Reference Hub2
A Virtual World Workshop Environment for Learning Agile Software Development Techniques

A Virtual World Workshop Environment for Learning Agile Software Development Techniques

David Parsons (The Mind Lab by Unitec, New Zealand) and Rosemary Stockdale (Swinburne University, Australia)
Copyright: © 2012 |Volume: 3 |Issue: 1 |Article: 3 |Pages: 18
ISSN: 1947-8518|EISSN: 1947-8526|DOI: 10.4018/jvple.2012010103
Cite Article Cite Article

MLA

Parsons, David and Rosemary Stockdale. "A Virtual World Workshop Environment for Learning Agile Software Development Techniques." IJVPLE 3.1 (2012): 37-54. Web. 1 Jan. 2019. doi:10.4018/jvple.2012010103

APA

Parsons, D., & Stockdale, R. (2012). A Virtual World Workshop Environment for Learning Agile Software Development Techniques. International Journal of Virtual and Personal Learning Environments (IJVPLE), 3(1), 37-54. doi:10.4018/jvple.2012010103

Chicago

Parsons, David and Rosemary Stockdale. "A Virtual World Workshop Environment for Learning Agile Software Development Techniques," International Journal of Virtual and Personal Learning Environments (IJVPLE) 3 (2012): 1, accessed (January 01, 2019), doi:10.4018/jvple.2012010103

Export Reference

Mendeley
Favorite Full-Issue PDF

Abstract

Multi-User Virtual Environments (MUVEs) are the subject of increasing interest for educators and trainers. This article reports on a longitudinal project that seeks to establish a virtual agile software development workshop hosted in the Open Wonderland MUVE, designed to help learners to understand the basic principles of some core agile software development techniques. The authors take a design-based research approach that allows for cycles of learning and reflection that has enabled following an iterative path of development through two major iterations. The authors trace the research path followed from the real world workshop to its virtual incarnation, describing the design philosophy and the constructed virtual artefacts. The authors conclude by reflecting on the insights into learner perceptions and practical implementations gained from building and evaluating the virtual workshop.

References

Atkins C. Caukill M. (2009). Serious fun and serious learning. In Molka-DanielsenJ.DeutschmannM. (Eds.), Learning and teaching in the virtual world of Second Life (pp. 78–89). Trondheim, Norway: Tapir Academic.
Au, W. (2006). God game. New World Notes. Retrieved May 5, 2011, from http://nwn.blogs.com/nwn/2006/05/god_game.html
Bainbridge W. (2007). The scientific research potential of virtual worlds.Science, 317, 472. 10.1126/science.114693017656715
Berge Z. (2008). Multi-user virtual environments for education and training? A critical review of Second Life.Educational Technology, ▪▪▪, 27–31.
Brooks F. (1995). The mythical man-month, essays on software engineering (2nd ed.). Reading, MA: Addison-Wesley.
Cockburn A. (2002). Agile software development. Reading, MA: Addison-Wesley.
Cunningham & Cunningham, Inc. (2005). Extreme Hour wiki. Retrieved May 5, 2011, from http://c2.com/xp/ExtremeHour.html
Dalgarno B. Lee M. J. W. (2010). What are the learning affordances of 3-D virtual environments?British Journal of Educational Technology, 41(1), 10–32. 10.1111/j.1467-8535.2009.01038.x
de Freitas S. Rebolledo-Mendez G. Liarokapis F. Magoulas G. Poulovassilis A. (2010). Learning as immersive experiences: Using the four-dimensional framework for designing and evaluating immersive learning experiences in a virtual world.British Journal of Educational Technology, 41(1), 69–85. 10.1111/j.1467-8535.2009.01024.x
Dickey M. D. (2005). Brave new (interactive) worlds: A review of the design affordances and constraints of two 3D virtual worlds as interactive learning environments.Interactive Learning Environments, 13(1-2), 121–137. 10.1080/10494820500173714
Doesburg, A. (2008, June 16). Way too cool for school? Try virtual learning. New Zealand Herald.
Eschenbrenner B. Nah F. F.-H. Siau K. (2008). 3-D virtual worlds in education: Applications, benefits, issues, and opportunities.Journal of Database Management, 19(4), 91–110. 10.4018/jdm.2008100106
Esteves, M., Fonseca, B., & Martins P. (2009). Using Second Life for problem based learning in computer science programming. Virtual Worlds Research, 2(1).
Gardner, M., Scott, J., & Horan, B. (2008). Reflections on the use of Project Wonderland as a mixed-reality environment for teaching and learning. In Proceedings of the Conference on Researching Learning in Virtual Environments (pp. 130-141).
Guest T. (2007). Second lives: A journey through virtual worlds. London, UK: Hutchinson.
Hadjerrouit, S. (2004). Implementing web-based Learning in higher education: An evolutionary software engineering approach. In L. Cantoni & C. McLoughlin (Eds.), In Proceedings of the World Conference on Educational Multimedia, Hypermedia and Telecommunications (pp. 483-490). Chesapeake, VA: AACE.
Jäkälä M. Pekkola S. (2007). From technology engineering to social engineering: 15 years of research on virtual worlds.The Data Base for Advances in Information Systems, 38(4), 11–16.
Kuo, E., & Levis, M. (2002). A new Roman world: Using virtual reality technology as a critical teaching tool. In Proceedings of the Annual Meeting of the American Educational Research Association, New Orleans, LA.
Levine, A. (2006). Heart murmur sim, assessment of learning in SL - Interview with a man in a surgical mask. NMC Campus Observer. Retrieved May 5, 2011, from http://sl.nmc.org/2006/09/25/jeremy-kemp/
Mayes J. Fowler C. (1999). Learning technology and usability: A framework for understanding courseware.Interacting with Computers, 11, 485–497. 10.1016/S0953-5438(98)00065-4
McDunnough, S. (2007). Playing the piano in the British Literature classroom. Retrieved May 5, 2011, from http://bloghud.com/id/8799/
Mennecke B. McNeill D. Roche E. Bray D. Townsend A. Lester J. (2008). Second Life and other virtual worlds: A roadmap for research.Communications of the Association for Information Systems, 22(20), 371–388.
Parsons D. Ryu H. Lal R. (2007). The impact of methods and techniques on outcomes from agile software development projects. In McMasterT.WastellD.FerneleyE.DeGrossJ. (Eds.), Organisational dynamics of technology-based innovation: Diversifying the research agenda (pp. 235–249). New York, NY: Springer. 10.1007/978-0-387-72804-9_16
Parsons, D., & Stockdale, R. (2010). Cloud as context: Virtual world learning with open wonderland. In Proceedings of the 9th World Conference on Mobile and Contextual Learning, Malta (pp. 123-130).
Peeters, V., & Van Cauwenberghe, P. (2001). The XP game. Retrieved from http://www.xp.be/xpgame.html/
Phang, C. W., & Kankanhalli, A. (2009). How do perceptions of virtual worlds lead to enhanced learning? An empirical investigation. In Proceedings of the 30th International Conference on Information Systems.
Rieber L. P. (1996). Seriously consider play: Designing interactive learning environments based on the blending of microworlds, simulations and games.Educational Technology Research and Development, 44(2), 43–58. 10.1007/BF02300540
Ritzema T. Harris B. (2008). The use of Second Life for distance education.Journal of Computing Sciences in Colleges, 23(6), 110–116.
Salmon J. Hawkridge D. (2009). Editorial: Out of this world.British Journal of Educational Technology, 40(3), 401–413. 10.1111/j.1467-8535.2009.00957.x
Santos A. (2010). Using design-based research for virtual worlds research projects.Journal of Virtual Worlds Research, 3(1).
Schultze U. Hiltz R. Nardi B. Rennecker J. Stucky S. (2008). Using synthetic worlds for work and learning.Communications of the Association for Information Systems, 22(19), 351–370.
Sidel, R. (2008, January 23). Cheer up, Ben: Your economy isn't as bad as this one. Wall Street Journal. Retrieved May 5, 2011, from http://online.wsj.com/article/SB120104351064608025.html?mod=todays_us_page_one
Suzuki, H., & Huang, R. (2004). Virtual real-time 3D object sharing for supporting distance education and training. In Proceedings of the 18th International Conference on Advanced Information Networking and Applications, Fukuoka, Japan.
Vaishnavi V. Kuechler W. (2007). Design science research methods and patterns: Innovating information and communication technology. Boston, MA: Auerbach. 10.1201/9781420059335
Vallance M. Martin S. Wiz C. van Schaik P. (2010). Designing effective spaces, tasks and metrics for communication in Second Life within the context of programming LEGO NXT Mindstorms™ Robots.International Journal of Virtual and Personal Learning Environments, 1(1), 20–37. 10.4018/jvple.2010091703
Ye, E., Liu, C., & Polack-Wahl, J. (2007). Enhancing software engineering education using teaching aids in 3-D online virtual worlds. In Proceedings of the 37th ASEE/IEEE Frontiers in Education Conference, Milwaukee, WI (pp. 8-13).

Request Access

You do not own this content. Please login to recommend this title to your institution's librarian or purchase it from the IGI Global bookstore.