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193907

Identity thresholds

researching the socio-political impact of learning in immersive virtual worlds

Maggi Savin-Baden

pp. 63-75

Abstrakt

Much of the recent research into learning in immersive virtual worlds (IVWs) centres around games and gaming and is largely underpinned by cognitive learning theories that focus on linearity, problem-solving and the importance of attaining the "right answer" or game plan. In this paper I will suggest that learning and researching in immersive worlds seems to result in a sense of multiple identities and disembodiment, or even different forms of embodiment. Further, the sense of anonymity and the assumption that this was what was understood through one's words rather than one's bodily presence, is becoming increasingly unmasked through immersive virtual worlds such as Second Life.

Publication details

Published in:

Lauriala Anneli, et al. (2011) Navigating in educational contexts: identities and cultures in dialogue. Rotterdam, SensePublishers.

Seiten: 63-75


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DOI: 10.1007/978-94-6091-522-2_5

Referenz:

Savin-Baden Maggi (2011) „Identity thresholds: researching the socio-political impact of learning in immersive virtual worlds“, In: A. Lauriala, R. Rajala, H. Ruokamo & O. Ylitapio Mntyl (eds.), Navigating in educational contexts, Rotterdam, SensePublishers, 63–75.