Situated, embodied and social problem-solving in virtual worlds
Author(s) -
Andrew Cram,
John Hedberg,
Maree Gosper,
Geoffrey Dick
Publication year - 2011
Publication title -
research in learning technology
Language(s) - English
Resource type - Journals
SCImago Journal Rank - 0.52
H-Index - 26
eISSN - 2156-7077
pISSN - 2156-7069
DOI - 10.1080/21567069.2011.624172
Subject(s) - situated , embodied cognition , context (archaeology) , situated learning , social worlds , sociology , metaverse , computer science , epistemology , psychology , human–computer interaction , pedagogy , artificial intelligence , virtual reality , social science , philosophy , paleontology , biology
Contemporary theories of problem-solving highlight that expertise is domainspecific, contingent on the social context and available resources, and involvesknowledge, skills, attitudes, emotions and values. Developing educational activitiesthat incorporate all of these elements is a challenge. Through case studies,this paper outlines how situated, embodied and social problem-solving activitieswithin virtual worlds can elicit responses that engage all facets of expertise.13 page(s
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