Exploring the cyber-physical continuum in education
What lies in the space where the cyber world and physical world converge? A spectrum of blended augmented experiences and a fount of new opportunities for educational practice.
The success of this projected convergence depends on the availability of affordable virtual reality hardware, such as wearable haptic and movement tracking devices, and the use of engaging instructional approaches such as experiential learning, gamification and problem-based learning.
This issue of eLearning Papers features a collection of articles that highlight these approaches and their potential for the development of better learning experiences.
In the realm of 3D virtual worlds, we see in the first paper an example of how a Multiuser Virtual Environment (MUVE) or 3D virtual world can be used to enhance how science is taught in classrooms by replicating physical spaces and incorporating the 3D virtual world with the existing learning management system. Moving along the cyber physical continuum, researchers from Greece suggest the use of augmented reality to provide realistic visualizations of physical phenomena so as to combat common misconceptions and promote scientific knowledge.
Bringing innovative technology to the classroom, however, requires an investment of time, energy, and resources that can be prohibitive. Moreover, the constant emergence of new hardware, interfaces and applications highlights the importance of the Maker Movement. The Do-It-Yourself mentality has a high pedagogical potential in conjunction with the collaborative spirit in communities of practice.
A practical manifestation of this mentality can found in another paper; the potential of distributed networks for collaborative teaching becomes even more apparent in the Bring Your Own Device for Learning (BYOD4L) open learning initiative. Even when high-end technology tools are not available, games and gamification can be effective instructional methods to transform learning into an enhanced practice-oriented experience. In a project management e-learning course in Finland, business students collaborated with entrepreneurs and competed in solving authentic entrepreneurial challenges. Playing games led to the effective acquisition of management skills.
Finally, a case study from UK provides insights on how web-based tools can be used to foster arts students’ online creativity. The use of virtual worlds for learning today is richer and more diverse than what we anticipated only a few years ago.
el anuncio de la sexta conferencia que se celebrará 6th European Conference on Games Based Learning The River Lee Hotel, Cork, Ireland 4-5 October 2012
ECGBL Conference Director:
Professor Thomas Connolly, University of the West of Scotland, UK
2012 Conference Chair:
Dr. Patrick Felicia, Waterford Institute of Technology
2012 Programme Co-Chairs:
Professor Grace Neville and Dr. Sabin Tabirca, University College Cork, Ireland
Dr Simon Egenfeldt-Nielsen, Serious Games Interactive.
"The potential of tablets to game-based learning."
Stephen Hagarty, Big Fish Games, Cork, Ireland
Welcome to the 6th European conference on Game-Based Learning (ECGBL 2012), a conference held in Cork city, and organized by University College Cork and Waterford Institute of Technology. The conference is sponsored by Fáilte Ireland and IGI-Global.
Throughout the years, ECGBL has been a great opportunity to foster the
exchange of new ideas among researchers and practitioners, and to
contribute to a better appreciation and a wider adoption of Game-Based
Learning (GBL) in Europe. It is therefore a great pleasure to host ECGBL 2012 in Cork,
to provide a European forum for discussions on the theme of GBL, to
support researchers, teachers and students, and contribute to more
engaging and effective teaching and learning practices.
ECGBL 2012, attendees will have the opportunity to learn more about GBL
by attending keynotes, presentations, workshops, and showcases, all
delivered by experts in the field. In addition to the conference
programme, participants will be able to enjoy Cork,
a city rich in tradition, history and culture, with many historical and
cultural attractions. We would like to thank the members of the
organising committee for their invaluable input and the sponsors for
their support, and we look forward to seeing you in Cork for an exciting ECGBL 2012.
Dr. Patrick Felicia, conference chair, Professor Grace Neville and Dr. Sabin Tabirca, programme co-chairs.
Notification of paper acceptance (with any changes):
13 July 2012
Earlybird registration closes:
27 July 2012
Final paper due (with any changes):
10 August 2012
Final author payment date:
31 August 2012
Earlybird registrations are available until 27 July 2012. Please read the earlybird condition on the registration page. Special reduced rates are available for students and supervisors attending together. Special reduced rates are offered for group bookings. See the registration page for details.
Blogs This blogroll links to blogs on games based learning.
Papers accepted for the conference will be published in the conference proceedings, subject to author registration and payment. Selected papers will also be considered for publication in a special issue of the Electronic Journal of e-Learning and to the International Journal of Game-Based Learning. The latest issue of the Electronic Journal of e-Learning is available to read online.
Hoy traemos a este espacio, articulitos para la lectura vacacional, de una revista que hacía tiempo no referenciábamos .. en este caso traemos su último número Volume 10 Issue 2, Special ECGBL Issue / Jul 2012 .. en el que se centran en Games Based Learning