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3D Virtual Worlds in Higher Education
1. 3D Virtual Worlds in
Higher Education
Ramesh Sharma
NME-ICT programme (National Mission on Education through ICT)
using A-VIEW (Amrita Virtual Interactive E-Learning World)
17 April 2013
3. New Media Consortium
An international community of experts in educational technology —
practitioners who work with new technologies on campuses every
day;
visionaries who are shaping the future of learning at think tanks,
labs, and research centers;
its staff and board of directors;
the advisory boards and others helping the NMC conduct cutting
edge research
4. NMC Horizon Project
Launched in 2002, the NMC Horizon
Report: Higher Ed Edition is the
flagship publication in the NMC
Horizon Report series.
The NMC Horizon Project, a decade-
long research project designed to
identify and describe emerging
technologies likely to have an impact
on learning, teaching, and creative
inquiry in higher education.
5. Identification of emerging technologies
Tech
Tech
Tech
Tech
Tech
Tech
One Two to Four to
year or three five
less years years
7. Time-to-Adoption Horizon:
Two to Three Years
Big Data and Learning Analytics Game-Based Learning
http://www.cccblog.org/2012/04/10/dept-of-education-releases-learning-analytics-issue-brief/
http://www.openequalfree.org/gamification-versus-game-based-learning-in-the-classroom/10082
8. Time-to-Adoption Horizon:
Four to Five Years
3D Printing Wearable Technology
http://www.shapeways.com/blog/archives/1162-friday-finds-3d-printed-designs-from-the-shapeways-community.html
http://www.core77.com/blog/object_culture/where_on_the_body_is_wearable_technology_going_plus_a_stylus_that_stows_on_your_wrist_24
684.asp
9. Virtual Worlds
• Virtual worlds – fast growing area
• In 2009 - around136 million people active in virtual worlds
• In 2014 - projected to grow to over 2 billion
- http://www.virtualworldinfo.com/
10. Varieties of Virtual Worlds
2D 3D
User-generated content Professional content
Browser based Download worlds
Free Worlds Paid Worlds
Chat based Worlds Game-like massively multiplayer worlds
- http://www.virtualworldinfo.com/
60. Teacher Professional Development
• Opportunity to visit and revisit pedagogical
practices
• New Modes of communication, collaboration,
technology
• Digital story telling, role playing, community
engagement
61. Virtual World Education Asia
(VWEAsia)
http://virtual-world-education-asia.weebly.com/index.html