Exploring Tangible and Virtual Learning Communities in Virtual Learning Worlds

Purchase or Subscription required for access

Purchase individual articles and papers

PayPal Logo

Receive full-text access to individual articles for $9.95 USD each.

Use PayPal button to purchase PDF copy of paper (7 pages)

Subscribe for faster access!

Subscribe and receive access to 100,000+ documents, for only $19/month (or $150/year).

Already have access?

Individual Subscription

If you have an individual subscription, sign in here for access

Institutional Subscription

You don't appear to be accessing the site through a subscribing institution (your IP address is 3.144.109.246).

If your university, college, or library subscribes to LearnTechLib, you may be able access full text articles through a login page.

You can search for your instition by name or by location.

Login via Institution

Authors

Chi-Syan Lin, National University of Tainan, Taiwan ; Yi-Mei Lin, National Chung Cheng University, Taiwan ; Mark van‘t Hooft, Kent State University, United States ; C. Candace Chou, University of St. Thomas, United States ; Jung-Tsan Ma, Daciao Elementary School, Tainan County, Taiwan, Taiwan ; Yi-Rung Chen, National University of Tainan, Taiwan

EdMedia + Innovate Learning, Jun 30, 2008 in Vienna, Austria ISBN 978-1-880094-65-5

Abstract

The purpose of this study is to investigate aspects of virtual learning communities of practice in networked learning environments. An inhabited virtual learning world, The Best Digital Village, will be implemented following the proposed architecture described in this paper. A learning activity entitled International Expo will take place in the exhibition center of the Best Digital Village and be used for an empirical study. In the study, kids from various countries will be invited to form teams online and visit the International Expo, which is located in the Best Digital Village. The collaborative learning activities took place in the system will be divided into two groups, tangible and virtual, based on the background of the participants involved. The learning behaviors and performance of the two groups in the virtual learning world will be analyzed based on three categories of learning activities: navigation, ongoing assessment, and interpersonal interaction.

Citation

Lin, C.S., Lin, Y.M., Hooft, M.v., Chou, C.C., Ma, J.T. & Chen, Y.R. (2008). Exploring Tangible and Virtual Learning Communities in Virtual Learning Worlds. In J. Luca & E. Weippl (Eds.), Proceedings of ED-MEDIA 2008--World Conference on Educational Multimedia, Hypermedia & Telecommunications (pp. 1081-1088). Vienna, Austria: Association for the Advancement of Computing in Education (AACE). Retrieved August 14, 2024 from https://www.learntechlib.org/p/28525.