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Students Experiences of Learning in Immersive World Environments
Prof Maggi Savin-Baden

This event took place on 20th November 2008 at 10:15am (10:15 GMT)

Much of the recent research into learning in immersive worlds centres around games and gaming and is largely underpinned by cognitive learning theories that focus on linearity, problem-solving and the importance of attaining the "right answer" or game plan. Most research to date has been undertaken into students experiences of virtual learning environments, discussion forums and perspectives about what and how online learning has been implemented. For example, there have been a series of studies funded by the JISC in the UK that have explored students perspectives of e-learning, namely Sharpe et al, (2005); Creanor et al, (2006) and Conole et al, (2006). These studies, although using relatively small data sets, would seem to indicate students experiences of e-learning are more complex and wide-ranging than many university tutors realise. Research by Ferreday et al, (2006) would seem to suggest that identity and identity construction in virtual worlds occurs through dialogic learning rather than gaming.

To date, learning in immersive worlds, particularly areas such as inquiry and problem-based learning, is under researched and the extensive possibilities for its use need to be better understood in order to.
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