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From the field
                              AVATAR – The Course: Recommendations for
                              Using 3D Virtual Environments for Teaching
Authors                         The AVATAR project developed a global course for teachers, which was delivered re-
                                motely over a period of four months. The course had nine modules, distributed via
Maja Pivec
                                e-learning and v-learning platforms. The course was created in English, however to
Information Design, FH
                                support the learning curve of multilingual and international groups, several modules
JOANNEUM, University
of Applied Sciences, Graz,      were moderated in national groups. This communication details the rationale behind
Austria                         the course, documents two case studies of completed projects within a virtual world,
Maja.Pivec@fh-joanneum.at       highlights the challenges and successes of the modules, and culminates with conclu-
                                sions and recommendations for running courses and lessons within an online 3D virtual
Cristina Stefanelli             world.
Consorzio FOR.
COM. - Formazione
per la Comunicazione
Interuniversity Consortium,
Rome, Italy
                              1. Introduction
c.stefanelli@forcom.it        Highlighted in the EUN report on “Games in Schools” (EUN, 2008) one of the main reasons
                              for Game-Based Learning (GBL) being under utilized as an education resource is the lack of
Inger-Marie F. Christensen
                              teacher/trainer skills in developing and utilizing games and GBL resources to assist them.
Department for Competence
                              Digital games, Virtual Worlds, and their appropriate use for education vary considerably. Tax-
Development, University of
Southern Denmark, Odense,     onomies of commercial game types or genres and lists of recommended platforms and vir-
Denmark                       tual environments have been made available from past EC projects (Pivec, Koubek, & Dondi,
imc@sdu.dk                    2004; Pivec, 2008), but teachers and trainers cannot be expected to know how to integrate
                              these virtual environments into their lessons to achieve the desired learning outcomes. The
Jutta Pauschenwein            digital technology can take a considerable amount of time to learn, often with the students
ZML – Innovative Learning     knowing more about it than the teacher. Part of the process of choosing and utilizing a digital
Scenarios, FH JOANNEUM,
                              game for learning or learning within a virtual world, includes the identification and consid-
University of Applied
Sciences, Graz, Austria       eration of constraints in the learning setting, computer skills of both students and teachers,
                              and the knowledge of how the desired learning outcomes would be realized. Other issues
Jutta.Pauschenwein@fh-
joanneum.at                   include technical requirements, licensing policies, sustainability, and more.

                              Some commercial educational games such as “Chemicus”, “Physikus”, and “Informaticus”, by
                              Heureka-Klett (2002), a German software engineering company, have the quality of recrea-
Tags
                              tional games and include defined learning outcomes. These games employ an interface very
virtual learning              similar to the popular commercial adventure game “Myst” from the game publisher UbiSoft
environments, teacher         (2007), and provide an interactive storyline that transports the player into a virtual world
training, online course       of fantasy and creates an immersive environment. Reese (2007) suggests that these virtual
development, case study       worlds have the potential to create a player immersion (Kearney & Pivec, 2007) and cites the
                              concept of flow from Czikszentmihalyi (1990). Reese advocates that virtual worlds should
                              be used as an alternate space for learning because of this immersive quality. Calleja (2007)
                              agrees with Reese and promotes a game experience model to incorporate the concepts of
                              both immersion and presence, to further the understanding of social significance and per-
                              sonal values of digital environments.




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                                                                                                                         1
From the field

Game-Based Learning can successfully supplement traditional             in education by providing teachers with relatively new meth-
teaching, by providing a motivational environment successfully          odological and pedagogical tools, and was offered to teachers
aimed at the appropriate target audience. Sorensen and Meyer            in secondary schools in Austria, Bulgaria, Denmark, Italy, Spain
(2007) reviewed a Game-Based language course (English as a              and the United Kingdom. The course included approximately
foreign language) introduced into primary schools in 2006 in            100 hours of learning activities broken down into group activi-
Denmark. The online world of “Mingoville” (2009) contains 10            ties, individual study, planning and carrying out the project work
missions in which players complete activities focused around            with students.
vocabulary, spelling, and word recognition. Aimed at children
aged 5 to 14 years, the product is written in Adobe Flash to be         2. AVATAR - The Course
easily accessed via a web browser and has now been translated
into 31 languages. Mayer and Bekebrede (2006) successfully              The course was delivered through both an E-Learning and a V-
implemented Game-Based Learning using simulations. Their                Learning platform comprising a mix of tutorials, individual and
games titled “Containers Adrift”, the planning and design of            group activities, and practical tasks. Second Life was chosen for
an inland container terminal, “Ventum On Line”, the simulated           the virtual world and subsequently used for the course delivery
management of a wind farm, and “SIM MV2”, the planning of               to the participating teachers. Groups of teachers from each of
infrastructure for a 2nd port in Rotterdam, are all successfully        the participating countries were moderated by national mod-
utilized at the Delft University of Technology. Burmester, Bur-         erators (virtual world experts), who communicated with them
mester, and Reiners (2008) also created simulations of Con-             in their native languages. Participants also partook in transna-
tainer Terminals using the virtual environment of Second Life.          tional activities and reflection in English.
They suggest that the blended learning approach taken by the            The overall learning objectives of the AVATAR course were for
University of Hamburg allows for a richer environment for the           the participants to:
students and a safer one than the real alternative when teach-
ing terminal logistics and management. They conclude that al-             • develop skills and confidence in using various social inter-
though the virtual world of Second Life suits their purpose at              net resources as well as massively multi-user online worlds
the present, they have structured their resources as to be able             such as Second Life
to port them to other virtual worlds or digital game environ-             • develop a deeper understanding of these environments
ments in the future.                                                        and their uses with regard to learning scenarios

As suggested in all of the above examples, digital environments           • gain knowledge of teaching methods, best practices and
and virtual worlds are often used to provide the motivation nec-            educational design usable in virtual worlds
essary to learn, be it as drill and practice for homework, or as a        • identify and reflect upon the efficacy of the outcomes of
safe experiential environment to supplement the structured les-             different learning activities carried out in-world
son. Clark (2004) maintains that commercial recreational game             • design strategies, activities and resources for learning dif-
designers are successful because they focus only on engaging                ferent subjects in virtual worlds
the player and making the game fun to play. He states that it             • integrate virtual worlds as an innovative means in their
is the design of the interactivity that provides the motivation             daily teaching
necessary to invoke the repeated and persistent re-engagement
                                                                          • experience virtual worlds with their students
by the player. This can be achieved at an emotional level or an
intellectual level, but for the player to learn in the virtual envi-      • evaluate the educational use of virtual worlds in their class-
ronment, Clark argues that the design must include action and               rooms
consequence and learning can then be achieved through reflec-           To achieve these objectives the course was offered in nine Mod-
tion, especially when a moderated debriefing is utilized.               ules with activities as follows:

The EUN report on Games in Schools (EUN, 2008) also suggests              1. Introduction Module
that the lack of ICT use in teaching is a predominant issue in                  Access to the E-learning platform and course overview
secondary schools throughout Europe. The AVATAR course dis-
                                                                          2. E-Learning Platform Introduction Module
cussed in this paper aimed at enhancing the level of ICT use



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                                                                                                                                      2
From the field

         Socialisation and getting to know the functions of the      with your fellow Danish students. Another important goal of
         E-learning platform                                         the project was to enable the students to pay virtual visits to
 3. V-Learning Platform Introduction Module                          sights in the UK and the US, so as to intrigue them and create a
                                                                     desire to see the places in real life. A secondary purpose of the
         Accessing Second Life, acquiring basic skills, accessing
                                                                     project was to pose creative tasks to the students that would
         Second Life support resources
                                                                     allow them to work with digital audio and video as part of the
 4. V-Learning Intermediate Module
                                                                     subject “junior computer driver’s license”.
         Search, Groups and Communication
                                                                     During the first week of the project, the students were given an
 5. V-learning Advanced Module
                                                                     introductory course to familiarize them with the relevant func-
         Basic Object Creation
                                                                     tions of Second Life and to give them time to create an ava-
 6. V-Learning Advanced Module                                       tar. The students were given the assignment to visit different
         Advanced Object Creation                                    places in Second Life all relating to Berlin and to create a photo
 7. V-Learning Educational Design Module                             story with music and text. This exercise was linked to an actual
                                                                     study trip to the city of Berlin. The second and third weeks of
 8. Ongoing V-Learning Seminar
                                                                     the project were devoted to the Robin Hood Quest which is
 9. V-Learning Project Work
                                                                     available in Second Life at the British Council Isle. The students
The course spanned four months, and covered educational de-          worked in groups to solve the riddles and tasks in the quest.
sign of virtual world teaching, the management and construc-         They had to use English when communicating with each oth-
tion of virtual objects and learning environments, and examples      er and when seeking help from the guides (their teachers and
of learning activities in virtual worlds. During the course, the     teachers from Austria and Italy who were also engaged in the
teachers developed project work and use it directly in their         AVATAR course) in Second Life. Again the students were asked to
classroom with their students. The project work incorporated a       create a photo story with English texts and with music. It turned
practical application of knowledge and skills gained during the      out that only by collaborating could the students solve the tasks
course, with regards to the creation of a virtual-world learning     of the quest, which made the project very successful.
environment and learning activities for a specific subject.
                                                                     Some students felt that the Robin Hood Quest was very diffi-
                                                                     cult, and they had much help from their teachers and fellow
3. Case Study - Learning English as a                                students. However, the students quickly got a good grasp of
   foreign language in Second Life                                   how to navigate within the Virtual World and how to change
                                                                     their appearance etc., due to their prior knowledge of Virtual
The first case study included 30 students aged 16 to 17 years,
                                                                     world games such as the World of Warcraft. This prior knowl-
and was carried out in weeks 12 to 14, Spring 2011. The 30 stu-
                                                                     edge of online computer games also meant that some students
dents were spread across three 10th grade classes. The 10th
                                                                     behaved offensively towards other avatars. However, they were
grade is optional, and therefore many 10th grade schools have
                                                                     soon introduced to netiquette to amend their behavior.
creative and practical subjects that allow students to get a feel
of different trades and professions.                                 With regards to the goal of learning English as a second lan-
                                                                     guage, the students spent time communicating in English and
The purpose of this project was to work with English as a for-
                                                                     were able to understand the English language instructions that
eign language within the virtual world of Second Life. One of
                                                                     they received. They thus had a lot of practical training and ap-
the goals of learning English as a second language is to give
                                                                     peared to have fun in the process. However, it was mostly the
students the opportunity to speak the language. The teachers
                                                                     reading, understanding and writing (chatting) skills that the stu-
behind the project felt that a virtual world would be the perfect
                                                                     dents were practicing and less their oral English. When com-
setting for language teaching because the students could “hide”
                                                                     municating with each other, the students used Danish probably
behind their avatar and thus overcome some of the embarrass-
                                                                     as a result of the very complex tasks they were facing. As a side
ment that might be involved. Also, it was believed that Second
                                                                     effect of the project, some students formed a band and chatted
Life would provide more realistic communication situations
                                                                     with avatars from other countries.
(speaking, reading and writing/chatting) than speaking English



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                                                                                                                                   3
From the field

Challenges and Reflections from this project:                         curricular hours. The goal is of the project work was to create
                                                                      a Bazaar within Second Life containing 3D objects created by
The Robin Hood Quest appeared to be an ideal task for lan-            students.
guage teaching. However, it turned out to be too complex a task
to solve the riddles involved. Using existing resources in Second     This project focused on competences rather than disciplinary
Life is not always easy and hence it is recommendable to con-         contents. It aimed at enable the students to gain:
tact the institution behind the resources you wish to use, and
                                                                        • Knowledge (Italian, English, Computer, Civil Law);
get the necessary documentation and information before using
the resources with your students.                                       • Skills (how to use the computer, learn new ways of using
                                                                          the computer, create things using computers, create things
Also, the students would have gained more if they had worked              based on their own ideas, use technology to contribute to
in groups across the countries in the AVATAR project. This                the surrounding community and to collaborate);
proved not to be possible within the timeframe. It would also           • Attitudes (the fields of study of students are Business, Fi-
have been ideal to carry out the project in the autumn i.e. in the        nance and Software design: some of them have purchased
beginning of the semester.                                                an ECDL Skill card);
Finally, mastering Second Life was not as easy as hoped. The            • Competences (communication, problem-solving, coopera-
teachers pointed to a steep learning curve for themselves and             tive-learning)
those students without online game experience. It is not a plug
                                                                      The outcomes and purpose of this practical experiment were
and play educational product.
                                                                      related to Europe 2020 strategy, Digital Agenda (IP/10/225) and
Links and further information from this case study are as fol-        to the eight key competences for lifelong learning (Recommen-
lows:                                                                 dation 2006/962/EC of the European Parliament and Council).

  • The Robin Hood Quest                                              The purpose of the project work, in terms of the learning out-
  • The aim of the quest is to free Maid Marion. In order to          comes for pupils, revolved around 3 core themes:
    free her, a code is needed. The code is obtained by solving       Core theme COMMUNICATION:
    different tasks and solving a crossword puzzle.
                                                                          - decode verbal and non verbal messages efficiently
  • Sherwood Forest of the British Council Isle: http://robin-
                                                                          - use ICT for communicating
    hoodquest.wetpaint.com/
                                                                      Core theme COOPERATIVE LEARNING:
  • British Council Intro film: http://www.youtube.com/
    watch?v=Sty91tJZyqA                                                   - compare with peers representation of a setting or a spe-
                                                                            cific theme
The student films are available here:                                     - interact using an efficient role as to achieve a common
  • http://www.youtube.com/watch?v=sVx_ZH5zNfg                              goal

  • http://www.youtube.com/watch?v=Jxi4qZDUsJA                        Core theme PROBLEM SOLVING

  • http://www.youtube.com/watch?v=hVpKjCXzXXc                            - define goals and expected outcome of a problem

  • http://www.youtube.com/watch?v=ocCc1ksCMpU                            - analyze the context, evaluate available strength point and
                                                                            detect challenges
4. Case Study - What & how can I do?                                      - define strategies, role of involved actors, and deadline for
                                                                            the solution of a problem
This project work was designed and carried out by Claudia Mal-
ta teacher of Italian Literature and History with her students of         - recognize and valorize successful results, appreciate and
class 4ª B Mercurio, Technical School “Giuseppe Ginanni”, Ra-               analyzing even smalls improvements.
venna, Italy. The project work involved 17 students aged 17 to
                                                                      The project work itself consisted of two phases that had been
18 years during the period April 1 to May 7 of 2011. The length
                                                                      preceded by an internal communication targeting students,
of the project in total was 24 hours, 8 curricular and 16 extra-
                                                                      teachers (colleagues) and the technical staff of the school. This


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                                                                                                                                    4
From the field

communication was aimed at motivate students, inform col-                       o   create and present, in a small Bazaar, the 3d objects
league and technicians of the educational potentials of virtual                     (created by students)
worlds, and inform participants of the AVATAR project and of
                                                                        During this phase a number of frontal lessons and dialogues
the idea for the project work.
                                                                        took place in-world in the open-air classroom of the AVATAR
                                                                        project’s estate. Next was the operative part of the project (fo-
Phase one: preparatory phase                                            cused on problem-solving) with the aim of acquiring basic skills
The length of this phase was 8 curricular hours. Main tasks of          to interact with objects in SL and to realize “interesting” 3d ob-
this phase were:                                                        ject, realistic in terms of dimensions, with an eye to aesthetic
                                                                        and using scripts. Some students were creative and others had
  • Creation of the Second Life accounts for the students.              been determinate and persistent facing some personal chal-
  • Creation of the students’ Avatars.                                  lenges (e.g. how can I put an umbrella in the right direction in
                                                                        the hand of an avatar?)
Phase one consisted of an introduction to virtual worlds and
their educational possibilities. Students’ virtual existence as Av-
atars in Second Life was opened with basic instruction on how
                                                                        Challenges and Reflections from this project:
to change appearance, how to move around and communicate.               Many of the colleagues at school were interested in the progress
The students were very positive regarding their involvement in          of the project work: the ICT responsible, the board of teachers
the project even though they did not have previous experience           and even the Didactic Manager entered SL to see the Bazaar.
in SL. The main characteristic of this phase was that all students      The students became the “Avatar group” of the school and
had “a willingness to participate”. Spending time on the virtual        some pictures of their in-world activities were placed on the
island, students visited all the buildings of the estate and start-     bulletin-board in the hall of the school. A wider report was also
ed building their own objects.                                          published in the school institutional website. The project work
                                                                        is still open. Students do not want to leave their avatars and
In order to facilitate the student’s stay in SL, the teacher defined
                                                                        there are plans for a “second half” i.e. continuum of this project,
some rules (in addition to the Conduct by users of Second Life
                                                                        that will be carried out next school year. The teacher is consider-
by Linden Labs). Due to the total number of pupil’s aged 16-
                                                                        ing using this experience during the next year for the thesis that
18, the confined setting of the island was the ideal place for
                                                                        students will design for their final exams.
these activities. Students started to be creative, learning digital
competences and shaping 3d objects by using and modifying               The work in SL with the students has never been a “cold” and
textures and scripts available in the Resource Centre.                  impersonal didactic unit with students drawn along the module.
                                                                        The project work was very constructive and collaborative. The
Phase two: laboratory phase                                             teachers believe that the project contributed to built skills, in
                                                                        particular in terms of problem solving and pointed towards per-
The length of phase two was 16 extra-curricular hours. Phase            sonal attitudes and giving value to them.
two was carried out at school on Fridays from 16:00 to 17:00
(after the normal lessons) and Saturdays (students do not have          “I believe that a similar experience may be transferred to many
lessons on Saturday) at school and/or at home.                          different contexts, using guided tours and more activities in-
                                                                        stead of scripts, if students less skilled with ICTs are involved.
The main steps of phase two were:
                                                                        A real problem may occur in many schools: connection to the in-
  • Lessons (in Italian) on Regulatory text and instructional/          ternet and technical capacity of computer at school. The collab-
    procedural text.                                                    oration of the technical staff of the school and their involvement
  • Group activities for the students, on texts were to:                since the earliest stage of the activities is highly recommended
         o    read, summarize, analyse (regulatory texts);              for a successful result of the project works.
         o    read, analyse, use as resources to produce things (in-    I just discovered the potential of teaching in virtual worlds. I be-
              struction / procedural texts)                             lieve that there are many opportunities for teaching virtual in



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                                                                                                                                       5
From the field

many disciplines, like mathematic, chemistry, physics, etc. and    volving all teachers of the school, other schools, parents and
there are many ways for motivating and good working educa-         of course students, presenting and informing about her work
tional pathways.” Claudia Malta, Teacher for Italy                 and innovative teaching practices. They also invited regional of-
                                                                   fice for education and distributed some press releases. The local
5. Transferability of the acquired                                 seminar was very successful with more than 100 teachers and
                                                                   pupils attending.
   competences
Competences acquired within the AVATAR experimentation             Other teachers enrolled in the AVATAR course found a very cre-
phase described in previous chapter have been transferred in       ative way of interdisciplinary contextualized learning and fur-
a video used by a group of students to apply for the competi-      thermore, collaboration and working on problem solving with
tion Enterprise – European Business Game, developed together       students of different grades and age. They challenged younger
with a teacher of Business Economy in the same school. The En-     children to create two-dimensional drawings of their surround-
terprise project has foreseen a guided set-up of an enterprise,    ing natural environment. Then, the teachers built a model world
starting from an idea for a product or service to be put on the    in SL with those drawings and presented them to the students
market. The AVATAR group identified in case study 2, realized      of 17-18 with the task to develop a sustainable and ecologically
a video in SL for the commercialisation of a carpet that, once     acceptable solution for this environment, including observation
stamped, activates the lights of cabinets or showcases so that     research, modeling, analysis and synthesis in this learning ex-
the power consumption is limited to the time that people look      perience. This approach demonstrated the concept of engaging
at the cabinets.                                                   students of different ages working on the same problem in a
                                                                   3D virtual environment. However, at the same time it calls out
The AVATAR Group has been placed sixth and the video has           to use virtual worlds without age limits (e.g. open sims or ac-
been fundamental for this success. The video can be seen at:       tive worlds) in educational environments when working with
http://www.youtube.com/watch?v=AbmEFaR_VKU                         minors.
Another group of students from the same class, won the nation-     Finally, some teachers experienced difficulty when working
al award and they are now working for the European competi-        alone in SL with larger groups of students. Although the stu-
tion in the end of June 2011. These have been the most exciting    dents very much enjoyed the virtual world experience, some
moments of the project: in a few weeks students acquired com-      teachers found the work load unmanageable without technical
petences that that were able to use in a different context and     assistance and at times stressful.
with a great creativity.

                                                                   7. Recommendations and Conclusions
6. Unexpected developments and other
                                                                   In this paper we wanted to give you an insight of the discov-
   challenges
                                                                   ery journey of the AVATAR course – how we defined the cur-
One of the teachers involved in the AVATAR course, from a small    riculum and course work for teachers, what was their feedback,
traditional rural community, experienced a massive attack by       their use cases, and the results from the experimentation phase
parents because of using Second Life in her teaching. (Parents     where teachers created and carried out lessons with their stu-
were not opposed to SL but were questioning application of         dents.
teaching with technology as opposed to traditional teaching
methods, and were concerned that new methods might be less         Experience and feedback from the piloting of the first 8 mod-
effective.) A meeting with teacher, parents and head of school     ules course are listed in form of “Recommendations for Success-
was organized to discuss these issues. The teacher turned to       ful Intercultural and Interdisciplinary Delivery of an E-Learning
the AVATAR project community for support and advice how to         Course”.
handle this issue.
                                                                      • Choose carefully the platform and technical environment,
The subsequent meeting went well with the parents giving their          so it supports all planed activities and is easy to use and to
full support for experimental work. The teacher and school              handle.
used this momentum to organize an info day in their city, in-



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From the field

  • Allow for sufficient time for activities and consider appro-       Finally, we leave you with a quote from one of the participating
    priate scaffolding of participants                                 teachers…..
  • Organize repeating synchronous activities / events to bust
                                                                       “What a night - and all the hard work behind! And one can pre-
    and maintain motivation and participation
                                                                       pare and prepare - and then things don’t work out! Well, it is like
  • Provide as much support and material as possible in vari-          in RL - you cannot control it! So what is the dif. in SL?”
    ous languages
                                                                              Comment from Jens Nerido, teacher from Denmark,
  • Provide national discussion groups as to reduce the lan-
                                                                              posted on the AVATAR forum, May 2011
    guage barer
  • Create activities to support mixed interdisciplinary and in-
    ternational teams

Factors to success are listed as follows:
  • Introduce the students to netiquette, so that they can in-
    teract with other avatars in the virtual world without caus-
    ing offence.
  • Support the students in-world by offering note cards with
    SLURLs, instructions etc.
  • Provide a framework of modules and deadlines that ex-
    plain the task.
  • Several teachers took part in this project. This meant a lot
    in terms of supporting each other in the process of getting
    to know Second Life and in terms of supporting the stu-
    dents in-world. The group of teachers counted both English
    and Computer Science teachers.
  • Virtual worlds add an international dimension to language
    teaching.
  • The AVATAR course proved to be virtual competence devel-
    opment for the participating teachers.
  • Inform colleagues (teachers) and your didactic manager of
    the activities that you will carry out in-world, they will con-
    tribute to motivate students.
  • Involve the technical staff in your school at an early stage of
    your project, they will help you with all the technical prob-
    lems (open Firewalls, install Viewer, etc).
  • Valorize the work of your students.




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                                                                                                                                     7
From the field


References                                                             Kearney, P. & Pivec, M. (2007). Immersed and how? That is the
                                                                       question. Games in Action. Gothenburg, Sweden.
AVATAR project page. Retrieved from http://www.avatar-
project.eu/, on 25th of May, 2011; AVATAR “Added Value of              Mayer, I. & Bekebreda, G. (2006). Serious games and simulation
teAching in a virTuAl woRld” is a two year project (December           based e-learning for infrastructure management. In M. Pivec (Ed.),
2009 - November 2011) co-financed by the European Commis-              Affective and emotional aspects of human-computer interaction:
sion under the Lifelong Learning Sub-Programme Comenius.               Emphasis on game-based and innovative learning approaches. Am-
                                                                       sterdam: IOS Press BV.
AVATAR estate in SL http://maps.secondlife.com/secondlife/
British%20Council%20Isle2/229/3/23                                     Mingoville (2009). Language Learning Development Company.
                                                                       Retrieved 15 April 2009 from http://www.mingoville.com
Burmster, A., Burmester, F., & Reiners, T. (2008).Virtual
Environment for Immersive Learning of Container Logistics. In          Pivec, M., Koubek, A., & Dondi, C. (2004). Guidelines on
Proceedings of World Conference on Educational Multimedia,             game-based learning. Godina: Pabst Science Publishers.
Hypermedia and telecommunications 2008,Vienna, Austria, pp.
                                                                       Pivec, M. (2008). Keynote Speech at eMapps final conference.
933 – 935
                                                                       “What we know about game based learning”. Prague, 12 Feb,
Calleja, G. (2007) Digital Games as Designed Experience: Re-           2008. http://emapps.info/eng/Events/Prague-Final-Conference/
framing the Concept of Immersion. PhD Thesis,Victoria Univer-          Presentations/What-we-know-about-Game-Based-Learning
sity of Wellington. Retrieved from http://www.gordoncalleja.com/
                                                                       Reese, D. (2007). First Steps and Beyond: Serious Games as Prepa-
phdthesis.html.
                                                                       ration for Future Learning. Journal of Educational Multimedia and
Clark, C. (2004). The principles of game based learning. Paper         Hypermedia (2007) 16(3), 283-300
presented at the NETC/LSC Conference, Crystal City,VA.
                                                                       Sorensen, B. & Meyer, B. (2007). Serious Games in language and
Csikszentmihalyi, M. (1990). Flow: The psychology of optimal           learning – a theoretical perspective. Digital Games Research As-
experience. New York: Harper and Row.                                  sociation 2007 Conference: Situated Play, Tokyo, 559 – 566.

EUN (2008): How are digital games used in schools?. Retrieved          Ubisoft (2007). Ubisoft Corporation. Retrieved 1 October 2007
from http://games.eun.org                                              from http://www.ubi.com

Heureka-Klett (2002), HEUREKA-Klett Softwareverlag GmbH.
Retrieved March, 2007 from http://www.mobygames.com/com-
pany/heureka-klett-softwareverlag-gmbh




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AVATAR – The Course: Recommendations for Using 3D Virtual Environments for Teaching

  • 1. From the field AVATAR – The Course: Recommendations for Using 3D Virtual Environments for Teaching Authors The AVATAR project developed a global course for teachers, which was delivered re- motely over a period of four months. The course had nine modules, distributed via Maja Pivec e-learning and v-learning platforms. The course was created in English, however to Information Design, FH support the learning curve of multilingual and international groups, several modules JOANNEUM, University of Applied Sciences, Graz, were moderated in national groups. This communication details the rationale behind Austria the course, documents two case studies of completed projects within a virtual world, Maja.Pivec@fh-joanneum.at highlights the challenges and successes of the modules, and culminates with conclu- sions and recommendations for running courses and lessons within an online 3D virtual Cristina Stefanelli world. Consorzio FOR. COM. - Formazione per la Comunicazione Interuniversity Consortium, Rome, Italy 1. Introduction c.stefanelli@forcom.it Highlighted in the EUN report on “Games in Schools” (EUN, 2008) one of the main reasons for Game-Based Learning (GBL) being under utilized as an education resource is the lack of Inger-Marie F. Christensen teacher/trainer skills in developing and utilizing games and GBL resources to assist them. Department for Competence Digital games, Virtual Worlds, and their appropriate use for education vary considerably. Tax- Development, University of Southern Denmark, Odense, onomies of commercial game types or genres and lists of recommended platforms and vir- Denmark tual environments have been made available from past EC projects (Pivec, Koubek, & Dondi, imc@sdu.dk 2004; Pivec, 2008), but teachers and trainers cannot be expected to know how to integrate these virtual environments into their lessons to achieve the desired learning outcomes. The Jutta Pauschenwein digital technology can take a considerable amount of time to learn, often with the students ZML – Innovative Learning knowing more about it than the teacher. Part of the process of choosing and utilizing a digital Scenarios, FH JOANNEUM, game for learning or learning within a virtual world, includes the identification and consid- University of Applied Sciences, Graz, Austria eration of constraints in the learning setting, computer skills of both students and teachers, and the knowledge of how the desired learning outcomes would be realized. Other issues Jutta.Pauschenwein@fh- joanneum.at include technical requirements, licensing policies, sustainability, and more. Some commercial educational games such as “Chemicus”, “Physikus”, and “Informaticus”, by Heureka-Klett (2002), a German software engineering company, have the quality of recrea- Tags tional games and include defined learning outcomes. These games employ an interface very virtual learning similar to the popular commercial adventure game “Myst” from the game publisher UbiSoft environments, teacher (2007), and provide an interactive storyline that transports the player into a virtual world training, online course of fantasy and creates an immersive environment. Reese (2007) suggests that these virtual development, case study worlds have the potential to create a player immersion (Kearney & Pivec, 2007) and cites the concept of flow from Czikszentmihalyi (1990). Reese advocates that virtual worlds should be used as an alternate space for learning because of this immersive quality. Calleja (2007) agrees with Reese and promotes a game experience model to incorporate the concepts of both immersion and presence, to further the understanding of social significance and per- sonal values of digital environments. ing earn eLearning Papers • ISSN: 1887-1542 • www.elearningpapers.eu eL ers 25 u ers.e gpap .elea rnin n.º 25 • July 2011 Pap www 1
  • 2. From the field Game-Based Learning can successfully supplement traditional in education by providing teachers with relatively new meth- teaching, by providing a motivational environment successfully odological and pedagogical tools, and was offered to teachers aimed at the appropriate target audience. Sorensen and Meyer in secondary schools in Austria, Bulgaria, Denmark, Italy, Spain (2007) reviewed a Game-Based language course (English as a and the United Kingdom. The course included approximately foreign language) introduced into primary schools in 2006 in 100 hours of learning activities broken down into group activi- Denmark. The online world of “Mingoville” (2009) contains 10 ties, individual study, planning and carrying out the project work missions in which players complete activities focused around with students. vocabulary, spelling, and word recognition. Aimed at children aged 5 to 14 years, the product is written in Adobe Flash to be 2. AVATAR - The Course easily accessed via a web browser and has now been translated into 31 languages. Mayer and Bekebrede (2006) successfully The course was delivered through both an E-Learning and a V- implemented Game-Based Learning using simulations. Their Learning platform comprising a mix of tutorials, individual and games titled “Containers Adrift”, the planning and design of group activities, and practical tasks. Second Life was chosen for an inland container terminal, “Ventum On Line”, the simulated the virtual world and subsequently used for the course delivery management of a wind farm, and “SIM MV2”, the planning of to the participating teachers. Groups of teachers from each of infrastructure for a 2nd port in Rotterdam, are all successfully the participating countries were moderated by national mod- utilized at the Delft University of Technology. Burmester, Bur- erators (virtual world experts), who communicated with them mester, and Reiners (2008) also created simulations of Con- in their native languages. Participants also partook in transna- tainer Terminals using the virtual environment of Second Life. tional activities and reflection in English. They suggest that the blended learning approach taken by the The overall learning objectives of the AVATAR course were for University of Hamburg allows for a richer environment for the the participants to: students and a safer one than the real alternative when teach- ing terminal logistics and management. They conclude that al- • develop skills and confidence in using various social inter- though the virtual world of Second Life suits their purpose at net resources as well as massively multi-user online worlds the present, they have structured their resources as to be able such as Second Life to port them to other virtual worlds or digital game environ- • develop a deeper understanding of these environments ments in the future. and their uses with regard to learning scenarios As suggested in all of the above examples, digital environments • gain knowledge of teaching methods, best practices and and virtual worlds are often used to provide the motivation nec- educational design usable in virtual worlds essary to learn, be it as drill and practice for homework, or as a • identify and reflect upon the efficacy of the outcomes of safe experiential environment to supplement the structured les- different learning activities carried out in-world son. Clark (2004) maintains that commercial recreational game • design strategies, activities and resources for learning dif- designers are successful because they focus only on engaging ferent subjects in virtual worlds the player and making the game fun to play. He states that it • integrate virtual worlds as an innovative means in their is the design of the interactivity that provides the motivation daily teaching necessary to invoke the repeated and persistent re-engagement • experience virtual worlds with their students by the player. This can be achieved at an emotional level or an intellectual level, but for the player to learn in the virtual envi- • evaluate the educational use of virtual worlds in their class- ronment, Clark argues that the design must include action and rooms consequence and learning can then be achieved through reflec- To achieve these objectives the course was offered in nine Mod- tion, especially when a moderated debriefing is utilized. ules with activities as follows: The EUN report on Games in Schools (EUN, 2008) also suggests 1. Introduction Module that the lack of ICT use in teaching is a predominant issue in Access to the E-learning platform and course overview secondary schools throughout Europe. The AVATAR course dis- 2. E-Learning Platform Introduction Module cussed in this paper aimed at enhancing the level of ICT use ing earn eLearning Papers • ISSN: 1887-1542 • www.elearningpapers.eu eL ers 25 u ers.e gpap .elea rnin n.º 25 • July 2011 Pap www 2
  • 3. From the field Socialisation and getting to know the functions of the with your fellow Danish students. Another important goal of E-learning platform the project was to enable the students to pay virtual visits to 3. V-Learning Platform Introduction Module sights in the UK and the US, so as to intrigue them and create a desire to see the places in real life. A secondary purpose of the Accessing Second Life, acquiring basic skills, accessing project was to pose creative tasks to the students that would Second Life support resources allow them to work with digital audio and video as part of the 4. V-Learning Intermediate Module subject “junior computer driver’s license”. Search, Groups and Communication During the first week of the project, the students were given an 5. V-learning Advanced Module introductory course to familiarize them with the relevant func- Basic Object Creation tions of Second Life and to give them time to create an ava- 6. V-Learning Advanced Module tar. The students were given the assignment to visit different Advanced Object Creation places in Second Life all relating to Berlin and to create a photo 7. V-Learning Educational Design Module story with music and text. This exercise was linked to an actual study trip to the city of Berlin. The second and third weeks of 8. Ongoing V-Learning Seminar the project were devoted to the Robin Hood Quest which is 9. V-Learning Project Work available in Second Life at the British Council Isle. The students The course spanned four months, and covered educational de- worked in groups to solve the riddles and tasks in the quest. sign of virtual world teaching, the management and construc- They had to use English when communicating with each oth- tion of virtual objects and learning environments, and examples er and when seeking help from the guides (their teachers and of learning activities in virtual worlds. During the course, the teachers from Austria and Italy who were also engaged in the teachers developed project work and use it directly in their AVATAR course) in Second Life. Again the students were asked to classroom with their students. The project work incorporated a create a photo story with English texts and with music. It turned practical application of knowledge and skills gained during the out that only by collaborating could the students solve the tasks course, with regards to the creation of a virtual-world learning of the quest, which made the project very successful. environment and learning activities for a specific subject. Some students felt that the Robin Hood Quest was very diffi- cult, and they had much help from their teachers and fellow 3. Case Study - Learning English as a students. However, the students quickly got a good grasp of foreign language in Second Life how to navigate within the Virtual World and how to change their appearance etc., due to their prior knowledge of Virtual The first case study included 30 students aged 16 to 17 years, world games such as the World of Warcraft. This prior knowl- and was carried out in weeks 12 to 14, Spring 2011. The 30 stu- edge of online computer games also meant that some students dents were spread across three 10th grade classes. The 10th behaved offensively towards other avatars. However, they were grade is optional, and therefore many 10th grade schools have soon introduced to netiquette to amend their behavior. creative and practical subjects that allow students to get a feel of different trades and professions. With regards to the goal of learning English as a second lan- guage, the students spent time communicating in English and The purpose of this project was to work with English as a for- were able to understand the English language instructions that eign language within the virtual world of Second Life. One of they received. They thus had a lot of practical training and ap- the goals of learning English as a second language is to give peared to have fun in the process. However, it was mostly the students the opportunity to speak the language. The teachers reading, understanding and writing (chatting) skills that the stu- behind the project felt that a virtual world would be the perfect dents were practicing and less their oral English. When com- setting for language teaching because the students could “hide” municating with each other, the students used Danish probably behind their avatar and thus overcome some of the embarrass- as a result of the very complex tasks they were facing. As a side ment that might be involved. Also, it was believed that Second effect of the project, some students formed a band and chatted Life would provide more realistic communication situations with avatars from other countries. (speaking, reading and writing/chatting) than speaking English ing earn eLearning Papers • ISSN: 1887-1542 • www.elearningpapers.eu eL ers 25 u ers.e gpap .elea rnin n.º 25 • July 2011 Pap www 3
  • 4. From the field Challenges and Reflections from this project: curricular hours. The goal is of the project work was to create a Bazaar within Second Life containing 3D objects created by The Robin Hood Quest appeared to be an ideal task for lan- students. guage teaching. However, it turned out to be too complex a task to solve the riddles involved. Using existing resources in Second This project focused on competences rather than disciplinary Life is not always easy and hence it is recommendable to con- contents. It aimed at enable the students to gain: tact the institution behind the resources you wish to use, and • Knowledge (Italian, English, Computer, Civil Law); get the necessary documentation and information before using the resources with your students. • Skills (how to use the computer, learn new ways of using the computer, create things using computers, create things Also, the students would have gained more if they had worked based on their own ideas, use technology to contribute to in groups across the countries in the AVATAR project. This the surrounding community and to collaborate); proved not to be possible within the timeframe. It would also • Attitudes (the fields of study of students are Business, Fi- have been ideal to carry out the project in the autumn i.e. in the nance and Software design: some of them have purchased beginning of the semester. an ECDL Skill card); Finally, mastering Second Life was not as easy as hoped. The • Competences (communication, problem-solving, coopera- teachers pointed to a steep learning curve for themselves and tive-learning) those students without online game experience. It is not a plug The outcomes and purpose of this practical experiment were and play educational product. related to Europe 2020 strategy, Digital Agenda (IP/10/225) and Links and further information from this case study are as fol- to the eight key competences for lifelong learning (Recommen- lows: dation 2006/962/EC of the European Parliament and Council). • The Robin Hood Quest The purpose of the project work, in terms of the learning out- • The aim of the quest is to free Maid Marion. In order to comes for pupils, revolved around 3 core themes: free her, a code is needed. The code is obtained by solving Core theme COMMUNICATION: different tasks and solving a crossword puzzle. - decode verbal and non verbal messages efficiently • Sherwood Forest of the British Council Isle: http://robin- - use ICT for communicating hoodquest.wetpaint.com/ Core theme COOPERATIVE LEARNING: • British Council Intro film: http://www.youtube.com/ watch?v=Sty91tJZyqA - compare with peers representation of a setting or a spe- cific theme The student films are available here: - interact using an efficient role as to achieve a common • http://www.youtube.com/watch?v=sVx_ZH5zNfg goal • http://www.youtube.com/watch?v=Jxi4qZDUsJA Core theme PROBLEM SOLVING • http://www.youtube.com/watch?v=hVpKjCXzXXc - define goals and expected outcome of a problem • http://www.youtube.com/watch?v=ocCc1ksCMpU - analyze the context, evaluate available strength point and detect challenges 4. Case Study - What & how can I do? - define strategies, role of involved actors, and deadline for the solution of a problem This project work was designed and carried out by Claudia Mal- ta teacher of Italian Literature and History with her students of - recognize and valorize successful results, appreciate and class 4ª B Mercurio, Technical School “Giuseppe Ginanni”, Ra- analyzing even smalls improvements. venna, Italy. The project work involved 17 students aged 17 to The project work itself consisted of two phases that had been 18 years during the period April 1 to May 7 of 2011. The length preceded by an internal communication targeting students, of the project in total was 24 hours, 8 curricular and 16 extra- teachers (colleagues) and the technical staff of the school. This ing earn eLearning Papers • ISSN: 1887-1542 • www.elearningpapers.eu eL ers 25 u ers.e gpap .elea rnin n.º 25 • July 2011 Pap www 4
  • 5. From the field communication was aimed at motivate students, inform col- o create and present, in a small Bazaar, the 3d objects league and technicians of the educational potentials of virtual (created by students) worlds, and inform participants of the AVATAR project and of During this phase a number of frontal lessons and dialogues the idea for the project work. took place in-world in the open-air classroom of the AVATAR project’s estate. Next was the operative part of the project (fo- Phase one: preparatory phase cused on problem-solving) with the aim of acquiring basic skills The length of this phase was 8 curricular hours. Main tasks of to interact with objects in SL and to realize “interesting” 3d ob- this phase were: ject, realistic in terms of dimensions, with an eye to aesthetic and using scripts. Some students were creative and others had • Creation of the Second Life accounts for the students. been determinate and persistent facing some personal chal- • Creation of the students’ Avatars. lenges (e.g. how can I put an umbrella in the right direction in the hand of an avatar?) Phase one consisted of an introduction to virtual worlds and their educational possibilities. Students’ virtual existence as Av- atars in Second Life was opened with basic instruction on how Challenges and Reflections from this project: to change appearance, how to move around and communicate. Many of the colleagues at school were interested in the progress The students were very positive regarding their involvement in of the project work: the ICT responsible, the board of teachers the project even though they did not have previous experience and even the Didactic Manager entered SL to see the Bazaar. in SL. The main characteristic of this phase was that all students The students became the “Avatar group” of the school and had “a willingness to participate”. Spending time on the virtual some pictures of their in-world activities were placed on the island, students visited all the buildings of the estate and start- bulletin-board in the hall of the school. A wider report was also ed building their own objects. published in the school institutional website. The project work is still open. Students do not want to leave their avatars and In order to facilitate the student’s stay in SL, the teacher defined there are plans for a “second half” i.e. continuum of this project, some rules (in addition to the Conduct by users of Second Life that will be carried out next school year. The teacher is consider- by Linden Labs). Due to the total number of pupil’s aged 16- ing using this experience during the next year for the thesis that 18, the confined setting of the island was the ideal place for students will design for their final exams. these activities. Students started to be creative, learning digital competences and shaping 3d objects by using and modifying The work in SL with the students has never been a “cold” and textures and scripts available in the Resource Centre. impersonal didactic unit with students drawn along the module. The project work was very constructive and collaborative. The Phase two: laboratory phase teachers believe that the project contributed to built skills, in particular in terms of problem solving and pointed towards per- The length of phase two was 16 extra-curricular hours. Phase sonal attitudes and giving value to them. two was carried out at school on Fridays from 16:00 to 17:00 (after the normal lessons) and Saturdays (students do not have “I believe that a similar experience may be transferred to many lessons on Saturday) at school and/or at home. different contexts, using guided tours and more activities in- stead of scripts, if students less skilled with ICTs are involved. The main steps of phase two were: A real problem may occur in many schools: connection to the in- • Lessons (in Italian) on Regulatory text and instructional/ ternet and technical capacity of computer at school. The collab- procedural text. oration of the technical staff of the school and their involvement • Group activities for the students, on texts were to: since the earliest stage of the activities is highly recommended o read, summarize, analyse (regulatory texts); for a successful result of the project works. o read, analyse, use as resources to produce things (in- I just discovered the potential of teaching in virtual worlds. I be- struction / procedural texts) lieve that there are many opportunities for teaching virtual in ing earn eLearning Papers • ISSN: 1887-1542 • www.elearningpapers.eu eL ers 25 u ers.e gpap .elea rnin n.º 25 • July 2011 Pap www 5
  • 6. From the field many disciplines, like mathematic, chemistry, physics, etc. and volving all teachers of the school, other schools, parents and there are many ways for motivating and good working educa- of course students, presenting and informing about her work tional pathways.” Claudia Malta, Teacher for Italy and innovative teaching practices. They also invited regional of- fice for education and distributed some press releases. The local 5. Transferability of the acquired seminar was very successful with more than 100 teachers and pupils attending. competences Competences acquired within the AVATAR experimentation Other teachers enrolled in the AVATAR course found a very cre- phase described in previous chapter have been transferred in ative way of interdisciplinary contextualized learning and fur- a video used by a group of students to apply for the competi- thermore, collaboration and working on problem solving with tion Enterprise – European Business Game, developed together students of different grades and age. They challenged younger with a teacher of Business Economy in the same school. The En- children to create two-dimensional drawings of their surround- terprise project has foreseen a guided set-up of an enterprise, ing natural environment. Then, the teachers built a model world starting from an idea for a product or service to be put on the in SL with those drawings and presented them to the students market. The AVATAR group identified in case study 2, realized of 17-18 with the task to develop a sustainable and ecologically a video in SL for the commercialisation of a carpet that, once acceptable solution for this environment, including observation stamped, activates the lights of cabinets or showcases so that research, modeling, analysis and synthesis in this learning ex- the power consumption is limited to the time that people look perience. This approach demonstrated the concept of engaging at the cabinets. students of different ages working on the same problem in a 3D virtual environment. However, at the same time it calls out The AVATAR Group has been placed sixth and the video has to use virtual worlds without age limits (e.g. open sims or ac- been fundamental for this success. The video can be seen at: tive worlds) in educational environments when working with http://www.youtube.com/watch?v=AbmEFaR_VKU minors. Another group of students from the same class, won the nation- Finally, some teachers experienced difficulty when working al award and they are now working for the European competi- alone in SL with larger groups of students. Although the stu- tion in the end of June 2011. These have been the most exciting dents very much enjoyed the virtual world experience, some moments of the project: in a few weeks students acquired com- teachers found the work load unmanageable without technical petences that that were able to use in a different context and assistance and at times stressful. with a great creativity. 7. Recommendations and Conclusions 6. Unexpected developments and other In this paper we wanted to give you an insight of the discov- challenges ery journey of the AVATAR course – how we defined the cur- One of the teachers involved in the AVATAR course, from a small riculum and course work for teachers, what was their feedback, traditional rural community, experienced a massive attack by their use cases, and the results from the experimentation phase parents because of using Second Life in her teaching. (Parents where teachers created and carried out lessons with their stu- were not opposed to SL but were questioning application of dents. teaching with technology as opposed to traditional teaching methods, and were concerned that new methods might be less Experience and feedback from the piloting of the first 8 mod- effective.) A meeting with teacher, parents and head of school ules course are listed in form of “Recommendations for Success- was organized to discuss these issues. The teacher turned to ful Intercultural and Interdisciplinary Delivery of an E-Learning the AVATAR project community for support and advice how to Course”. handle this issue. • Choose carefully the platform and technical environment, The subsequent meeting went well with the parents giving their so it supports all planed activities and is easy to use and to full support for experimental work. The teacher and school handle. used this momentum to organize an info day in their city, in- ing earn eLearning Papers • ISSN: 1887-1542 • www.elearningpapers.eu eL ers 25 u ers.e gpap .elea rnin n.º 25 • July 2011 Pap www 6
  • 7. From the field • Allow for sufficient time for activities and consider appro- Finally, we leave you with a quote from one of the participating priate scaffolding of participants teachers….. • Organize repeating synchronous activities / events to bust “What a night - and all the hard work behind! And one can pre- and maintain motivation and participation pare and prepare - and then things don’t work out! Well, it is like • Provide as much support and material as possible in vari- in RL - you cannot control it! So what is the dif. in SL?” ous languages Comment from Jens Nerido, teacher from Denmark, • Provide national discussion groups as to reduce the lan- posted on the AVATAR forum, May 2011 guage barer • Create activities to support mixed interdisciplinary and in- ternational teams Factors to success are listed as follows: • Introduce the students to netiquette, so that they can in- teract with other avatars in the virtual world without caus- ing offence. • Support the students in-world by offering note cards with SLURLs, instructions etc. • Provide a framework of modules and deadlines that ex- plain the task. • Several teachers took part in this project. This meant a lot in terms of supporting each other in the process of getting to know Second Life and in terms of supporting the stu- dents in-world. The group of teachers counted both English and Computer Science teachers. • Virtual worlds add an international dimension to language teaching. • The AVATAR course proved to be virtual competence devel- opment for the participating teachers. • Inform colleagues (teachers) and your didactic manager of the activities that you will carry out in-world, they will con- tribute to motivate students. • Involve the technical staff in your school at an early stage of your project, they will help you with all the technical prob- lems (open Firewalls, install Viewer, etc). • Valorize the work of your students. ing earn eLearning Papers • ISSN: 1887-1542 • www.elearningpapers.eu eL ers 25 u ers.e gpap .elea rnin n.º 25 • July 2011 Pap www 7
  • 8. From the field References Kearney, P. & Pivec, M. (2007). Immersed and how? That is the question. Games in Action. Gothenburg, Sweden. AVATAR project page. Retrieved from http://www.avatar- project.eu/, on 25th of May, 2011; AVATAR “Added Value of Mayer, I. & Bekebreda, G. (2006). Serious games and simulation teAching in a virTuAl woRld” is a two year project (December based e-learning for infrastructure management. In M. Pivec (Ed.), 2009 - November 2011) co-financed by the European Commis- Affective and emotional aspects of human-computer interaction: sion under the Lifelong Learning Sub-Programme Comenius. Emphasis on game-based and innovative learning approaches. Am- sterdam: IOS Press BV. AVATAR estate in SL http://maps.secondlife.com/secondlife/ British%20Council%20Isle2/229/3/23 Mingoville (2009). Language Learning Development Company. Retrieved 15 April 2009 from http://www.mingoville.com Burmster, A., Burmester, F., & Reiners, T. (2008).Virtual Environment for Immersive Learning of Container Logistics. In Pivec, M., Koubek, A., & Dondi, C. (2004). Guidelines on Proceedings of World Conference on Educational Multimedia, game-based learning. Godina: Pabst Science Publishers. Hypermedia and telecommunications 2008,Vienna, Austria, pp. Pivec, M. (2008). Keynote Speech at eMapps final conference. 933 – 935 “What we know about game based learning”. Prague, 12 Feb, Calleja, G. (2007) Digital Games as Designed Experience: Re- 2008. http://emapps.info/eng/Events/Prague-Final-Conference/ framing the Concept of Immersion. PhD Thesis,Victoria Univer- Presentations/What-we-know-about-Game-Based-Learning sity of Wellington. Retrieved from http://www.gordoncalleja.com/ Reese, D. (2007). First Steps and Beyond: Serious Games as Prepa- phdthesis.html. ration for Future Learning. Journal of Educational Multimedia and Clark, C. (2004). The principles of game based learning. Paper Hypermedia (2007) 16(3), 283-300 presented at the NETC/LSC Conference, Crystal City,VA. Sorensen, B. & Meyer, B. (2007). Serious Games in language and Csikszentmihalyi, M. (1990). Flow: The psychology of optimal learning – a theoretical perspective. Digital Games Research As- experience. New York: Harper and Row. sociation 2007 Conference: Situated Play, Tokyo, 559 – 566. EUN (2008): How are digital games used in schools?. Retrieved Ubisoft (2007). Ubisoft Corporation. Retrieved 1 October 2007 from http://games.eun.org from http://www.ubi.com Heureka-Klett (2002), HEUREKA-Klett Softwareverlag GmbH. Retrieved March, 2007 from http://www.mobygames.com/com- pany/heureka-klett-softwareverlag-gmbh Edition and production Name of the publication: eLearning Papers Copyrights ISSN: 1887-1542 The texts published in this journal, unless otherwise indicated, are subject Publisher: elearningeuropa.info to a Creative Commons Attribution-Noncommercial-NoDerivativeWorks Edited by: P.A.U. Education, S.L. 3.0 Unported licence. They may be copied, distributed and broadcast pro- Postal address: c/Muntaner 262, 3r, 08021 Barcelona (Spain) vided that the author and the e-journal that publishes them, eLearning Phone: +34 933 670 400 Papers, are cited. Commercial use and derivative works are not permitted. Email: editorial@elearningeuropa.info The full licence can be consulted on http://creativecommons.org/licenc- Internet: www.elearningpapers.eu es/by-nc-nd/3.0/ ing earn eLearning Papers • ISSN: 1887-1542 • www.elearningpapers.eu eL ers 25 u ers.e gpap .elea rnin n.º 25 • July 2011 Pap www 8