Teaching in 3D: Pedagogical Affordances and Constraints of 3D Virtual Worlds for Synchronous Distance Learning
By Michele D. Dickey. 2003
318 citations recorded by the source corpus.
Subfields: Education, Speech and Hearing, Human-Computer Interaction
View Paper: https://www.semanticscholar.org/paper/3dfabeea598adff1e209725289f0b5a894417705
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Education
- Khe Foon Timothy Hew
- Wing Sum Cheung
- Trina J. Davis
- Wendy Keeney-Kennicutt
- Lauren Cifuentes
- Zahira Merchant
- Ernest T. Goetz
- Michele D. Dickey
In Speech and Hearing
In Human-Computer Interaction
- Khe Foon Timothy Hew
- Wing Sum Cheung
- Trina J. Davis
- Wendy Keeney-Kennicutt
- Lauren Cifuentes
- Zahira Merchant
- Ernest T. Goetz
- Michele D. Dickey
Citations in the corpus
- Effectiveness of virtual reality-based instruction on students' learning outcomes in K-12 and higher education: A meta-analysis (2014, background): “D virtual environments cannot provide fully immersive experience, their photo realistic computer graphics been shown to enhance learners’ engagement (Dickey, 2003).”
- Use of three-dimensional (3-D) immersive virtual worlds in K-12 and higher education settings: A review of the research (2010, background): “For example, Dickey (2003, 2005b) investigated the use of a virtual world for teaching a 3-”
- Game design and learning: a conjectural analysis of how massively multiple online role-playing games (MMORPGs) foster intrinsic motivation (2007, background): “…designers investigating how various aspects of game design support intrinsic motivation and how aspects of game design might be appropriated for educational materials (Bowman, 1982; Dickey, 2005, 2006b; Gee, 2003; Malone, 1981; Prensky, 2001; Provenzo, 1991; Rieber, 1996; Squire, 2003).”