Harnessing 3D applications for technology enhanced learning

Saleeb, Noha ORCID logoORCID: https://orcid.org/0000-0002-8509-1508 and Dafoulas, George ORCID logoORCID: https://orcid.org/0000-0003-2638-8771 (2010) Harnessing 3D applications for technology enhanced learning. EDULEARN10 Proceedings. In: 2nd International Conference on Education and New Learning Technologies, 05-07 July 2010, Barcelona, Spain. ISBN 9788461393862. ISSN 2340-1117 [Conference or Workshop Item]

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For several years computer supported cooperative work applications have been applicable to the field of e-learning. Video conferencing, computer mediated communication, shared whiteboards and so many other Groupware tools have been used in the past to facilitate teaching and learning online. Web 2.0 and social networking tools created a second wave of e-learning applications that assist learners to communicate. Previous work focused on investigating the feasibility of applying CSCW as well as Web 2.0 technologies in distance education and e-learning. However it seems that a significant part in the relevant literature is concerned primarily with the investigation of how such technologies affect communication, collaboration and similar activities. Over the past few years the authors have
identified the importance of understanding the impact of using Web 3D applications in constructivist elearning paradigms. Our focus was on defining the role of Web 3D applications as a complementary technology to the use of traditional Virtual Learning Environment.
In this paper we discuss the use of Second Life in a number of pilot studies ranging from seminar
sessions and lectures to various collaboration activities between students residing in different
locations. The paper describes the preparation of the learning environment in preparation for the
delivery of different learning activities. Anecdotal evidence combined with survey results are discussed
with respect to the ways the virtual world has enhanced the students’ learning experience. A summary
of key findings with respect to the impact of Second Life to both student learning experience and the
role of the academic is also provided. The paper contributes in the field by identifying evidence of
good practice as well as compiling guidelines and criteria for success in integrating Second Life
applications to existing e-learning provision.

Item Type: Conference or Workshop Item (Paper)
Research Areas: A. > School of Science and Technology > Computer Science
A. > School of Science and Technology > Computer Science > Intelligent Environments group
A. > School of Science and Technology > Design Engineering and Mathematics
Item ID: 14582
Notes on copyright: yes
Useful Links:
Depositing User: Noha Saleeb
Date Deposited: 30 Mar 2015 12:27
Last Modified: 30 Nov 2022 01:02
URI: https://eprints.mdx.ac.uk/id/eprint/14582

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