4th Global Conference
Saturday 22nd March – Monday 24th March 2014
Prague, Czech Republic
Interest in 3D virtual worlds and their application to learning have increased significantly in recent years. They play an increasingly important role for people in both social and work-based contexts, and they challenge many of our assumptions about how we work, teach, learn, and relate to each other. There are many different types of virtual worlds and they are used for a multiplicity of purposes including gaming, play, social networking, learning and development, work, and also business. The experiences gained in virtual worlds can influence who we are in the physical world, and vice versa. What are we learning through those experiences and how transferable is that learning from one domain to another?
The main aims of this conference are to increase our understanding of experiential learning in virtual worlds, both formal and informal, to share experience and best practice, and to debate future possibilities for learning in virtual worlds. We believe the conference will be of interest to educators, researchers, students, independent scholars, trainers, virtual world users, and anyone interested in what happens in virtual worlds and what it means for us as human (or virtual) beings.
For the purpose of this call for papers, we define virtual worlds as 3D, immersive, graphical environments, representing realistic or imaginary worlds, in which users are co-presented as animated characters (avatars) and interact with each other and the worlds’ contents. We recognise the diversity and contested nature of experiential learning in virtual worlds and welcome papers that challenge this definition or shed new light on our understanding.
However, in order to be considered, papers must align with the broad purpose of the conference. For example: a paper about the use of an LMS (Learning Management System) or VLE (Virtual Learning Environment) to support learning will not be considered because neither is a virtual world according to most contemporary definitions. However, a paper which explores the integration of virtual worlds with VLEs, eg Sloodle, would be considered.
As it is such a broad subject area, Experiential Learning in Virtual Worlds precludes a definitive list of sub-topics, but the following themes are indicative of the kind of topics envisaged by this Call for Presentations.
- 3D games and critical thinking
- Arts and entertainment in virtual worlds
- Assessment and evaluation in virtual worlds
- Augmented reality
- Bringing the virtual into the real world
- Education, training and learning in virtual worlds
- Ethic issues and dilemmas, eg in research and workplace simulations
- Identity, presence and self in virtual worlds
- Philosophy of education in virtual worlds
- Redefining the virtual of 3D virtual worlds
- Research methods in virtual worlds
- Sociological research in the Metaverse
- The shift from desktop apps to the web, tablets and smartphones
- Transfer of learning from virtual worlds to the physical world}
- Types of virtual worlds
- Virtual humans and non-player characters (NPCs) in education
- Virtual world technologies
- Virtual worlds and gamification
- Virtual worlds in health, social care, counseling and psychology
- Virtual worlds used for corporate training
- Where are virtual worlds headed in the future?
- Why should we learn in virtual worlds?
Presentations, papers, performances and live demonstrations will be considered on any relevant topic or theme. The Steering Group also welcomes the submission of preformed panel proposals.
What to Send
300 word abstracts should be submitted by Friday 11th October 2013. All submissions are at least double blind peer reviewed. If an abstract is accepted for the conference, a full draft paper should be submitted by Friday 17th January 2014. Abstracts should be submitted simultaneously to the Organising Chairs; abstracts may be in Word or RTF formats with the following information and in this order:
a) author(s), b) affiliation, c) email address, d) title of abstract, e) body of abstract f) up to 10 key words
E-mails should be entitled: ELVW 4 Abstract Submission.
Please use plain text (Times Roman 12) and abstain from using footnotes and any special formatting, characters or emphasis (such as bold, italics or underline) a. We acknowledge receipt and answer all paper proposals submitted. If you do not receive a reply from us in a week you should assume we did not receive your proposal; it might be lost in cyberspace! We suggest, then, you look for an alternative electronic route or resend.
The conference is part of the At the Interface programme of research projects. It aims to bring together people from different areas and interests to share ideas and explore various discussions which are innovative and exciting. All papers accepted for and presented at the conference must be in English and will be eligible for publication in an ISBN eBook. Selected papers may be developed for publication in a themed hard copy volume(s). All publications from the conference will require editors, to be chosen from interested delegates from the conference.
Inter-Disciplinary.Net believes it is a mark of personal courtesy and professional respect to your colleagues that all delegates should attend for the full duration of the meeting. If you are unable to make this commitment, please do not submit an abstract for presentation.
If you like this project you may also like: Creative Engagements: Thinking with Children, Digital Memories, Digital Interfaces, Immersive Worlds and Transmedia Narratives, Play, Space and Place, Urban Popcultures, Videogame Cultures and the Future of Interactive Entertainment
Please note: Inter-Disciplinary.Net is a not-for-profit network and we are not in a position to be able to assist with conference travel or subsistence.