Abstract

Purpose – Distance learning (DL) programmes are becoming increasingly popular in higher education. Overcoming feelings of isolation that may occur due to the reduced support available, the few possibilities of social interaction and the non-existent campus atmosphere in online courses, have become one of the major challenges of designers and instructors of DL programmes. The paper aims to discuss these issues. Design/methodology/approach – This paper provides an example of how the authors can create and use virtual world (VW) learning spaces that not only match the face-to-face learning experience, but also enhance it. Innovation@UWE Island in Second Life, home of the MA education in virtual worlds, is an example of pedagogical innovation that capitalises on what VWs have to offer to social aspects of teaching and learning. In this programme the authors use a three-dimensional virtual space to provide postgraduate students – physically located in diverse geographical areas of the world – with a sense of community and connectedness that matches the sense of belonging that often accompanies the on-campus learning experience. Findings – The paper provides examples of students engaging in an environment where traditional conceptions of both “teaching” and “learning” do not apply, where the four-walled classroom is not the only setting where learning happens, where everyone in the group can potentially be an instructor or a peer, an expert or a novice, and learn from each other in a meaningful way. Originality/value – This paper introduces the rationale behind the choice of architecture of the learning environment as well as the instructional design of the programme to enhance co-presence and place presence, to build a true community of practice and to foster collaboration for reflective learning.

Highlights

  • The International Higher Education Teaching and Learning Association (HETL) welcomes you to the 2014 International HETL Conference held at the Hilton in Anchorage, Alaska, USA

  • The aim of this paper is to demonstrate the lessons learned through the process of designing and developing these games

  • The results showed that students scored the highest on quizzes following the presentation of material using a vodcast, and the lowest following the use of podcasts

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Summary

Embedding employability skills in a new educational model

How can we embed a culture of professionalism in the curriculum to make it possible for students to bridge the gap between their university study and their future professional situation? Employability is a dimension in the concept learner centered learning, including active learning, cooperative learning, and inductive learning. The effective utilization of pedagogical design, including aligning learning outcomes and assessment strategies, supports the achievement of the interconnectivity between the theory and practice required to meet this challenge Within this framework, workshop participants explore how new forms of media are being used to transform teaching and learning today and create more meaningful and sustainable teaching and learning contexts. These mobile devices are quickly becoming students’ first choice for accessing the Internet and making use of an expanding array of communications services, interactive media, and software applications This growing trend of students using their mobile devices as educational and learning tools is fast becoming the norm at schools.

Ventura-Medina
A Polyversity of the South Pacific
A Playful Problem
A Classroom without Borders
A Model for Supporting Dissertation Writers
A Faculty Institute for Diversity
Findings
A Learning-Scape for Reflective Practice and Professional Identity Formation
Full Text
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