Virtual Environment for Immersive Learning of Container Logistics
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Burmester, A., Burmester, F. & Reiners, T. (2008). Virtual Environment for Immersive Learning of Container Logistics. In J. Luca & E. Weippl (Eds.), Proceedings of World Conference on Educational Multimedia, Hypermedia and Telecommunications 2008 (pp. 5843-5852). Chesapeake, VA: AACE.
Retrieved from http://www.editlib.org/p/29194.
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
Second Life is used by many American universities to improve the (virtual) learning. Besides having virtual counterparts of their campus – being either an exact reproduction or an imaginary design – they use the technology to implement various learning scenarios for the students. As part of an ongoing survey, we noticed that in many cases existing educational methods were just mapped into the virtual world instead of using the potential of Second Life to create advanced scenarios and new pedagogical concepts. In this paper, we describe how we started our e-learning project in Second Life from scratch and how the technology can be used for advanced didactical methods in the field of logistics and container terminal operations.
- How to integrate games or game elements in educational multimedia: a typology of educational game use
- Using Second Life as an Educational Instructional Tool with Pre-service Education Students: A Work in Progress
- 3D Spaces in Software Engineering: From K-12 to Life Long Learning
- How to Teach and Demonstrate Topics of Supply Chain Management in Virtual Worlds
- Effect of the activities in the Second Life® as tool for mutual understanding of gender role
- Comparing Role-playing Activities in Second Life and Face-to-Face Environments
- Enhancing the Class Curriculum with Virtual World Use Cases for Production and Logistics
- Virtual Classroom and Training in Second Life
- Envisioning the Educational Possibilities of User-Created Virtual Worlds
- A Sociotechnical Systems Analysis of Second Life in an Undergraduate English Course.
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