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Advisor(s)
Abstract(s)
Esta comunicação pretende apresentar uma investigação que está a ser desenvolvida pelas autoras no
âmbito de um programa doutoral, com o intuito de determinar formas de aperfeiçoar as situações de
ensino‐aprendizagem no ensino superior, baseadas em experiências levadas a cabo em mundos virtuais
imersivos. As autoras aperceberam‐se que, hoje em dia, os cursos de ensino superior nem sempre
preenchem as necessidades da maioria dos estudantes. Eles pertencem a uma geração multitarefa e em
rede, e o que recebem das estratégias de ensino‐aprendizagem de hoje em dia não os prepara para
serem cidadãos críticos nem lhes fornece as competências necessárias para que sejam autónomos e
construtores de conhecimento. Pensamos que poderemos retirar vantagem dos recursos disponíveis
nos mundos virtuais imersivos para ultrapassar esta situação e transferir para a vida real. Para
atingirmos este fim necessitamos, numa primeira instancia, de perceber como ocorrem as interacções
sociais nestes ambientes (em particular em Second Life), como crescem e como se desenvolvem. O que
apresentamos aqui é uma amostra preliminar do que pretendemos com a investigação. Lançaremos
algumas questões, as mesmas que nos despertaram para a exploração deste assunto.
This paper intends to present a PhD research that is being developed by the authors, with the intention to determine how to improve teaching and learning situations, at the university level, based on experiences in immersive virtual worlds. The authors have realized that nowadays courses don’t fulfill our students’ needs. They belong to a networked and multitasking generation, and what they get from today’s teaching strategy doesn’t prepare them to be critical citizens and professional workers on their specialty, nor give them the skills and competences needed to be autonomous and creators of knowledge. It is our belief that we can take advantage from the immersive virtual worlds’ resources to overcome this situation and there for to transfer it to real life. In order to achieve this we need, at the first instance, to understand how social interactions occur in these environments (in particular at Second Life®), how they grow and how they are developed. What we present here is a preliminary sample of what we intend to work on. We will launch some questions, the same ones that make us very excited to explore this subject
This paper intends to present a PhD research that is being developed by the authors, with the intention to determine how to improve teaching and learning situations, at the university level, based on experiences in immersive virtual worlds. The authors have realized that nowadays courses don’t fulfill our students’ needs. They belong to a networked and multitasking generation, and what they get from today’s teaching strategy doesn’t prepare them to be critical citizens and professional workers on their specialty, nor give them the skills and competences needed to be autonomous and creators of knowledge. It is our belief that we can take advantage from the immersive virtual worlds’ resources to overcome this situation and there for to transfer it to real life. In order to achieve this we need, at the first instance, to understand how social interactions occur in these environments (in particular at Second Life®), how they grow and how they are developed. What we present here is a preliminary sample of what we intend to work on. We will launch some questions, the same ones that make us very excited to explore this subject
Description
Keywords
second life mundos virtuais construção de conhecimento relações inter‐pessoais interacções
Citation
Loureiro, A. e Bettencourt, T. (2009). Influência das relações da vida real na construção de conhecimento em mundos virtuais – Estudo preliminar. In Dias, P. e Osório, A. (Eds.). Actas da VI Conferência Internacional de TIC na Educação – Challenges 2009 (pp. 1437-1450). (CD-ROM) (ISBN: 978-972-98456-6-6)
Publisher
Centro de Competência da Universidade do Minho