TY - GEN
T1 - Growing the use of Virtual Worlds in education
T2 - 2nd European Immersive Education Summit
AU - Allison, Colin
AU - Campbell, Anne
AU - Davies, Christopher John
AU - Dow, Lisa
AU - Kennedy, Sarah
AU - McCaffery, John Philip
AU - Miller, Alan Henry David
AU - Oliver, Iain Angus
AU - Perera, Galhenage Indika Udaya Shantha
PY - 2012/11/25
Y1 - 2012/11/25
N2 - The growth in the range of disciplines that Virtual Worlds support for educational purposes is evidenced by recent applications in the fields of cultural heritage, humanitarian aid, space exploration, virtual laboratories in the physical sciences, archaeology, computer science and coastal geography. This growth is due in part to the flexibility of OpenSim, the open source virtual world platform which by adopting Second Life protocols and norms has created a de facto standard for open virtual worlds that is supported by a growing number of third party open source viewers. Yet while this diversity of use-cases is impressive and Virtual Worlds for open learning are highly popular with lecturers and learners alike immersive education remains an essentially niche activity. This paper identifies functional challenges in terms of Management, Network Infrastructure, the Immersive 3D Web and Programmability that must be addressed to enable the wider adoption of Open Virtual Worlds as a routine learning technology platform. We refer to specific use-cases based on OpenSim and abstract generic requirements which should be met to enable the growth in use of Open Virtual Worlds as a mainstream educational facility. A case study of a deployment to support a formal education curriculum and associated informal learning is used to illustrate key points.
AB - The growth in the range of disciplines that Virtual Worlds support for educational purposes is evidenced by recent applications in the fields of cultural heritage, humanitarian aid, space exploration, virtual laboratories in the physical sciences, archaeology, computer science and coastal geography. This growth is due in part to the flexibility of OpenSim, the open source virtual world platform which by adopting Second Life protocols and norms has created a de facto standard for open virtual worlds that is supported by a growing number of third party open source viewers. Yet while this diversity of use-cases is impressive and Virtual Worlds for open learning are highly popular with lecturers and learners alike immersive education remains an essentially niche activity. This paper identifies functional challenges in terms of Management, Network Infrastructure, the Immersive 3D Web and Programmability that must be addressed to enable the wider adoption of Open Virtual Worlds as a routine learning technology platform. We refer to specific use-cases based on OpenSim and abstract generic requirements which should be met to enable the growth in use of Open Virtual Worlds as a mainstream educational facility. A case study of a deployment to support a formal education curriculum and associated informal learning is used to illustrate key points.
KW - Virtual Worlds
KW - Education
KW - Open Simulator
KW - XMRM
KW - MUVE
UR - http://europe.immersiveeducation.org/sites/default/files/documents/2nd_European_Immersive_Education_proceedings_2012.pdf
M3 - Conference contribution
SN - 84-695-6427-7
SN - 978-84-695-6427-1
T3 - E-iED
SP - 1
EP - 13
BT - Proceedings of the 2nd European Immersive Education Summit
A2 - Gardner, Michael
A2 - Garnier, Francois
A2 - Kloos, Carlos Delgado
PB - Universidad Carlos III de Madrid, Departamento de Ingeniería Telemática
CY - Madrid, Spain
Y2 - 26 November 2012 through 27 November 2012
ER -