Australian higher education institutions transforming the future of teaching and learning through 3D virtual worlds

Gregory, Sue and Gregory, Brent and Campbell, Matthew and Farley, Helen S. and Sinnappan, Suku and Kennedy-Clark, Shannon and Craven, David and Murdoch, Deborah and Lee, Mark J. W. and Wood, Denise and Grenfell, Jenny and Thomas, Angela and Smith, Kerrie and Warren, Ian and Dreher, Heinz and McKeown, Lindy and Ellis, Allan and Hillier, Matthew and Pace, Steven and Cram, Andrew and Hay, Lyn and Grant, Scott and Matthews, Carol (2010) Australian higher education institutions transforming the future of teaching and learning through 3D virtual worlds. In: ASCILITE 2010: 27th Annual Conference of the Australasian Society for Computers in Learning in Tertiary Education: Curriculum, Technology and Transformation for an Unknown Future, 5-8 Dec 2010, Sydney, Australia.

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What are educators' motivations for using virtual worlds with their students? Are they using them to support the teaching of professions and if this is the case, do they introduce virtual worlds into the curriculum to develop and/or expand students' professional learning networks? Are they using virtual worlds to transform their teaching and learning? In recognition of the exciting opportunities that virtual worlds present for higher education, the DEHub Virtual Worlds Working Group was formed. It is made up of Australian university academics who are investigating the role that virtual worlds will play in the future of education and actively implementing the technology within their own teaching practice and curricula. This paper presents a typology for teaching and learning in 3D virtual worlds and applies the typology to a series of case studies based on the ways in which academics and their institutions are exploiting the power of virtual worlds for diverse purposes ranging from business scenarios and virtual excursions to role-play, experimentation and language development. The case studies offer insight into the ways in which institutions are transforming their teaching for an unknown future through innovative teaching and learning in virtual worlds. The paper demonstrates how virtual worlds enable low cost alternatives to existing pedagogies as well as creating opportunities for rich, immersive and authentic activities that would otherwise not be feasible or maybe not even be possible. Through the use of virtual worlds, teaching and learning can be transformed to cater for an unknown future.

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Item Type: Conference or Workshop Item (Commonwealth Reporting Category E) (Paper)
Refereed: Yes
Item Status: Live Archive
Additional Information: Authors retain copyright. Copyright © 2010 Sue Gregory, Mark J.W. Lee, Allan Ellis, Brent Gregory, Denise Wood, Mathew Hillier, Matthew Campbell, Jenny Grenfell, Steven Pace, Helen Farley, Angela Thomas, Andrew Cram, Suku Sinnappan, Kerrie Smith, Lyn Hay, Shannon Kennedy-Clark, Ian Warren, Scott Grant, David Craven, Heinz Dreher, Carol Matthews, Deborah Murdoch & Lindy McKeown. The author(s) assign to ascilite and educational non-profit institutions, a non-exclusive licence to use this document for personal use and in courses of instruction, provided that the article is used in full and this copyright statement is reproduced. The author(s) also grant a non-exclusive licence to ascilite to publish this document on the ascilite Web site and in other formats for the Proceedings ascilite Sydney 2010. Any other use is prohibited without the express permission of the author(s).
Faculty/School / Institute/Centre: Historic - Australian Digital Futures Institute (8 Dec 2010 - 6 Jul 2016)
Faculty/School / Institute/Centre: Historic - Australian Digital Futures Institute (8 Dec 2010 - 6 Jul 2016)
Date Deposited: 07 Mar 2011 23:40
Last Modified: 18 Jul 2016 01:01
Uncontrolled Keywords: virtual worlds; Second Life; reaction grid; OpenSim; immersion; engagement; VWWG
Fields of Research (2008): 13 Education > 1303 Specialist Studies in Education > 130306 Educational Technology and Computing
13 Education > 1301 Education Systems > 130103 Higher Education
08 Information and Computing Sciences > 0801 Artificial Intelligence and Image Processing > 080111 Virtual Reality and Related Simulation
Fields of Research (2020): 39 EDUCATION > 3904 Specialist studies in education > 390405 Educational technology and computing
39 EDUCATION > 3903 Education systems > 390303 Higher education
46 INFORMATION AND COMPUTING SCIENCES > 4607 Graphics, augmented reality and games > 460799 Graphics, augmented reality and games not elsewhere classified
Socio-Economic Objectives (2008): C Society > 93 Education and Training > 9302 Teaching and Instruction > 930203 Teaching and Instruction Technologies

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