Learning from Media Arts: Second Life as Augmented Reality Interface for Learning
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Winkler, T., Ide-Schoening, M. & Herczeg, M. (2008). Learning from Media Arts: Second Life as Augmented Reality Interface for Learning. In J. Luca & E. Weippl (Eds.), Proceedings of World Conference on Educational Multimedia, Hypermedia and Telecommunications 2008 (pp. 5484-5491). Chesapeake, VA: AACE.
Retrieved from http://www.editlib.org/p/29140.
World Conference on Educational Multimedia, Hypermedia and Telecommunications (EDMEDIA) 2008
June 30, 2008
Joseph Luca & Edgar R. Weippl
More Information on EDMEDIA
Table of Contents
Contemporary artistic approaches to Second Life provide a variety of models for meaningful interactions with physical and digital reality. By offering multiple forms of communication and interaction as with Second Life (SL) they help to broaden social, ethical and professional competence. However, if SL is restricted to the digital replication of real-physical space only, the potential for new learning spaces and methods will remain unaffected as shown by numerous hierarchically structured virtual spaces of high schools and universities in SL. Contrarily, the spaces collectively created by many creative SL users already show more complex and rich forms of communication and interaction. With an artistic and critical intertwining of these digital with the physical spaces of real life the collaboratively created utopia models may have much more impact.
- The Handheld Augmented Reality Project (HARP): Using GPS-enabled Handheld Computers to Teach Content
- Designing Augmented Reality Experiences in Authentic Learning Environments
- Exploring Student Engagement Through Virtual Worlds: Seton Hall University’s Second Life Projects
- Understanding E-dropout?
- Prospects for the Use of Mobile Technologies in Science Education
- How to Teach and Demonstrate Topics of Supply Chain Management in Virtual Worlds
- Using Second Life as an Educational Instructional Tool with Pre-service Education Students: A Work in Progress
- A Second Look at Second Life: Virtual Role-play as a Motivational Factor in Higher Education
- "Put the Milk in the Back": The Design of Persistent Social Spaces in Virtual Worlds
- The Study of Integrating Virtual Information into the Physical Environment for Elementary Science Learning
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