Research+-+Pedagogy

=Research - Pedagogy=

Which learning and teaching approaches suit the use of virtual worlds in education?

Anecdotal evidence suggests that teachers who successfully use virtual worlds with students are comfortable with the following
 * Giving students control of their own learning - giving students choice and responsibility and allowing them to make mistakes
 * Learning through play - allowing students to play 'off-task' so they can build skills while getting used to the environment
 * Defined tasks - structures learning with some defined tasks, clear purposes and goals - preferably negotiated
 * Active facilitation - helps students to assist each other; in-world facilitation
 * Teacher as learner - learning with students; happy to let students lead; does not need 100% understanding to proceed
 * Excursion attitude - taking students and self out of classroom comfort zone; taking risks
 * Not bound by content delivery - allows time to establish desired learning processes;
 * Student engagement is a priority - student centred approaches
 * Back-up in case technology fails - has a meaningful back-up plan if technology suddenly fails temporarily

The above teaching dispositions are often found in the following approaches to learning
 * Problem-based learning
 * Project-based learning
 * Enterprise-based learning
 * Student-directed learning(Inquiry-based learning, self-directed learning)
 * Interdisciplinary learning

See Creating a Virtual World Mindset: A Guide for First Time Second Life Teachers This practical guide is for individuals who want to create effective SL teaching and learning experiences.

See also Quest-Atlantis-Teaching: Tips for Implementation

Examples of where virtual worlds might be used for learning - see also Getting Started
 * Role play – shop assistant
 * Social – dance, play
 * Exhibition and performance – creative and performing arts
 * Scenarios – Occupational Health and Safety
 * Conversations – languages
 * Building – 3D geometry
 * Business – environmental management
 * Community – class, group, organization
 * Cultural Awareness – contemporary, historical
 * Story telling – machinima
 * Theatre – lighting
 * Simulations – heart
 * Pedagogical (Learning) agents – historical characters

Recommendations for possible Guidelines/Standards

 * When considering which teachers to invite to use virtual worlds look for complementary learning and teaching approaches such as collaborative learning, student-directed learning, problem-based learning, project-based learning or enterprise-based learning.