Nothing Special   »   [go: up one dir, main page]

skip to main content
10.1145/2087756.2087857acmconferencesArticle/Chapter ViewAbstractPublication PagessiggraphConference Proceedingsconference-collections
research-article

Exploration of virtual world for functional apparel design teaching

Published: 11 December 2011 Publication History

Abstract

Distributed virtual worlds, as online interactive 3D virtual environments and communities through which users can interact with one another, have been integrated widely in research in the social, medical, commercial, educational and entertainment areas. In this study, the authors present a recent instructional practice using Second Life as a platform to deepen the quality of Functional Apparel Design teaching and scaffold the construction of a virtual world with some key issues including situated cognition, role-playing strategy and virtual life experience simulation. It was found that the virtual world improved the learners' outcomes significantly in Functional Apparel Design study. In addition, it was found that the majority of the learners participating in the study think that virtual experience can arouse interest, fun and interaction.

References

[1]
Aukstakalnis, N., Baniulis, K., Pauliute, J., and Slotkiene, A. 2008. Graphical model: The means for simulation-based learning. Journal of Computing and Information Technology 16, 4, 303--309.
[2]
Bishop, J. 2009. Enhancing the understanding of genres of web-based communities: The role of the ecological cognition framework. International Journal of Web-Based Communities 5, 1, 4--17.
[3]
Brown, J. S., Collins, A., and Duguid, P. 1989. Situated cognition and the culture of learning. Educational Researcher 18, 1, 32--42.
[4]
Davies, C. H. 2002. Student engagement with simulations. Computers and Education 39, 271--282.
[5]
Denise, H. 2009. Real-life teaching in a virtual world. Campus Technology.
[6]
Dieterle, E., and Clarke, J. 2007. Multi-user virtual environments for teaching and learning.
[7]
Greeno, J. G., and Moore, J. L. 1993. Situativity and symbols: Response to vera and simon. Cognitive Science 17, 49--59.
[8]
Greeno, J. G. 1997. On claims that answer the wrong question. Educational Research 26, 1, 303--309.
[9]
Greeno, J. G. 1998. Middle school mathematics through applications project group. the situativity of knowing, learning, and research. American Psychologist 53, 1, 5--26.
[10]
Hargis, J. 2008. A second life for distance learning. Turkish Online Journal of Distance Education-TOJDE 9, 2, 1.
[11]
Jarvis, L., Odell, K., and Troiano, M. 2000. Models of teaching. Boston.Allyn and Bacon.
[12]
Jarvis, L., Odell, K., and Troiano, M. 2000. Role-playing as a teaching strategy.
[13]
Kluge, S., and Riley, L. 2008. Teaching in virtual worlds: Opportunities and challenges. Issues in Informing Science and Information Technolog 5, 127--135.
[14]
Kolb, D. A. 1984. Experiential Learning: Experience as the Source of Learning and Development. rentice-Hall, Inc., Engle-wood Cliffs, N. J.
[15]
Kozma, R. B. 1991. Learning with media. Review of Educational Research 61, 2, 179--212.
[16]
Oers, B. V. 1998. From context to contextualizing. Learning and Instruction 8, 6, 473--488.
[17]
Pan, Z., Cheok, A. D., Yang, H., Zhu, J., and Shi, J. 2006. Virtual reality and mixed reality for virtual learning environments. Computers and Graphics 33, 1, 20--28.

Recommendations

Comments

Please enable JavaScript to view thecomments powered by Disqus.

Information & Contributors

Information

Published In

cover image ACM Conferences
VRCAI '11: Proceedings of the 10th International Conference on Virtual Reality Continuum and Its Applications in Industry
December 2011
617 pages
ISBN:9781450310604
DOI:10.1145/2087756
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

Sponsors

Publisher

Association for Computing Machinery

New York, NY, United States

Publication History

Published: 11 December 2011

Permissions

Request permissions for this article.

Check for updates

Author Tags

  1. Second Life
  2. functional apparel design
  3. virtual world

Qualifiers

  • Research-article

Funding Sources

Conference

VRCAI '11
Sponsor:

Acceptance Rates

Overall Acceptance Rate 51 of 107 submissions, 48%

Contributors

Other Metrics

Bibliometrics & Citations

Bibliometrics

Article Metrics

  • 0
    Total Citations
  • 190
    Total Downloads
  • Downloads (Last 12 months)1
  • Downloads (Last 6 weeks)0
Reflects downloads up to 13 Nov 2024

Other Metrics

Citations

View Options

Get Access

Login options

View options

PDF

View or Download as a PDF file.

PDF

eReader

View online with eReader.

eReader

Media

Figures

Other

Tables

Share

Share

Share this Publication link

Share on social media