3D Virtual Learning Environments for Distance Education

This research paper was written as part of my participation in the graduate course Critical Issues in Distance Education at the George Washington University. Introduction 3D Virtual worlds are widely used in gaming and offer richly detailed immersive sensory experiences and, in multi-user scenarios, a means of communication with other users. Used for distance education, […]

Minecraft for #ISTE13, San Antonio

#ISTE13 Saturday Reflections

First big conference tech conference I've attended since AACE in 1997. Had dinner with some old friends, and made some new friends. Talked with Tom Brandt about a kind of facilitation strategy he is using to draw out learner experience in the form/context of a superhero narrative. A rather clever way of having a learner […]

Distance Education Annotated Bibliography

I wrote this annotated bibliography as part of my participation in the graduate course Critical Issues in Distance Education at the George Washington University. Annotated Bibliography: Distance Education Use of three-dimensional (3-D) immersive virtual worlds in K-12 and higher education settings: A review of the research Hew, K. F. and Cheung, W. S. (2010), Use […]

Selected annotated articles on Augmented Reality and Gaming in education

Below is the content of a brief annotated bibliography I wrote forย the graduate course Applying Educational Media and Technology at the George Washington University. Eisele-Dyrli, K. (2010). San Diego pilot: Latest test of augmented reality.(news update). District Administration, 46(6), 18. Eisele-Dyrli is a regular contributor to District Administration magazine, an industry magazine for district-level administrators. […]

Augmented Reality as a context/system for learning

I have been exploring Augmented Reality as a context/system for learning. With ubiquitous internet (information), accessibility of powerful mobile devices (means to access information), and innovations in interaction methods including physical gestures and the ability to use brain activity to control computers (ability to interact with information), learning need not be tied to place and […]

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