Virtual worlds in Australian and New Zealand higher education

Remembering the past, understanding the present and imagining the future

Authors

  • Sue Gregory
  • Ali Fardinpour
  • Lisa Jacka
  • Scott Grant
  • Jay Jay Jegathesan
  • Frederick Stokes-Thompson
  • Chris Campbell
  • Swee-Kin Loke
  • Ning Gu
  • Anton Bogdanovych
  • Caroline Steel
  • Lindy McKeown Orwin
  • Brent Gregory
  • Mathew Hillier
  • Des Butler
  • Merle Hearns
  • David Ellis
  • Belma Gaukrodger
  • Xiangyu Wang
  • Sheila Scutter
  • Stefan Schutt
  • Tomas Trescak
  • Penny Neuendorf
  • Tom Kerr
  • Torsten Reiners
  • Mark J. W. Lee
  • David Holloway
  • Kim Flintoff
  • Marcus McDonald
  • Jason Zagami
  • Jamie Garcia Salinas
  • Christine Newman
  • Helen Farley
  • Simeon Simoff
  • Matt Bower
  • Ian Warren
  • Denise Wood
  • Dale Linegar
  • Ross Brown
  • Angela Giovanangeli
  • Eimear Muir-Cochrane
  • Ian Larson
  • Charlynn Miller
  • Vicki Knox
  • Grant Meredith
  • Karen Le Rossignol
  • Arin Basu
  • Shane Mathews
  • Yvonne Masters
  • Clare Atkins
  • Andrew Cram
  • Michael Jacobson

DOI:

https://doi.org/10.14742/apubs.2013.1367

Keywords:

virtual worlds, 3D multi-user virtual environments, simulation, gamification, augmented reality, natural interfaces

Abstract

3D virtual reality, including the current generation of multi-user virtual worlds, has had a long history of use in education and training, and it experienced a surge of renewed interest with the advent of Second Life in 2003. What followed shortly after were several years marked by considerable hype around the use of virtual worlds for teaching, learning and research in higher education. For the moment, uptake of the technology seems to have plateaued, with academics either maintaining the status quo and continuing to use virtual worlds as they have previously done or choosing to opt out altogether. This paper presents a brief review of the use of virtual worlds in the Australian and New Zealand higher education sector in the past and reports on its use in the sector at the present time, based on input from members of the Australian and New Zealand Virtual Worlds Working Group. It then adopts a forward-looking perspective amid the current climate of uncertainty, musing on future directions and offering suggestions for potential new applications in light of recent technological developments and innovations in the area.

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Published

2013-11-30

Issue

Section

ASCILITE Conference - Full Papers