The initial development report from the collaborative Occupational Medicine Research Project between Otago University and myself. An overview of the theoretical considerations of the development so far, a video walk-through of the interactive heads-up display and some relevant technical notes.
An introduction to the extended project, my finale for the MA Education in Virtual Worlds. The subject matter of the research is occupational medicine and the project is centred around the use of virtual environments for occupational hazard identification and the clinical assessment of workers.
Thoughts and reflections on interacting with and developing chatbots and non-player characters for educational purposes in virtual environments.
This critique discusses ethnography as an educational research methodology, considering the researcher as the instrument of research, engaged in a holistic and qualitative approach to inquiry, observing and interpreting emergent phenomena in the context of the complex systems that constitute virtual worlds.
“The mystery of the social world is how it can be the case that all (‘competent’) human actors are highly skilled and knowledgeable about what they do and why, but are at the same time driven by social forces far larger than themselves.” (Giddens, 2009, p. 295)
The initial post of a series that will follow the development processes of a funded project that is researching the possibility of using virtual worlds to support literacy training.
On the affordances of virtual environments; the perceptions that allow one to feel, that engender emotion, that suspend disbelief and immerse you in the world.
The MA Education in Virtual Worlds has to date left me with a lot to think on and the summer break is a good time to share some of the thoughts and reflections from throughout that journey. The following materials were presented as part of the assessment process; some are short academic pieces with references supplied, others are taped narrations and/or videos.
As part of the MA Education in Virtual Worlds’ Designing Curricula module I presented an assessment paper that looked at the development of game-based learning to teach literacy skills. This paper will now serve as the basis for the development of a build to research the possibility of using virtual worlds to support literacy training.
Investigating how the affordances of virtual world environments might be employed in immersive literature.