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Disputation Mikhail Fominykh - Department of Computer and ...

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Background<br />

The above characteristics <strong>of</strong> 3D CVEs extend the possibilities <strong>of</strong> using boundary<br />

objects (Star, 1989) <strong>and</strong> also shared artefacts as catalysts <strong>of</strong> collaboration<br />

(Thompson, 2005; Wenger, 1998), such as ‘monuments’ (symbols strengthening<br />

identity within the community); ‘instruments’ (an infrastructure supporting<br />

interactive communication) <strong>and</strong> ‘points <strong>of</strong> focus’ around which the interaction <strong>and</strong><br />

collaboration will be structured.<br />

In addition, 3d CVEs allow creating necessary context for interactions, simulating<br />

learning environments. Online communities can benefit from such environments<br />

being dedicated community spaces (Wenger, et al., 2002).<br />

2.5 Conclusions <strong>and</strong> challenges<br />

3D CVEs provide both opportunities <strong>and</strong> challenges for education, <strong>and</strong> many topics<br />

in this area need further research (Burkle & Kinshuk, 2009; Kluge & Riley, 2008).<br />

There is a need for learning approaches <strong>and</strong> methods that exploit advantages <strong>of</strong> 3D<br />

CVEs <strong>and</strong> overcome limitations:<br />

Virtual worlds are unclaimed spaces as far as education is concerned—<br />

educators have not yet established norms <strong>of</strong> how to support learning within<br />

them (Twining, 2009).<br />

While many reports espouse the potential impact that 3-D virtual worlds are<br />

expected to have on teaching <strong>and</strong> learning in higher education in a few<br />

years, there are few empirical studies that inform instructional design <strong>and</strong><br />

learning assessment in virtual worlds (Jarmon, Traphagan, Mayrath, &<br />

Trivedi, 2009).<br />

There is a need for convenient educational tools <strong>and</strong> environments that would<br />

support educational activities in 3D CVEs:<br />

There is little published research on the design <strong>and</strong> evaluation <strong>of</strong> learning<br />

spaces in 3D VWs. Therefore, when institutions aspire to create learning<br />

spaces in SL, there are few studies or guidelines to inform them except for<br />

individual case studies (Minocha & Reeves, 2010).<br />

Second life <strong>and</strong> most virtual worlds were not created for educational<br />

purposes. Second Life, nonetheless, is being adapted by educators for<br />

teaching <strong>and</strong> learning. […] Many <strong>of</strong> the features educators take for granted<br />

in Learning Management Systems do not exist in Second Life (Kluge & Riley,<br />

2008).<br />

What remains to be seen is whether or not educators will progress past<br />

‘Phase 1’, in which we merely replicate real-world educational structures.<br />

Will we be able to take full advantage <strong>of</strong> the potential that these new<br />

unclaimed spaces <strong>of</strong>fer (Twining, 2009).<br />

There is a need for exploring how 3D CVEs can support learning communities:<br />

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