Virtual worlds in Australian and New Zealand higher education : remembering the past, understanding the present and imagining the future

Gregory, Susan, Gregory, Brent, Reiners, Torsten, Fardinpour , Ali, Hillier, Matthew, Lee, Mark, Jacks, Lisa, Butler, Desmond A., Holloway, David, Grant, Scott, Hearns, Merle, Flintoff, Kim, Jegathesan, Jay Jay , Ellis, David, McDonald, Marcus, Stokes-Thompson, Frederick, Gaukrodger, Belma, Zagami, Jason, Campbell, Chris, Wang, Xiangyu, Salinas, Jamie Garcia, Loke, Swee-Kin, Scutter, Sheila, Newman, Christine, Gu, Ning, Schutt, Stefan, Farley, Helen, Bogdanovych, Anton, Trescak, Tomas, Simoff, Simeon, Steel, Caroline, Neuendorf, Penny, Bower, Matt, McKeown Orwin, Lindy , Kerr, Tom, Warren, Ian, Wood, Denise, Miller , Charlynn, Mathews, Shane W., Linegar, Dale, Knox, Vicki, Masters, Yvonne, Brown, Ross A., Meredith, Grant, Atkins, Clare, Giovanangeli, Angela, Rossignol, Karen Le, Cram, Andrew, Muir-Cochrane, Eimear, Basu, Arin, Jacobson, Michael, & Larson, Ian (2013) Virtual worlds in Australian and New Zealand higher education : remembering the past, understanding the present and imagining the future. In ASCILITE 2013 "Electric Dreams", 1-4 December 2013, Macquarie University, Sydney, NSW.

Abstract

3D virtual reality, including the current generation of multi-user virtual worlds, has had a long history of use in education and training, and it experienced a surge of renewed interest with the advent of Second Life in 2003. What followed shortly after were several years marked by considerable hype around the use of virtual worlds for teaching, learning and research in higher education. For the moment, uptake of the technology seems to have plateaued, with academics either maintaining the status quo and continuing to use virtual worlds as they have previously done or choosing to opt out altogether. This paper presents a brief review of the use of virtual worlds in the Australian and New Zealand higher education sector in the past and reports on its use in the sector at the present time, based on input from members of the Australian and New Zealand Virtual Worlds Working Group. It then adopts a forward-looking perspective amid the current climate of uncertainty, musing on future directions and offering suggestions for potential new applications in light of recent technological developments and innovations in the area.

Impact and interest:

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ID Code: 64096
Item Type: Conference Paper
Refereed: Yes
Additional URLs:
Keywords: virtual worlds, 3D multi-user virtual environments, simulation, gamification, augmented reality, natural interfaces, HERN
Subjects: Australian and New Zealand Standard Research Classification > INFORMATION AND COMPUTING SCIENCES (080000) > ARTIFICIAL INTELLIGENCE AND IMAGE PROCESSING (080100) > Simulation and Modelling (080110)
Australian and New Zealand Standard Research Classification > INFORMATION AND COMPUTING SCIENCES (080000) > ARTIFICIAL INTELLIGENCE AND IMAGE PROCESSING (080100) > Virtual Reality and Related Simulation (080111)
Australian and New Zealand Standard Research Classification > INFORMATION AND COMPUTING SCIENCES (080000) > INFORMATION SYSTEMS (080600)
Australian and New Zealand Standard Research Classification > INFORMATION AND COMPUTING SCIENCES (080000) > INFORMATION SYSTEMS (080600) > Computer-Human Interaction (080602)
Divisions: Current > QUT Faculties and Divisions > QUT Business School
Current > QUT Faculties and Divisions > Faculty of Law
Current > Schools > School of Information Systems
Current > QUT Faculties and Divisions > Science & Engineering Faculty
Current > Schools > School of Advertising, Marketing & Public Relations
Copyright Owner: Copyright 2013 [please consult the author]
Deposited On: 06 Nov 2013 22:45
Last Modified: 10 Sep 2014 04:50

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