Journal of East China Normal University(Natural Sc ›› 2014, Vol. 2014 ›› Issue (2): 87-97.

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3D virtual learning systems and educational gaming:  possibilities for e-Textbook 2.0

J. M. LAFFEY   

  1. School of Information Science and Learning Technologies, University of Missouri, MO 65211, USA
  • Received:2013-11-01 Revised:2014-01-01 Online:2014-03-25 Published:2014-06-04

Abstract: There are great efforts underway to improve education through defining, designing and implementing e-Textbooks. There are also substantial efforts in the research and development of 3-dimensional virtual learning environments (3D VLE) and educational gaming. This paper explores the potential of developing a new form of e-Textbook, let us call it e-Textbook 2.0, based on advancing technologies for 3D virtual learning and on designing to meet pedagogical objectives using game mechanisms and strategies. These exciting new developments are then used to argue the potential for envisioning a framework for e-Textbooks 2.0 based on 3D VLE and educational gaming. The article attempts to make the case for increased focus on how to make curriculum subjects be the subject of game play, and for designing environments and games so that learning is visible and analytics can be used to provide feedback to the teacher and the students.

Key words: 3D VLE, educational gaming, e-Textbook 2.0

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