Abstract
With the growing movement to deliver learning at a distance, one particular technology, 3D virtual learning environments (VLEs) is being investigated as a means to supplement campus-based learning. 3D VLEs may enable greater social engagement than other Web 2.0 technologies. In order to explore the opportunities for student engagement in 3D VLEs, this paper will investigate virtual learning communities through the exploration of the idea of narrative and avatars: narrative is an imaginative and creative process; avatars are the animated agents that represent the individual participants and connect sociability and interactivity. Case studies of learning environments within Second Life are presented in order to illustrate the use of constructed narratives by which varying types of student engagement are supported. This paper concludes that narrative is a mechanism that can bind communities of practice together and avatars are the device through which a personal narrative is implemented and which enables participation.
Talk to us
Join us for a 30 min session where you can share your feedback and ask us any queries you have
More From: International Journal of Technology Enhanced Learning
Disclaimer: All third-party content on this website/platform is and will remain the property of their respective owners and is provided on "as is" basis without any warranties, express or implied. Use of third-party content does not indicate any affiliation, sponsorship with or endorsement by them. Any references to third-party content is to identify the corresponding services and shall be considered fair use under The CopyrightLaw.