Brazilian Experiences in Metaverse

Brazilian Experiences in Metaverse

Copyright: © 2015 |Pages: 32
DOI: 10.4018/978-1-4666-6351-0.ch015

Abstract

This chapter presents and discusses some experiences linked to the research in the context of the Digital Education Research Group UNISINOS/CNPq, which was developed in Brazil from the use of different technologies in metaverses. The following subtopics are approached: “AWSINOS: A World of Learning” (performed in metaverses Eduverse), “UNISINOS Island,” and “RICESU Island” (Second Life and Open Wonderland). As the main conclusion of chapter, learning in metaverse is understood as human beings' effective action within metaverses, present in the history of the structural coupling emerging in an inseparable world, in its way of life, showing there is also a cultural issue. In this process, the authors try to build elements to allow the development of innovative pedagogical practices, proper for this historic time and social space.
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Awsinos: A World Of Learning

In 2000, the Universidade do Vale do Rio dos Sinos, through a research project entitled “The construction of virtual worlds for distance education”, coordinated by Dr. Eliane Schlemmer and sent to the company ActiveWorlds, Inc, got a “Galaxy” in Metaverse Eduverse (educational version of Active Worlds software), and so began the development of digital virtual world in 3D AWSINOS.

Upon entering AWSINOS, the subject is shown the Teleporters Center that gives access to both the Central Square as well as the different “villages” created at AWSINOS (Figure 1), including village GPe-dU (Grupo de Pesquisa em Educação Digital GPe-dU UNISINOS/CNPq) - a graphical representation of the Research Group (Figure 2). In practice, the operation is as follows: to find the Teleporters Center (Figure 1) the user clicks the plate corresponding to the “place”, like ‘GPe-dU boroughs’, for example, where he or she wants to be, to be instantly teleported, as shown in Figure 2.

Figure 1.

Central Square: Teleport center to AWSINOS for different “villages”

Source: Authors
Figure 2.

Research group GPe-dU boroughs

Source: Authors

After this initial organization of the AWSINOS World, the research Project has developed, from a general objective, which resulted in the creation of 3D digital virtual worlds and in the study of socio-cognitive mechanisms, expressed in the trainee teachers’ behavior towards de use of technology. The exploratory research aims to carry out a case study in which subjects construct a 3D virtual world.

Amongst the research’s main findings is the creation of the 3D digital virtual world called AWSINOS – in which the teachers being trained in the use of technologies have constructed a World of Tales (Mundo de Contos). During the creation process of the World of Tales it was possible to understand how socio-cognitive mechanisms originating in the interaction process among subject-participants happen, being the strongest evidenced cooperation mechanism, and being related to mutual respect, internal solidarity and constructed rules. The trainee educator perceived that, for learning and knowledge construction his action is crucial. Regarding conceptualization, it happened through previous awareness. However, from a certain level on, it influences action. Conceptualization empowers coordination, immanent in action.

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