Learning in the Zone: A social constructivist framework for distance education in a 3D virtual world
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Bronack, S., Riedl, R., Tashner, J. & Greene, M. (2006). Learning in the Zone: A social constructivist framework for distance education in a 3D virtual world. In C. Crawford et al. (Eds.), Proceedings of Society for Information Technology & Teacher Education International Conference 2006 (pp. 268-275). Chesapeake, VA: AACE.
Retrieved from http://www.editlib.org/p/22045.
Society for Information Technology & Teacher Education International Conference (SITE) 2006
Orlando, Florida, USA
March 19, 2006
Caroline M. Crawford, Roger Carlsen, Karen McFerrin, Jerry Price, Roberta Weber & Dee Anna Willis
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Table of Contents
Web-based technologies are the medium of choice for most universities as they move their offerings off-campus and online. As we move our own courses online, we are challenged to consider what elements of our traditional experiences to preserve online--and which ones to modify--and to recognize the impact of the tools we use on our abilities to do so. This paper describes the social constructivist conceptual framework of our college, and the 3D virtual world we have constructed as our online campus for learning. The design and delivery of experiences within our virtual world --called AET Zone--are guided by our framework. The result is a distance learning environment that is unlike traditional classroom- or web-based learning environments in important ways. A description of AET Zone is provided, and the implications of using a social constructivist framework for designing and delivering an online learning environment are discussed.
- Avatars in Action: Developing a Pedagogy for Teaching in a Virtual World
- An Investigation of Behaviorist and Cognitive Approaches to Instructional Multimedia Design
- Art Education in a metaverse: ground-c
- A Message Analysis within a Collaborative Learning in a Virtual Environment
- Online Learning, Web 2.0 and Higher Education: A Formula for Reform?
- Social Ability in Completely Online Groups: A comparison with and without activity awareness tools
- A Second Look at Second Life: Virtual Role-play as a Motivational Factor in Higher Education
- Constructivist Online Learning Environments (COLE): A Methodological Analysis
- A 3D Multi-User Virtual Laboratory: Is Successful Implementation Enough?
- Three Significant Theoretical Foundations Occurring In Virtual World Learning
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