2013
Authors
Ferreira J.B.; Klein A.Z.; Freitas A.; Schlemmer E.;
Publication
Cutting-Edge Technologies in Higher Education
Abstract
New mobile platforms, connected seamlessly to the Internet via wireless access, become increasingly more powerful as each day passes. Smartphones and tablet computers, as well as other ultraportable devices, have already gained enough critical mass to be considered mainstream devices, being present in the daily lives of millions of higher education students. Whole firms, devoted solely to developing high-quality and high engagement content to these devices, have emerged, populating an application market of thousands of teaching applications (apps) focused on diverse higher education topics, from physics and calculus to anatomy and law. Many universities throughout the world have already adopted or are planning to adopt mobile technologies in many of their courses as a better way to connect students with the subjects they are studying. These new mobile platforms allow students to access content anywhere/anytime to immerse himself/herself into that content (alone or interacting with teachers or colleagues via web communication forms) and to interact with that content in ways that were not previously possible (via touch and voice recognition technologies, for instance). The study of such technologies and their possible uses for higher education, as well as the impacts they can have on stimulating more active participation and engagement with the course subjects and research in higher education, while at the same time fostering collaboration among students and even different institutions, is the goal of the proposed chapter. Through the evaluation of the teacher/student acceptance and adoption of such mobile technologies, this chapter plans to provide a thorough overview of the possibilities and consequences of mobile learning in higher education environments as a gateway to ubiquitous learning - perhaps the ultimate form of learner engagement, since it allows the student to learn, access and interact with important content in any way or at any time or place she/he might want. Copyright © 2013 by Emerald Group Publishing Limited.
2013
Authors
Schlemmer E.; Marson F.;
Publication
Iberian Conference on Information Systems and Technologies, CISTI
Abstract
This paper, from a reflection about Digital Culture and the new learners, presents and discusses the use of Metaverses and Digital Games in Education, involving concepts such as flow state, experimentation and meaning to problematize the issue of learning. In this context, we propose the Immersive Learning - i-Learning, using Virtual Reality Experience and Real Virtuality Experiences, as one of the educational possibilities that can be afforded to the new learners, which are part of the Digital Culture. © 2013 AISTI.
2014
Authors
Klein A.Z.; Freitas A.; Machado L.; Da Silva Freitas J.C.; Graziola P.G.; Schlemmer E.;
Publication
International Journal of Information and Communication Technology Education
Abstract
Frequently, research on management education does not take into account the role of Information Technology as a key resource to support teaching and learning processes. In this article, the authors explore the current applications of Three Dimensional Virtual Worlds (3DVW) for Management education. The authors researched the educational institutions subscribed to Second Life (SL) (http://secondlife.com/), as it is one of the most popular open 3DVW available worldwide. The results reveal that only 31% of the institutions that answered the authors' questionnaire actually use SL in Management education. Regarding the acceptance of SL in Management education, one third of the 15 institutions using it claim that it has been well received and accepted both by students and lecturers/professors. These results lead to several questions for further research and development of practices concerning the use of 3DVW for Management education.
2014
Authors
Schlemmer E.; Backes L.;
Publication
Learning in Metaverses: Co-Existing in Real Virtuality
Abstract
The potential of virtual world technologies to improve teaching and learning has been recognized in recent years, creating new possibilities for teaching and learning processes, with virtual environments impacting the achievement of student learning and collaboration. Learning in Metaverses: Co-Existing in Real Virtuality discusses a better way to understand this new learning universe, exploring the possibilities of new social organization through the use of avatars in virtual worlds. Examining platforms such as Web 3D, metaverse, MDV3D, ECODI, hybrid living and sharing spaces, gamification, alternate reality, mingled reality, and augmented reality to evaluate the possibilities for their implementation in education, this reference book will be of use to academics, educators, students, researchers, gamers, and professionals.
2016
Authors
Machado L.; Klein A.Z.; Freitas A.; Schlemmer E.; Pedron C.D.;
Publication
International Journal of Information and Communication Technology Education
Abstract
In this research, the authors present a framework for developing Intercultural Competence (IC) and use Tridimensional Digital Virtual Worlds (3DVW) as environments for developing Intercultural Competence. They developed an artifact, via Design Research, constituted by an educational method using the 3DVW Second Life® as the place for a virtual exchange program between 92 Brazilian and Portuguese master students. The results of the authors' study indicate that the 3DVW can be used for the development of IC because it allows rich experiential and relational/conversational learning opportunities, especially due to the affordances of immersion/sense of presence, social interaction, content production and knowledge sharing.
2016
Authors
Klein A.Z.; de Freitas A.S.; Machado L.; Freitas J.C.d.S.; Graziola P.G.; Schlemmer E.;
Publication
Exploring the New Era of Technology-Infused Education
Abstract
Frequently, research on management education does not take into account the role of Information Technology as a key resource to support teaching and learning processes. In this article, we explore the current applications of Three Dimensional Virtual Worlds (3DVW) for Management education. We researched the educational institutions subscribed to Second Life (SL) (http://secondlife.com/), as it is one of the most popular open 3DVW available worldwide. The results reveal that only 31% of the institutions that answered our questionnaire actually use SL in Management education. Regarding the acceptance of SL in Management education, one third of the 15 institutions using it claim that it has been well received and accepted both by students and lecturers/professors. These results lead to several questions for further research and development of practices concerning the use of 3DVW for Management education.
The access to the final selection minute is only available to applicants.
Please check the confirmation e-mail of your application to obtain the access code.