IRMA-International.org: Creator of Knowledge
Information Resources Management Association
Advancing the Concepts & Practices of Information Resources Management in Modern Organizations

Blending Classroom Activities with Multi-User Virtual Environment for At-Risk Primary School Students in an After-School Program: A Case Study

Blending Classroom Activities with Multi-User Virtual Environment for At-Risk Primary School Students in an After-School Program: A Case Study
View Sample PDF
Author(s): Lee Yong Tay (Beacon Primary School, Singapore)and Cher Ping Lim (Edith Cowan University, Western Australia)
Copyright: 2010
Pages: 19
Source title: Comparative Blended Learning Practices and Environments
Source Author(s)/Editor(s): Eugenia M. W. Ng (Hong Kong Institute of Education, China)
DOI: 10.4018/978-1-60566-852-9.ch012

Purchase


Abstract

This chapter documents how a group of 14 academically at-risk Primary 5 students have been engaged in academic related tasks in an after-school program mediated by a game-like 3D multi-user virtual environment (MUVE), Quest Atlantis (QA). The case study explores the possibilities and potentials of using the game-like 3D MUVE for the re-engagement of this group of academically at-risk students. From the observation notes, interviews with the students and students’ activities in the MUVE, the two main elements in the MUVE that have been found to engage the students are: ‘play and fun’ and ‘recognition and affirmation of performance.’ However, these engaging elements alone could not purposefully engage these students. Non-ICT activities such as orientation tasks, support by teachers, and the careful selection of authentic assignments are necessary to further enhance their engagement with their learning.

Related Content

. © 2021. 23 pages.
. © 2021. 14 pages.
. © 2021. 15 pages.
. © 2021. 26 pages.
. © 2021. 26 pages.
. © 2021. 16 pages.
. © 2021. 27 pages.
Body Bottom