Evaluating the Impact of a Virtual Environment Tool for the English Classroom
New Search | Print Abstract | E-mail Abstract | Full Text | Save to My Collections | Export Citation |
Saklofske, J. & MacKinnon, G. (2010). Evaluating the Impact of a Virtual Environment Tool for the English Classroom. In D. Gibson & B. Dodge (Eds.), Proceedings of Society for Information Technology & Teacher Education International Conference 2010 (pp. 2355-2359). Chesapeake, VA: AACE.
Retrieved from http://www.editlib.org/p/33717.
Conference Information

Society for Information Technology & Teacher Education International Conference (SITE) 2010
San Diego, CA, USA
March 29, 2010
ISBN 1-880094-78-9
David Gibson & Bernie Dodge
AACE
More Information on SITE
Table of Contents
Authors
Abstract
A virtual environment based on the identified potential for educational gaming has been developed for teaching the social and political culture typified in Mary Robinson’s Romantic period novel, The Natural Daughter (1799). The multi-user environment allows students to interact with characters in a simulated 18th century England (Bath and London) and thereby develop a deeper, participatory understanding of the context of the novel. While there exists qualitative feedback on the potential for this pedagogical tool in the humanities, the study introduced in this paper uses concept mapping to track the perceived enhancement in learning. This presentation will introduce the virtual environment, discuss the nuances of this differentiated learning style and interpret the results of the concept mapping study.
Also Read
- Usage Analysis in Learning Systems
- The International Handbook Summit Call to Action for Learning with Technology in the 21st Century
- Elementary School Students’ Attitudes toward Applying Wikis or Blogs for Collaborative Note-taking Activities
- SITE's Digital Fabrication Initative
- The effects of fantasy in an educational game via interest, intrinsic motivation, and storytelling on student’s academic achievements: A path analysis
- Learning and Teaching with Electronic Games
- Implementation to Stimulate Consideration of Optimum Solutions Using Videoconference
- The Connected Learning Space
- Power and Flow Experience in Time-Intensive Business Simulation Game
- Evaluating the Impact of a Virtual Environment Tool for the English Classroom
Tags
Add tagComments & Discussion
Comment on the paper above. You must be registered to participate. Registration is free.


New comment