IV Congress of CiberSociety 2009. Analog crisis, digital future

Topic A - Education

Work Team A-8: 3D and audiovisual impact in education

Communications

Initial questions

How do the new 3D technology developments affect the education process?

Are the classical theories of learning and educational organization meet the the virtual worlds challenges?

What factors are responsible for the quality of education in a 3D virtual world?

What kinds of learning can be enhanced by virtual reality?

Is the mirror-world a turning point in the development of virtual learning environments, as it is defined in the classical e-learning?

How will redefine the baselines of educational intervention in a 3D virtual world: instructional design, educational planning, support and advice, assessment of learning, etc.?

What is the role of educational innovation to the challenge of virtual reality?

Work Group description

Both the increasing presence of virtual worlds and 3D interfaces for ben used in educational areas, allows to develop new experiences that affect key components of teaching and learning. Virtual reality and the contributions of mobile devices that enable a seamless interaction between the physical and the virtual world, arre opening a new scenario that significantly expand the pedagogical possibilities of virtual learning environments classic 2D.

This working group aims to analyze the theories underpinning the development of 3D technologies in educational settings, share experiences on educational uses of 3D technologies, reflect on the potential of new developments in education and socialization, to disclose recent developments in this field and discuss the main elements that shape the present and the future of virtual reality. As a starting point, we offer moving from the latest achievements in each of the above points:


  • learning theories CONECTIV ubiquitous and applied to the use of mobile devices in education.
  • educational worlds with mirrors.
  • connectivity that provides the integration of contextual information in the context of 3D interfaces.
  • research on immersion and presence as key factors to ensure a greater sense of reality.
  • augmented reality applications in education.
  • the uses of immersion devices in ensuring the quality of proposals.

In this working group, we invite you to bring your knowledge and discuss these and other points relating to the field of 3D and virtual reality in education.