{"title":"Facilitation Strategies to Moderate Synchronous Virtual Discussion Groups in Teacher Training","authors":"Kevin Oh, Natalie Nussli, M. Kaye, N. Cuadro","doi":"10.4018/978-1-7998-4960-5.ch005","DOIUrl":"https://doi.org/10.4018/978-1-7998-4960-5.ch005","url":null,"abstract":"This chapter reports on an exploratory case study investigating strategies to facilitate group discussions in Second Life, a three-dimensional virtual world. The purpose was to identify best practices for discussion facilitation in-world from the perspective of a virtual host and a discussion facilitator. A host and a facilitator moderated four virtual group discussions with 16 in-service teachers enrolled in a graduate technology class. The chapter discusses several themes that emerged from the host's and the facilitator's debriefings. Key themes include the need for a careful selection of the communication modality (text or voice or a combination), strategies to promote interactivity among the participants, the critical need for at least one facilitator in addition to the host, the need for clear ground rules for the participants, and clear guidelines for the host and the facilitator. Several challenges experienced during the process of facilitating these virtual events are discussed and recommendations are made to address these difficulties. This chapter is of interest to educators who are planning to substitute in-class group discussions with synchronous group discussions in-world.","PeriodicalId":365499,"journal":{"name":"Current and Prospective Applications of Virtual Reality in Higher Education","volume":"11 8 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127975727","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Board Games, Zombies, and Minecraft","authors":"Susan Keim, Zac Jarrard","doi":"10.4018/978-1-7998-4960-5.ch009","DOIUrl":"https://doi.org/10.4018/978-1-7998-4960-5.ch009","url":null,"abstract":"Games have been played throughout human history and in all cultures, exposing almost everyone to gameplay in some form. Higher education is exploring ways faculty can leverage games to enhance course development and the student learning experience. The primary pedagogical use of games is gamification, in which gaming is used to transform learning activities. This chapter will 1) provide an overview of gamification theory and practice in higher education, 2) share ideas for faculty to consider when using gamification as a teaching tool, and 3) explore how the game Minecraft was used through educational and practical applications to teach a local government course.","PeriodicalId":365499,"journal":{"name":"Current and Prospective Applications of Virtual Reality in Higher Education","volume":"56 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133780189","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Technical Details and Educational Applications for Virtual Reality Technologies","authors":"Yongzhi Wang","doi":"10.4018/978-1-7998-4960-5.ch004","DOIUrl":"https://doi.org/10.4018/978-1-7998-4960-5.ch004","url":null,"abstract":"The application of virtual reality (VR) in higher education has drawn attention. Understanding the state of the art for VR technologies helps educators identify appropriate applications and develop a high-quality engaging teaching-learning process. This chapter provides a comprehensive survey of current hardware and software supports on VR. Secondly, important technical metrics in VR technology are considered with comparisons of different VR devices using identified metrics. Third, there is a focus on software tools and an explore of various development frameworks, which facilitate the implementation of VR applications. With this information as a foundation, there is a VR use in higher education. Finally, there is a discussion of VR applications that can be potentially used in education.","PeriodicalId":365499,"journal":{"name":"Current and Prospective Applications of Virtual Reality in Higher Education","volume":"38 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115824076","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Using Virtual Reality in College Student Mental Health Treatment","authors":"N. Sinha","doi":"10.4018/978-1-7998-4960-5.ch012","DOIUrl":"https://doi.org/10.4018/978-1-7998-4960-5.ch012","url":null,"abstract":"When students leave home to attend college, they encounter many adjustments and new experiences. Some students have difficulty coping with the challenges they experience and over time may develop mild to severe mental health issues. Mental health illness among college students is associated with long-term adverse academic outcomes, including dropout. With an exponential rise in mental health issues among university students, there is a dire need to reach out to newer technologies to help students effectively cope with academic and social challenges. Given the increased accessibility and practicality of virtual reality (VR) use in mental health, it becomes paramount to extend the utility of VR to university counselling settings including the preliminary assessment, diagnosis, and treatment strategies to guide students to effectively address any mental health challenges. There are potential implications and challenges associated with the use of VR within universities' counselling settings as well.","PeriodicalId":365499,"journal":{"name":"Current and Prospective Applications of Virtual Reality in Higher Education","volume":"43 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132669182","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"A Literature Review on the Use of Three-Dimensional Virtual Worlds in Higher Education","authors":"Reza Ghanbarzadeh, A. Ghapanchi","doi":"10.4018/978-1-7998-4960-5.ch002","DOIUrl":"https://doi.org/10.4018/978-1-7998-4960-5.ch002","url":null,"abstract":"Three-dimensional virtual worlds (3DVW) have been substantially adopted in teaching and learning worldwide. The current study conducted a literature review of the published research relevant to the application of 3DVWs in higher education. A literature search was performed on nine scientific databases, and following scrutiny according to inclusion criteria, 176 papers were selected for review. The literature review process was summarized, reviews undertaken by the authors, and results about the applicability of 3DVWs in higher education were extracted. A wide variety of application areas for 3DVWs in higher education were found and classified into five main categories. Various 3DVW platforms and virtual environments used for educational goals were also identified. This study found that a wide range of virtual environments and tools have been implemented by 3DVW technology and applied for teaching and learning in higher education.","PeriodicalId":365499,"journal":{"name":"Current and Prospective Applications of Virtual Reality in Higher Education","volume":"13 1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128997714","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}