Mayer, R.E. (Ed.) (2005). Cambridge Handbook of Multimedia Learning. New York: Cambridge. [Chapter 32]
virtual: something that can be done or seen using a computer
virtual reality: set of images and sounds produced by a computer,
-represents a place or situation
-a person can experience or take part
-can be explored in real time
-similar to real world exploration
-user may interact with objects and events
User participation: Single vs Collaborative
Single-user virtual environment (SVEs): one person controls the interaction
Collaborative virtual environments (CVEs): allow more than one individual to interact
Three types of learning supported by VE
1-constructivist learning through exploration of prebuilt worlds: lets experiential learning in a collaborative way, microworlds
2-constructionist learning through students creating or modifying virtual worlds
3-situated learning through interactive role play in a collaborative VE.
VE Design Methods:
UCD, User Centered Design: stakeholders: developer, designers human factors professionals involved in the different stages of the design process.
-end users are design partners in participatory design
PLE, Participatory Learning Environments: allows learners to build an understanding through collaborative construction of a product - constructionist VLEs
Label Cloud
- 4C/ID
- absolute judgment
- affordance
- android
- app
- AppInventor
- architecture of learning environments
- automaticity
- behaviorism
- channel capacity
- chunking
- cog sci I
- cognitive load theory
- constructionism
- constructivism
- CTML
- dual coding theory
- educational design for media environments
- Educational design in media environments
- expertise reversal
- extra for april 13
- extra for april 6
- extra for week 2
- extra reading
- extra reading for April 6
- extra reading for Feb 23
- extra week 1
- fall 2011
- immediate memory
- information measurement
- information processing
- information processing theory
- instructional design
- magical number
- Narrative
- phonological loop
- prior knowledge
- recoding
- ROP
- scaffolding
- schema
- sensory memory
- Technovation Challenge
- trends and issues in instructional design
- unit 1
- unit 2
- unit 3
- unit 4
- video games/play in education
- virtual environments
- working memory
- zone of proximal development
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