croquet Consortium. (2009). Croquet Consortium main page. Retrieved March 30, 2009, from http://www.opencroquet.org/index.php/Main_Page
  24. The Equity Kicker. (2007). Second Life is riding the Hype Curve. Retrieved March 30, 2009, from http://www.theequitykicker.com/2007/07/25/secondlife-is-riding-the-hype-curve
  25. Williams, R., & Dreher, H. (2004). Automatically grading essays with Markit© Information Technology, 1, 693-700.

These references have been extracted automatically and may have some errors. If you see a mistake in the references above, please contact info@learntechlib.org.

View References & Citations Map

Cited By

  1. University of Hamburg in Second Life: Résumé after 4 Years

    Torsten Reiners, University of Hamburg, Germany

    EdMedia + Innovate Learning 2011 (Jun 27, 2011) pp. 549–551

These links are based on references which have been extracted automatically and may have some errors. If you see a mistake, please contact info@learntechlib.org.